home icon blog icon blog icon

Don't Butter My Biscuit

Don't Butter My Buscuit is a game that was made for the 2023 GMTK Game Jam, whose theme was Roles Reversed. I got the idea from the phrase "well butter my biscuit!" so you play as a biscuit that does not want to get buttered. You can still look at the itch.io page if you want, it has links to download the original jam version (written in version 0.1.0 of bottomless-pit). All the art in the game was made by Freyhoe. Please check him out he does alot of work on tetris tools.

main.rs:

mod animation;
mod collision;
mod enemy;
mod level;
mod text;
mod player;


use bottomless_pit::input::MouseKey;
use bottomless_pit::engine_handle::Engine;
use bottomless_pit::colour::Colour;
use bottomless_pit::engine_handle::EngineBuilder;
use bottomless_pit::material::{Material, MaterialBuilder};
use bottomless_pit::render::RenderInformation;
use bottomless_pit::texture::Texture;
use bottomless_pit::vectors::Vec2;
use level::Level;
use text::Text;

fn main() {
    let mut engine = EngineBuilder::new()
        .set_clear_colour(Colour::BLUE)
        .set_window_title("Butter My Biscuit!")
        .unresizable()
        .with_resolution((800, 800))
        .build()
        .unwrap();

    let biscut = Biscut::new(&mut engine);

    engine.run(biscut);
}

struct Biscut {
    text: Vec<Text>,
    bg_texture: Material,
    logo: Material,
    plain_mat: Material,
    level: Level,
    state: MainState,
}

impl bottomless_pit::Game for Biscut {
    fn render<'p, 'o>(&'o mut self, mut render_handle: RenderInformation<'p, 'o>) where 'o: 'p {
        self.bg_texture.add_rectangle(Vec2{x: 0.0, y: 0.0}, Vec2{x: 800.0, y: 800.0}, Colour::WHITE, &render_handle);
        self.bg_texture.draw(&mut render_handle);

        match self.state {
            MainState::InGame => {
                self.level.draw(&mut render_handle);
            },
            MainState::EndMenu => {
                self.level.draw(&mut render_handle);
                let r1_pos = self.text[3].pos - Vec2{x: 10.0, y: 10.0};
                let r1_size = Vec2{x: self.text[3].size.x as f32 + 20.0, y: self.text[3].size.y as f32 + 20.0};
                let r2_pos = self.text[4].pos - Vec2{x: 10.0, y: 10.0};
                let r2_size = Vec2{x: self.text[4].size.x as f32 + 20.0, y: self.text[4].size.y as f32 + 20.0};

                self.plain_mat.add_rectangle(r1_pos, r1_size, Colour::WHITE, &render_handle);
                self.plain_mat.add_rectangle(r2_pos, r2_size, Colour::WHITE, &render_handle);
                self.plain_mat.draw(&mut render_handle);
            },
            MainState::MainMenu => {
                let r1_pos = self.text[0].pos - Vec2{x: 10.0, y: 10.0};
                let r1_size = Vec2{x: self.text[0].size.x as f32 + 20.0, y: self.text[0].size.y as f32 + 20.0};
                let r2_pos = self.text[1].pos - Vec2{x: 10.0, y: 10.0};
                let r2_size = Vec2{x: self.text[1].size.x as f32 + 20.0, y: self.text[1].size.y as f32 + 20.0};

                self.logo.add_rectangle(Vec2{x: 250.0, y: 250.0}, Vec2{x: 300.0, y: 300.0}, Colour::WHITE, &render_handle);

                self.plain_mat.add_rectangle(r1_pos, r1_size, Colour::WHITE, &render_handle);
                self.plain_mat.add_rectangle(r2_pos, r2_size, Colour::WHITE, &render_handle);

                self.logo.draw(&mut render_handle);
                self.plain_mat.draw(&mut render_handle);
            },
        }
        self.text.iter_mut().for_each(|t| t.draw(&mut render_handle));
    }

    fn update(&mut self, engine_handle: &mut Engine) {
        let dt = engine_handle.get_frame_delta_time();
        match self.state {
            MainState::InGame => self.in_game_update(engine_handle, dt),
            MainState::MainMenu => self.main_menu_update(engine_handle),
            MainState::EndMenu => self.end_menu_update(engine_handle, dt),
        }
    }
}

impl Biscut {
    fn new(engine_handle: &mut Engine) -> Self {
        let bg_tex = Texture::new(engine_handle, "assets/bg.png");
        let bg_texture = MaterialBuilder::new().add_texture(bg_tex).build(engine_handle);

        let logo_tex = Texture::new(engine_handle, "assets/logo.png");
        let logo = MaterialBuilder::new().add_texture(logo_tex).build(engine_handle);

        let text = vec![
            Text::new("Start Game", 50.0, Vec2{x: 20.0, y: 600.0}, Colour::BLACK, engine_handle),
            Text::new("Quit", 50.0, Vec2{x: 20.0, y: 680.0}, Colour::BLACK, engine_handle),
            Text::new("How to play:", 35.0, Vec2{x: 20.0, y: 20.0}, Colour::BLACK, engine_handle),
            Text::new("W A S D to move", 25.0, Vec2{x: 40.0, y: 60.0}, Colour::BLACK, engine_handle),
            Text::new("Hold left click to charge", 25.0, Vec2{x: 40.0, y: 90.0}, Colour::BLACK, engine_handle),
            Text::new("Release left click to parry incoming butter", 25.0, Vec2{x: 40.0, y: 120.0}, Colour::BLACK, engine_handle),
        ];

        Self {
            level: Level::new(engine_handle),
            logo,
            text,
            bg_texture,
            plain_mat: MaterialBuilder::new().build(engine_handle),
            state: MainState::MainMenu,
        }
    }

    fn in_game_update(&mut self, engine_handle: &mut Engine, dt: f32) {
        self.level.update(engine_handle, dt);
        if self.level.player_dead() {
            self.to_end(engine_handle);
        }
    }

    fn main_menu_update(&mut self, engine_handle: &mut Engine) {
        let mouse_pos = engine_handle.get_mouse_position();
        let mouse_down = engine_handle.is_mouse_key_pressed(MouseKey::Left);

        let r1_pos = self.text[0].pos - Vec2{x: 10.0, y: 10.0};
        let r1_size = Vec2{x: self.text[0].size.x as f32 + 20.0, y: self.text[0].size.y as f32 + 20.0};
        let r2_pos = self.text[1].pos - Vec2{x: 10.0, y: 10.0};
        let r2_size = Vec2{x: self.text[1].size.x as f32 + 20.0, y: self.text[1].size.y as f32 + 20.0};

        if mouse_down && collision::point_in_rect(r2_size, r2_pos, mouse_pos) {
            engine_handle.close();
        }

        if mouse_down && collision::point_in_rect(r1_size, r1_pos, mouse_pos) {
            self.to_game();
        }
    }

    fn end_menu_update(&mut self, engine_handle: &mut Engine, dt: f32) {
        self.level.dead_update(engine_handle, dt);

        let mouse_pos = engine_handle.get_mouse_position();
        let mouse_down = engine_handle.is_mouse_key_pressed(MouseKey::Left);

        let r1_pos = self.text[3].pos - Vec2{x: 10.0, y: 10.0};
        let r1_size = Vec2{x: self.text[3].size.x as f32 + 20.0, y: self.text[3].size.y as f32 + 20.0};
        let r2_pos = self.text[4].pos - Vec2{x: 10.0, y: 10.0};
        let r2_size = Vec2{x: self.text[4].size.x as f32 + 20.0, y: self.text[4].size.y as f32 + 20.0};

        if mouse_down && collision::point_in_rect(r1_size, r1_pos, mouse_pos) {
            engine_handle.close();
        }

        if mouse_down && collision::point_in_rect(r2_size, r2_pos, mouse_pos) {
            self.to_game();
            self.level.restart(engine_handle);
        }
    }

    fn to_game(&mut self) {
        self.text = Vec::new();
        self.state = MainState::InGame;
    }

    fn to_end(&mut self, engine_handle: &mut Engine) {
        self.state = MainState::EndMenu;
        let mut text_1 = Text::new("Congrats!", 40.0, Vec2{x: 400.0, y: 230.0}, Colour::BLACK, engine_handle);
        let mut text_2 = Text::new(&format!("You made it to wave: {}", self.level.get_wave()), 40.0, Vec2{x: 0.0, y: 270.0}, Colour::BLACK, engine_handle);
        let mut text_3 = Text::new(&format!("Succesfully fought {} chefs", self.level.get_kills()), 40.0, Vec2{x: 0.0, y: 310.0}, Colour::BLACK, engine_handle);
        text_1.pos.x = 400.0 - text_1.size.x as f32 / 2.0;
        text_2.pos.x = 400.0 - text_2.size.x as f32 / 2.0;
        text_3.pos.x = 400.0 - text_3.size.x as f32 / 2.0;

        let mut restart = Text::new("Restart", 40.0, Vec2{x: 0.0, y: 390.0}, Colour::BLACK, engine_handle);
        restart.pos.x = 400.0 - restart.size.x as f32 / 2.0;
        let mut quit = Text::new("Quit", 40.0, Vec2{x: 0.0, y: 470.0}, Colour::BLACK, engine_handle);
        quit.pos.x = 400.0 - quit.size.x as f32 / 2.0;

        self.text = vec![text_1, text_2, text_3, restart, quit];
    }
}


#[derive(Clone, Copy, Debug, PartialEq)]
enum MainState {
    MainMenu,
    InGame,
    EndMenu,
}

fn move_towards(current: Vec2<f32>, target: Vec2<f32>, max_distance: f32) -> Vec2<f32> {
    let distance_to_player_x = target.x - current.x;
    let distance_to_player_y = target.y - current.y;

    let square_distance = distance_to_player_x.powi(2) + distance_to_player_y.powi(2);


    let total_distance = square_distance.sqrt();

    Vec2 {
        x: current.x + distance_to_player_x/total_distance * max_distance,
        y: current.y + distance_to_player_y/total_distance * max_distance,
    }
}

animation.rs:

use bottomless_pit::colour::Colour;
use bottomless_pit::engine_handle::Engine;
use bottomless_pit::material::{Material, MaterialBuilder};
use bottomless_pit::render::RenderInformation;
use bottomless_pit::texture::Texture;
use bottomless_pit::vectors::Vec2;

pub struct Anmiation {
    sprite_sheet: Material,
    sprite_size: Vec2<f32>,
    frames: usize,
    current_frame: usize,
    frame_time_counter: f32,
    frame_time: f32,
    looping: bool,
}

impl Anmiation {
    pub fn new(texture_path: &str, sprite_size: Vec2<f32>, frames: usize, frame_time: f32, looping: bool, engine: &mut Engine) -> Self {
        // let texture = engine_handle.create_texture(texture_path).unwrap();
        let texture = Texture::new(engine, texture_path);
        let sprite_sheet = MaterialBuilder::new()
            .add_texture(texture)
            .build(engine);

        Self {
            sprite_sheet,
            sprite_size,
            frames,
            current_frame: 0,
            frame_time_counter: 0.0,
            frame_time,
            looping,
        }
    }

    pub fn add_instance(&mut self, render_handle: &RenderInformation, draw_pos: Vec2<f32>, draw_size: Vec2<f32>, flipped: bool) {
        let dir = if flipped {
            -1.0
        } else {
            1.0
        };

        self.sprite_sheet.add_rectangle_with_uv(
            draw_pos,
            draw_size,
            Vec2{x: self.current_frame as f32 * self.sprite_size.x, y: 0.0},
            Vec2{x: self.sprite_size.x * dir, y: self.sprite_size.y},
            Colour::WHITE,
            render_handle
        );
    }

    pub fn add_with_rotation(&mut self, render_handle: &mut RenderInformation, draw_pos: Vec2<f32>, draw_size: Vec2<f32>, flipped: bool, deg: f32) {
        let dir = if flipped {
            -1.0
        } else {
            1.0
        };

        self.sprite_sheet.add_rectangle_ex(
            draw_pos,
            draw_size,
            Colour::WHITE,
            deg,
            Vec2{x: self.current_frame as f32 * self.sprite_size.x, y: 0.0},
            Vec2{x: self.sprite_size.x * dir, y: self.sprite_size.y},
            render_handle
        );
    }

    pub fn draw<'p, 'o>(&'o mut self, render_handle: &mut RenderInformation<'p, 'o>) where 'o: 'p {
        self.sprite_sheet.draw(render_handle);
    }

    pub fn update(&mut self, dt: f32) {
        self.frame_time_counter += dt;

        if self.frame_time_counter > self.frame_time {
            if self.looping {
                self.current_frame = (self.current_frame + 1) % self.frames;
            } else if self.current_frame < self.frames - 1 {
                self.current_frame += 1;
            }
        }

        self.frame_time_counter = self.frame_time_counter % self.frame_time;
    }

    pub fn reset(&mut self) {
        self.current_frame = 0;
        self.frame_time_counter = 0.0;
    }

    pub fn is_done(&self) -> bool {
        !self.looping && self.current_frame == self.frames - 1
    }
}

collision.rs:

use bottomless_pit::vectors::Vec2;

pub fn point_in_rect(rect_size: Vec2<f32>, pos: Vec2<f32>, point: Vec2<f32>) -> bool {
    if point.x < pos.x {
        return false
    }
    if point.y < pos.y {
        return false
    }
    if point.y > (pos.y + rect_size.y) {
        return false
    }
    if point.x > (pos.x + rect_size.x) {
        return false
    }

    true
}

pub fn rect_rect(r1_size: Vec2<f32>, r1_pos: Vec2<f32>, r2_size: Vec2<f32>, r2_pos: Vec2<f32>) -> bool {
    
    if r1_pos.x + r1_size.x >= r2_pos.x && r1_pos.x <= r2_pos.x + r2_size.x &&
        r1_pos.y + r1_size.y >= r2_pos.y && r1_pos.y <= r2_pos.y + r2_size.y {
        true
    } else {
        false
    }
}

enemy.rs:

use web_time::Instant;

use bottomless_pit::colour::Colour;
use bottomless_pit::engine_handle::Engine;
use bottomless_pit::material::Material;
use bottomless_pit::render::RenderInformation;
use bottomless_pit::vectors::Vec2;
use rand::rngs::ThreadRng;
use rand::Rng;

use crate::animation::Anmiation;
use crate::{collision, move_towards};
use crate::player::Player;


pub struct Enemy {
    pub pos: Vec2<f32>,
    pub size: Vec2<f32>,
    shot_cooldown: Instant,
    valid: bool,
    speed: f32,
    desision_timer: f32,
    target_pos: Vec2<f32>,
    hp: f32,
    current_animation: usize,
}

impl Enemy {
    pub fn new(pos: Vec2<f32>) -> Self {
        Self {
            pos,
            size: Vec2{x: 50.0, y: 50.0},
            shot_cooldown: Instant::now(),
            valid: true,
            speed: 40.0,
            desision_timer: 100.0,
            target_pos: Vec2{x: 0.0, y: 0.0},
            hp: 65.0,
            current_animation: 0,
        }
    }

    pub fn create_animations(engine_handle: &mut Engine) -> [Anmiation; 4] {
        [
            Anmiation::new("assets/chefWalk.png", Vec2{x: 170.0, y: 170.0}, 5, 1.0/6.0, true, engine_handle),
            Anmiation::new("assets/chefWalkBack.png", Vec2{x: 170.0, y: 170.0}, 5, 1.0/6.0, true, engine_handle),
            Anmiation::new("assets/throwFront.png", Vec2{x: 170.0, y: 170.0}, 5, 1.0/6.0, true, engine_handle),
            Anmiation::new("assets/throwBack.png", Vec2{x: 170.0, y: 170.0}, 5, 1.0/6.0, true, engine_handle),
        ]
    }

    pub fn draw(&self, render_handle: &mut RenderInformation, animations: &mut [Anmiation]) {
        animations[self.current_animation].add_instance(render_handle, self.pos, self.size, false);
    }

    pub fn update(&mut self, dt: f32, player: &Player, butters: &mut Vec<Butter>, rand: &mut ThreadRng) {
        if self.shot_cooldown.elapsed().as_secs_f32() > 2.0 {
            butters.push(Butter::new(self.get_center(), player.get_center()));
            self.shot_cooldown = Instant::now();
        }

        self.desision_timer += dt;
        if self.desision_timer > 1.5 {
            self.switch_target(player, rand);
            self.desision_timer %= 1.5;
        }

        self.pos = move_towards(self.pos, self.target_pos, self.speed * dt);
        
        if self.pos == self.target_pos {
            self.desision_timer = 0.0;
            self.switch_target(player, rand);
        }
        
        if self.shot_cooldown.elapsed().as_secs_f32() > 1.5 {
            self.current_animation = 2;
        } else {
            self.current_animation = 0;
        }

        if player.get_center().y < self.pos.y {
            self.current_animation += 1;
        }
    }

    pub fn dead_update(&mut self, dt: f32, player: &Player) {
        self.pos = move_towards(self.pos, self.target_pos, self.speed * dt);

        self.current_animation = 0;
        if player.get_center().y > self.pos.y {
            self.current_animation += 1;
        }

        self.valid = self.pos.x > -50.0 && self.pos.x < 850.0 && self.pos.y > -50.0 && self.pos.y < 850.0;
    }

    pub fn is_valid(&self) -> bool {
        self.valid
    }

    pub fn on_hit(&mut self, damage: f32) {
        self.hp -= damage;
        if self.hp < 0.0 {
            self.valid = false;
        }
    }

    pub fn get_center(&self) -> Vec2<f32> {
        Vec2{x: self.pos.x + self.size.x/2.0, y: self.pos.y + self.size.y/2.0}
    }

    pub fn walk_off(&mut self) {
        let left_dist = self.pos.x + 50.0;
        let right_dist = 850.0 - self.pos.x;
        let top_dist = self.pos.y + 50.0;
        let bottom_dist = 850.0 - self.pos.y;
    
        let clostest_x = left_dist.min(right_dist);
        let closest_y = top_dist.min(bottom_dist);

        if clostest_x < closest_y {
            if left_dist < right_dist {
                self.target_pos = Vec2{x: -50.0, y: self.pos.y};
            } else {
                self.target_pos = Vec2{x: 850.0, y: self.pos.y};
            }
        } else {
            if top_dist < bottom_dist {
                self.target_pos = Vec2{x: self.pos.x, y: -50.0};
            } else {
                self.target_pos = Vec2{x: self.pos.x, y: 850.0};
            }
        }
    }

    fn switch_target(&mut self, player: &Player, rand: &mut ThreadRng) {
        // very sophisticated AI
        let rng = rand.gen::<f32>();
        if rng <= 0.333 {
            self.target_pos = player.get_center();
        } else if rng <= 0.666 {
            let player_pos = player.get_center();
            let x: f32 = (rand.gen_range(0.0..300.0) * (-1.0 * u8::from(rand.gen_range::<u8, _>(1..3) == 1) as f32)) + player_pos.x;
            let y = (300.0 - x * (-1.0 * u8::from(rand.gen_range::<u8, _>(1..3) == 1) as f32)) + player_pos.y;
            self.target_pos = Vec2{x, y};
        } else {
            let x: f32 = rand.gen_range(0.0..800.0);
            let y: f32 = rand.gen_range(0.0..800.0);
            self.target_pos = Vec2{x, y};
        }
    }
}

pub struct Butter {
    velocity: Vec2<f32>,
    pub pos: Vec2<f32>,
    pub size: Vec2<f32>,
    reflected: bool,
    damage: f32,
    pub valid: bool,
}

impl Butter {
    pub fn new(starting_pos: Vec2<f32>, target: Vec2<f32>) -> Self {
        let move_towards = move_towards(starting_pos, target, 100.0);
        let diff = starting_pos - move_towards;
        Self {
            pos: starting_pos,
            size: Vec2{x: 15.0, y: 15.0},
            velocity: diff,
            reflected: false,
            damage: 30.0,
            valid: true,
        }
    }

    pub fn update(&mut self, dt: f32, player: &mut Player, enemies: &mut [Enemy]) {
        let new_x = self.pos.x - (self.velocity.x * dt);
        let new_y = self.pos.y - (self.velocity.y * dt);

        self.pos = Vec2{x: new_x, y: new_y};
        let (p_box_pos, p_box_size) = player.get_hit_box();

        let hit_player = collision::rect_rect(self.size, self.pos, p_box_size, p_box_pos);

        if self.reflected {
            enemies
                .iter_mut()
                .filter(|e| collision::rect_rect(self.size, self.pos, e.size, e.pos))
                .for_each(|e| {
                    e.on_hit(self.damage);
                    self.valid = false;
                });
        }

        if hit_player {
            player.on_hit();
            self.valid = false;
        }
    }

    pub fn draw(&self, render_handle: &mut RenderInformation, butter_material: &mut Material) {
        butter_material.add_rectangle(self.pos, self.size, Colour::WHITE, &render_handle);
        // need to draw it but later.....
    }

    pub fn change_target(&mut self, new_target: Vec2<f32>, charge_time: f32) {
        let move_towards = move_towards(self.pos, new_target, 100.0);
        let diff = self.pos - move_towards;
        self.velocity = diff;
        self.damage += 33.0 * (charge_time + 0.7).log10() + 10.0;
        self.reflected = true;
    }

    pub fn is_reflected(&self) -> bool {
        self.reflected
    }
}

level.rs:

use bottomless_pit::colour::Colour;
use bottomless_pit::engine_handle::Engine;
use bottomless_pit::material::{Material, MaterialBuilder};
use bottomless_pit::render::RenderInformation;
use bottomless_pit::texture::Texture;
use bottomless_pit::vectors::Vec2;
use rand::Rng;
use rand::rngs::ThreadRng;

use crate::animation::Anmiation;
use crate::enemy::{Butter, Enemy};
use crate::player::Player;
use crate::text::Text;

pub struct Level {
    player: Player,
    enemies: Vec<Enemy>,
    butters: Vec<Butter>,
    text: Vec<Text>,
    wave_number: u32,
    enemies_spawned: u32,
    spawn_timer: f32,
    butter_texture: Material,
    enemy_animations: [Anmiation; 4],
    random: ThreadRng,
    total_kills: u32,
}

impl Level {
    pub fn new(engine_handle: &mut Engine) -> Self {
        let player = Player::new(Vec2{x: 400.0, y: 400.0}, engine_handle);

        let butter_tex = Texture::new(engine_handle, "assets/butter.png");
        let butter_texture = MaterialBuilder::new().add_texture(butter_tex).build(engine_handle);

        let mut wave_text = Text::new("Wave: 1", 40.0, Vec2{x: 200.0, y: 0.0}, Colour::BLACK, engine_handle);
        let size = wave_text.size;
        let x = 800 - size.x;
        wave_text.pos.x = x as f32;

        let enemy_animations = Enemy::create_animations(engine_handle);

        Self {
            player,
            enemies: Vec::new(),
            text: vec![wave_text],
            butters: Vec::new(),
            wave_number: 1,
            enemies_spawned: 0,
            spawn_timer: 0.0,
            butter_texture,
            enemy_animations,
            random: rand::thread_rng(),
            total_kills: 0,
        }
    }

    pub fn update(&mut self, engine_handle: &mut Engine, dt: f32) {
        self.spawn_enemy(dt);

        self.player.update(engine_handle, dt, &mut self.butters);

        self.enemy_animations.iter_mut().for_each(|a| a.update(dt));
        self.enemies.iter_mut().for_each(|e| e.update(dt, &mut self.player, &mut self.butters, &mut self.random));

        self.butters.iter_mut().for_each(|s| s.update(dt, &mut self.player, &mut self.enemies));
        self.butters.retain(|b| b.valid && (b.pos.x > 0.0 && b.pos.x < 800.0) && (b.pos.y > 0.0 && b.pos.y < 800.0));

        let len_b4 = self.enemies.len() as u32;
        self.enemies.retain(|e| e.is_valid());
        let len_after = self.enemies.len() as u32;

        self.total_kills += len_b4 - len_after;

        if self.player.is_dead() {
            // set target to closet edge
            self.enemies.iter_mut().for_each(|e| e.walk_off());
        }

        if self.is_wave_over() {
            self.set_wave(self.wave_number + 1, engine_handle);
        }
    }

    pub fn dead_update(&mut self, engine_handle: &mut Engine, dt: f32) {
        self.player.update(engine_handle, dt, &mut self.butters);

        self.enemy_animations.iter_mut().for_each(|a| a.update(dt));
        self.butters.iter_mut().for_each(|s| s.update(dt, &mut self.player, &mut self.enemies));
        self.enemies.iter_mut().for_each(|e| e.dead_update(dt, &self.player));
        self.enemies.retain(|e| e.is_valid());
        self.butters.retain(|b| b.valid && (b.pos.x > 0.0 && b.pos.x < 800.0) && (b.pos.y > 0.0 && b.pos.y < 800.0));
    }

    pub fn draw<'p, 'o>(&'o mut self, render_handle: &mut RenderInformation<'p, 'o>) where 'o: 'p {
        // self.enemies.iter().for_each(|b: &'o Enemy| b.draw(render_handle, &mut self.enemy_animations));
        self.enemies.iter().for_each(|e| e.draw(render_handle, &mut self.enemy_animations));
        self.butters.iter().for_each(|b| b.draw(render_handle, &mut self.butter_texture));
        for s in self.enemy_animations.iter_mut() {
            s.draw(render_handle);
        }
        self.butter_texture.draw(render_handle);
        self.player.draw(render_handle);
        self.text.iter_mut().for_each(|t| t.draw(render_handle));
    }

    pub fn restart(&mut self, engine_handle: &mut Engine) {
        self.butters = Vec::new();
        self.enemies = Vec::new();
        self.set_wave(1, engine_handle);
        self.total_kills = 0;
        self.player.restart();
    }

    pub fn player_dead(&self) -> bool {
        self.player.is_dead()
    }

    fn spawn_enemy(&mut self, dt: f32) {
        self.spawn_timer -= dt;

        if self.enemies_spawned < Self::get_enemies_to_spawn(self.wave_number) &&
        self.spawn_timer < 0.0 &&
        self.enemies.len() < self.wave_number as usize + 2
        {
            let side: u8 = self.random.gen_range(0..4);
            let pos: f32 = self.random.gen_range(0.0..800.0);
            if side == 0 {
                self.enemies.push(Enemy::new(Vec2{x: -50.0, y: pos}));
            } else if side == 1 {
                self.enemies.push(Enemy::new(Vec2{x: 850.0, y: pos}));
            } else if side == 2 {
                self.enemies.push(Enemy::new(Vec2{x: pos, y: -50.0}));
            } else if side == 3 {
                self.enemies.push(Enemy::new(Vec2{x: pos, y: 850.0}))
            }
            self.spawn_timer = Self::get_spawn_timer(self.wave_number);
            self.enemies_spawned += 1;
        }
    }

    fn is_wave_over(&self) -> bool {
        self.enemies_spawned == Self::get_enemies_to_spawn(self.wave_number) &&
            self.enemies.len() == 0
    }

    fn set_wave(&mut self, wave: u32, engine_handle: &mut Engine) {

        if wave > self.wave_number {
            self.player.end_wave();
        }

        self.wave_number = wave;
        self.enemies_spawned = 0;
        self.spawn_timer = -1.0;
        self.text[0].change_text(&format!("Wave: {}", self.wave_number), engine_handle);
        self.text[0].pos.x = 800.0 - self.text[0].size.x as f32;
        self.spawn_enemy(0.0);
    }

    pub fn get_wave(&self) -> u32 {
        self.wave_number
    }

    pub fn get_kills(&self) -> u32 {
        self.total_kills
    }

    fn get_enemies_to_spawn(level: u32) -> u32 {
        let level = (level - 1) as f32;
        if level <= 10.0 {
            (f32::powf(level, 1.1).round() as u32 * 5) + 4
        } else {
            f32::powf(level, 1.8) as u32 + 4
        }
    }

    fn get_spawn_timer(wave: u32) -> f32 {
        let wave = (wave-1) as f32;

        f32::max(10.0 - 1.66 * wave, 0.3)
    }
}

player.rs:

use std::f32::consts::PI;
use web_time::Instant;

use bottomless_pit::colour::Colour;
use bottomless_pit::engine_handle::Engine;
use bottomless_pit::input::{Key, MouseKey};
use bottomless_pit::render::RenderInformation;
use bottomless_pit::material::{Material, MaterialBuilder};
use bottomless_pit::texture::Texture;
use bottomless_pit::vectors::Vec2;

use crate::enemy::Butter;
use crate::animation::Anmiation;
use crate::{collision, move_towards};


pub struct Player {
    pub pos: Vec2<f32>,
    pub size: Vec2<f32>,
    hp: u8,
    max_hp: u8,
    charge_timer: Option<Instant>,
    weapon_pos: Vec2<f32>,
    weapon_size: Vec2<f32>,
    animation_state: PlayerAnmiationState,
    animations: [Anmiation; 7],
    attack_animations: [Anmiation; 3],
    current_attack_animation: usize,
    full_heart: Material,
    empty_heart: Material,
    rotation: f32,
}

impl Player {
    pub fn new(pos: Vec2<f32>, engine_handle: &mut Engine) -> Self {
        let full_heart_tex = Texture::new(engine_handle, "assets/heart.png");
        let empty_heart_text = Texture::new(engine_handle, "assets/heartEmpty.png");
        let full_heart = MaterialBuilder::new().add_texture(full_heart_tex).build(engine_handle);
        let empty_heart = MaterialBuilder::new().add_texture(empty_heart_text).build(engine_handle);

        Self {
            pos,
            size: Vec2 {x: 50.0, y: 50.0},
            hp: 3,
            max_hp: 3,
            charge_timer: None,
            weapon_pos: Vec2 {x: 0.0, y: 0.0},
            weapon_size: Vec2 {x: 75.0, y: 120.0},
            animation_state: PlayerAnmiationState::IdleDown,
            animations: Self::create_animations(engine_handle),
            attack_animations: Self::create_attack_animations(engine_handle),
            current_attack_animation: 0,
            full_heart,
            empty_heart,
            rotation: 0.0,
        }
    }

    fn create_animations(engine_handle: &mut Engine) -> [Anmiation; 7] {
        [
            Anmiation::new("assets/idleUp.png", Vec2{x: 100.0, y: 100.0}, 4, 1.0/6.0, true, engine_handle),
            Anmiation::new("assets/idle.png", Vec2{x: 100.0, y: 100.0}, 4, 1.0/6.0, true, engine_handle),
            Anmiation::new("assets/idleSide.png", Vec2{x: 100.0, y: 100.0}, 4, 1.0/6.0, true, engine_handle),
            Anmiation::new("assets/walkUp.png", Vec2{x: 100.0, y: 100.0}, 6, 1.0/6.0, true, engine_handle),
            Anmiation::new("assets/walk.png", Vec2{x: 100.0, y: 100.0}, 6, 1.0/6.0, true, engine_handle),
            Anmiation::new("assets/walkSide.png", Vec2{x: 100.0, y: 100.0}, 6, 1.0/6.0, true, engine_handle),
            Anmiation::new("assets/death.png", Vec2{x: 100.0, y: 100.0}, 1, 1.0/6.0, true, engine_handle),
        ]
    }

    fn create_attack_animations(engine_handle: &mut Engine) -> [Anmiation; 3] {
        [
            Anmiation::new("assets/pinIdle.png", Vec2{x: 100.0, y: 160.0}, 1, 100.0, false, engine_handle),
            Anmiation::new("assets/pinCharge.png", Vec2{x: 100.0, y: 160.0}, 3, 1.0/7.0, false, engine_handle),
            Anmiation::new("assets/pinSwing.png", Vec2{x: 100.0, y: 160.0}, 4, 1.0/6.0, false, engine_handle),
        ]
    }

    pub fn draw<'p, 'o>(&'o mut self, render_handle: &mut RenderInformation<'p, 'o>) where 'o: 'p {
        let (index, flipped) = self.animation_state.index();
        self.animations[index].add_instance(render_handle, self.pos, self.size, flipped);

        if !self.is_dead() {
            self.attack_animations[self.current_attack_animation].add_with_rotation(render_handle, self.weapon_pos, self.weapon_size, false, self.rotation);
        }

        let mut offset = 0;
        let step = 75;
        let max = self.max_hp as u32 * step;
        for _ in 0..self.hp {
            self.full_heart.add_rectangle(Vec2{x: offset as f32, y: 0.0}, Vec2{x: 50.0, y: 50.0}, Colour::WHITE, &render_handle);
            offset += step;
        }
        for _ in (offset..max).step_by(step as usize) {
            self.empty_heart.add_rectangle(Vec2{x: offset as f32, y: 0.0}, Vec2{x: 50.0, y: 50.0}, Colour::WHITE, &render_handle);
            offset += step;
        }

        self.animations[index].draw(render_handle);
        self.attack_animations[self.current_attack_animation].draw(render_handle);
        self.empty_heart.draw(render_handle);
        self.full_heart.draw(render_handle);
    }

    pub fn update(&mut self, engine_handle: &mut Engine, dt: f32, butters: &mut Vec<Butter>) {
        if self.is_dead() {
            self.animation_state = PlayerAnmiationState::Dead;
            return;
        }

        let movment_factor = 40.0 * dt;
        let mouse_pos = engine_handle.get_mouse_position();
        let animation_at_start = self.animation_state;
        let attack_animation_start = self.current_attack_animation;
        
        self.weapon_pos = move_towards(self.get_center(), mouse_pos, 40.0);
        self.weapon_pos = self.weapon_pos - Vec2{x: self.size.x/2.0, y: self.size.y/2.0};
        self.rotoate_weapon(mouse_pos);

        // cope freyhoe also 0 = straight up
        let player_dir: u8 = 1 * u8::from(self.rotation > 225.0 && self.rotation <= 315.0) + // down
            2 * u8::from(self.rotation >= 135.0 && self.rotation <= 225.0) + // left
            3 * u8::from((self.rotation > 315.0 && self.rotation <= 360.0) || self.rotation <= 45.0); // right 

        self.animation_state = PlayerAnmiationState::idle_from_dir(player_dir);

        let mut vel = Vec2{x: 0.0, y: 0.0};

        if engine_handle.is_key_down(Key::W) {
            vel.y -= movment_factor;
        }

        if engine_handle.is_key_down(Key::S) {
            vel.y += movment_factor;
        }

        if engine_handle.is_key_down(Key::A) {
            vel.x -= movment_factor;
        }

        if engine_handle.is_key_down(Key::D) {
            vel.x += movment_factor;
        }

        if vel.x != 0.0 || vel.y != 0.0 {
            self.pos = self.pos + vel;
            self.animation_state = PlayerAnmiationState::walking_from_dir(player_dir);
        }

        if self.pos.x > 800.0 - self.size.x {
            self.pos.x = 800.0 - self.size.x;
        } else if self.pos.x < 0.0 {
            self.pos.x = 0.0;
        }

        if self.pos.y > 800.0 - self.size.y {
            self.pos.y = 800.0 - self.size.y
        } else if self.pos.y < 0.0 {
            self.pos.y = 0.0;
        }

        if engine_handle.is_mouse_key_down(MouseKey::Left) && self.attack_animations[self.current_attack_animation].is_done() {
            match self.charge_timer {
                Some(_) => {},
                None => self.charge_timer = Some(Instant::now())
            }
            self.current_attack_animation = 1;
        } else if engine_handle.is_mouse_key_released(MouseKey::Left) {
            match self.charge_timer {
                Some(time) => {
                    let charge_time = time.elapsed().as_secs_f32();

                    if charge_time > 0.2 {
                        self.charge_attack(charge_time, butters, mouse_pos);
                    }
                },
                None => {},
            }

            self.charge_timer = None;
            self.current_attack_animation = 2;
        } else if self.attack_animations[self.current_attack_animation].is_done() {
            self.current_attack_animation = 0;
        }

        if self.animation_state != animation_at_start {
            let (index, _) = animation_at_start.index();
            self.animations[index].reset();
        }

        if attack_animation_start != self.current_attack_animation {
            self.attack_animations[attack_animation_start].reset();
        }


        let (index, _) = animation_at_start.index();
        self.animations[index].update(dt);
        self.attack_animations[self.current_attack_animation].update(dt);
    }

    pub fn restart(&mut self) {
        self.hp = 3;
        self.max_hp = 3;
        self.pos = Vec2{x: 400.0, y: 400.0};
    }

    fn charge_attack(&mut self, charge_time: f32, butters: &mut Vec<Butter>, mouse_pos: Vec2<f32>) {
        // reflect bullets
        butters
            .iter_mut()
            .filter(|b| !b.is_reflected() && collision::rect_rect(b.size, b.pos, self.weapon_size, self.weapon_pos))
            .for_each(|b| {
                b.change_target(mouse_pos, charge_time);
            })
    }

    fn rotoate_weapon(&mut self, mouse_pos: Vec2<f32>) {
        let center = self.get_center();
        let angle = (mouse_pos.y - center.y).atan2(mouse_pos.x - center.x)/PI*180.0;
        self.rotation = (360.0 - angle) % 360.0;
    }

    pub fn get_hit_box(&self) -> (Vec2<f32>, Vec2<f32>) {
        let pos = Vec2{x: self.pos.x, y: self.pos.y + self.size.y/2.0};
        let size = Vec2{x: self.size.x, y: self.size.y/2.0};
        (pos, size)
    }

    pub fn end_wave(&mut self) {
        self.hp += 1;
        if self.hp > self.max_hp {
            self.max_hp += 1;
        }
    }

    pub fn get_center(&self) -> Vec2<f32> {
        Vec2{x: self.pos.x + self.size.x/2.0, y: self.pos.y + self.size.y/2.0}
    }

    pub fn on_hit(&mut self) {
        self.hp = self.hp.saturating_sub(1);
    } 

    pub fn is_dead(&self) -> bool {
        self.hp == 0
    }
}

#[derive(Copy, Clone, Debug, PartialEq)]
enum PlayerAnmiationState {
    IdleUp,
    IdleDown,
    IdleLeft,
    IdleRight,
    WalkingUp,
    WalkingDown,
    WalkingLeft,
    WalkingRight,
    Dead,
}

impl PlayerAnmiationState {
    fn idle_from_dir(dir: u8) -> Self {
        match dir {
            0 => Self::IdleUp,
            1 => Self::IdleDown,
            2 => Self::IdleLeft,
            3 => Self::IdleRight,
            _ => unreachable!(),
        }
    }

    fn walking_from_dir(dir: u8) -> Self {
        match dir {
            0 => Self::WalkingUp,
            1 => Self::WalkingDown,
            2 => Self::WalkingLeft,
            3 => Self::WalkingRight,
            _ => unreachable!(),
        }
    }

    fn index(&self) -> (usize, bool) {
        match self {
            Self::IdleUp => (0, false),
            Self::IdleDown => (1, false),
            Self::IdleLeft => (2, true),
            Self::IdleRight => (2, false),
            Self::WalkingUp => (3, false),
            Self::WalkingDown => (4, false),
            Self::WalkingLeft => (5, true),
            Self::WalkingRight => (5, false),
            Self::Dead => (6, false),
        }
    }
}

text.rs

use bottomless_pit::colour::Colour;
use bottomless_pit::engine_handle::Engine;
use bottomless_pit::text::TextMaterial;
use bottomless_pit::vectors::Vec2;
use bottomless_pit::render::RenderInformation;

pub struct Text {
    text: TextMaterial,
    pub pos: Vec2>f32>,
    pub size: Vec2>u32>,
    colour: Colour
}

impl Text {
    pub fn new(text: &str, scale: f32, pos: Vec2>f32>, colour: Colour, engine: &mut Engine) -> Self {
        let text_material = TextMaterial::new(text, colour, scale, scale * 1.2, engine);
        let size = text_material.get_measurements();

        Self {
            text: text_material,
            pos,
            size,
            colour,
        }
    }

    pub fn draw>'p, 'o>(&'o mut self, render_handle: &mut RenderInformation>'p, 'o>) where 'o: 'p {
        self.text.add_instance(self.pos, Colour::WHITE, &render_handle);

        self.text.draw(render_handle);
    }

    pub fn change_text(&mut self, new_text: &str, engine: &mut Engine) {
        self.text.set_text(new_text, self.colour, engine);
        self.text.prepare(engine);
    }
}