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description: I build games and show the craft along the way, documenting every step in public.
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---
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I aim to build games and show things I learn along the way by documenting my journey.
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I document prototypes while I build them: what worked, what broke, what I’d do next.
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---
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title: About
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description: A place where I build games and share the development process in public.
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description: Games in progress. Notes in public. No finished portfolio cosplay.
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layout: about
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---
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**Codegirl Games** is a place where I build games and share how they're made: devlogs, experiments, and lessons from real projects.
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**Codegirl Games** is a workbench, not a highlight reel.
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I'm not pretending to have all the answers. I'm learning in public: comparing languages on the same project, applying patterns from books like *Game Programming Patterns*, and building through trial and error.
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Whether you're starting out, leveling up, or just curious how games get made, you're in the right place.
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I build prototypes and write down what the systems taught me — language comparisons, pattern experiments, broken paths, and the next attempt. The art stays honest. The learning stays public.
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@@ -1,6 +1,6 @@
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---
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title: Posts
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description: Devlogs, lessons, language comparisons, and book reviews from my game development work.
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description: The build log — every note from prototypes in progress.
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---
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Devlogs, lessons, and experiments from my game development journey.
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Dated entries from games I’m actually building.
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@@ -1,117 +0,0 @@
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---
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title: "Starting a colony sim, lessons I'm carrying forward"
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description: "Kicking off a new Odin prototype and the grid-game patterns I already trust: cameras, tilemaps, and how to lay out entity data."
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date: 2026-07-03
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type: lesson
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series: colony-sim-prototype
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series_order: 1
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languages: ["odin"]
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tags: ["odin", "colony-sim", "game-dev"]
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---
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I'm starting a second prototype, a colony simulation, in [Odin](https://odin-lang.org/) and Raylib. It's early days and there's not much game there yet. This post isn't a feature tour. It's the stuff I already know works because I learned it building the [tower defense prototype](https://github.com/Codegirl-Games/tower-defense-prototype) first.
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If you're starting a top-down grid game, these are the foundations I keep reaching for.
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## The 2D camera is just coordinate math
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A 2D camera doesn't need a library. It's two numbers and two functions:
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- **Offset**: which world point sits at the center of the screen
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- **Zoom**: how many world pixels map to one screen pixel
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Convert world → screen:
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```
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screen = (world - offset) * zoom + screen_center
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```
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Convert screen → world (for mouse input):
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```
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world = (screen - screen_center) / zoom + offset
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```
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That's it. Panning moves the offset. The scroll wheel clamps zoom between sensible min/max values. Pan speed gets divided by zoom so movement feels consistent when you're zoomed in.
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The lesson I keep re-learning: **every mouse click must go through `screen_to_world` before you do anything useful.** Selection, movement commands, building placement: all of it. Forget this once and your clicks drift when the camera moves.
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## Tilemaps are flat arrays with helpers
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A tilemap is a width, a height, and a flat buffer. Tile `(x, y)` lives at index `y * width + x`. Wrap access in two helpers and never think about the math again:
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- `tile_index(map, x, y)`: buffer lookup
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- `tile_in_bounds(map, x, y)`: guard every read and write
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World position to tile coordinate is just `floor(world / tile_size)` on each axis. I used the same pattern in both prototypes. The colony sim added a comment in `tile_in_bounds`, *"learning from another game, this will become handy"*, because I skipped it early in the tower defense project and paid for it later.
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Terrain type can start as a `u8` per tile. A switch or lookup table maps type → color. Don't over-engineer biomes on day one; get the grid drawing and the coordinate conversions right first.
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When drawing, multiply tile size by zoom and cull tiles that fall off-screen. An 80×60 map is 4,800 rectangles, fine for a prototype, but the cull pass is free and keeps the pattern honest for bigger maps.
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## Logical tiles vs visual position
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Grid games have two positions whether you plan for it or not:
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- **Logical position**: which tile the entity occupies (`Tile_Coord{3, 7}`)
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- **Visual position**: where the sprite actually renders (smoothly interpolated between tile centers)
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The colonist's grid cell updates one step at a time. The circle on screen lerps toward the next tile center each frame. Gameplay stays discrete; motion looks continuous. Mix these up and pathfinding, collision, and selection all get harder.
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I didn't need this in the tower defense game: enemies moved in continuous world space along a path. Colony sims live on tiles. Separate the two early.
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## Struct of arrays vs array of structs
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Both layouts show up in my code. Neither is always wrong.
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**Array of structs (AoS)**, what the tower defense prototype uses:
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```odin
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enemies: [MAX_ENEMIES]Enemy,
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```
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Each slot is a full `Enemy` struct: position, health, speed, active flag, all together. Natural to read: `enemy.health -= damage`. Good when you often touch most fields on one entity at once.
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**Struct of arrays (SoA)**, what the colony sim uses:
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```odin
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Entity_World :: struct {
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active: [MAX_ENTITIES]bool,
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position: [MAX_ENTITIES]Tile_Coord,
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move_state: [MAX_ENTITIES]Move_State,
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visual_position: [MAX_ENTITIES]rl.Vector2,
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// ...
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}
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```
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Each field is a parallel array across all entities. Good when you update one system at a time (move every entity, then draw every entity) and when entities are sparse (lots of inactive slots in a fixed pool).
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My rule of thumb so far:
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| Reach for AoS when… | Reach for SoA when… |
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|---|---|
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| Entities are few and always accessed whole | You iterate one component across many entities |
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| Struct fits in cache and you're touching most of it | Many slots are inactive (object pool) |
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| Code clarity matters more than layout | Systems are split (movement, render, AI) |
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Both prototypes use **fixed pools** with an `active` flag, no allocate/free per spawn. That pattern transferred directly from tower defense to colony sim regardless of AoS vs SoA.
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## Entity handles, not raw indices
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The colony sim returns `Entity`, a `distinct u32`, instead of passing array indices around. Internally it's `index + 1`, with `0` meaning invalid. Small thing, but it stops you from accidentally passing a tile coordinate or a mouse value where an entity ID goes.
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## Update and draw stay separate
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Both games follow the same loop shape:
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1. Read input
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2. Update simulation (`world_update`, `entity_update_movement`)
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3. Draw (`tilemap_draw`, `entity_draw`)
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Simulation code never calls draw functions. Draw code never changes game state. Obvious, but worth stating because it's the seam that keeps things readable as files multiply.
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## What I'm not writing about yet
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Pathfinding, job queues, resources, building: none of that exists in the repo yet. When there's a full week of work to show, I'll write a proper devlog. For now, the [repo](https://github.com/Codegirl-Games/colony-sim-prototype) is a camera, a tilemap, one colonist, and a right-click move command.
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The game will come. These patterns are the part I'm confident in.
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@@ -1,81 +0,0 @@
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---
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title: "Game Programming Patterns, first impressions"
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description: "A book review of Robert Nystrom's Game Programming Patterns and how I use it in my tower defense prototype."
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date: 2026-06-28
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type: books
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book: "Game Programming Patterns"
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tags: ["patterns", "books"]
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---
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*Game Programming Patterns* by Robert Nystrom is the reference I'm using as I build. The patterns aren't abstract; I'm already applying several of them in my [Odin tower defense prototype](https://github.com/Codegirl-Games/tower-defense-prototype).
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Here is where the book shows up in real code so far.
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## Patterns in the tower defense game
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### Object Pool
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Enemies and projectiles are never allocated per spawn. Both use fixed arrays (`[MAX_ENEMIES]Enemy`, `[MAX_PROJECTILES]Projectile`) with `acquire_enemy` and `acquire_projectile` scanning for inactive slots. A spawned unit resets its fields and sets `active = true`; on death or impact, `active = false` returns the slot to the pool.
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This was the first pattern I reached for, in week one. Every wave can spawn dozens of enemies and towers can fire many projectiles per second. Avoiding allocate/free in the hot path keeps the update loop predictable.
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### Command
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Player input goes through a command layer, not straight into game logic. `gather_commands` and `poll_controls_command` read keyboard and mouse state and return a `Command` value: `Place_Tower`, `Start_Wave`, `Upgrade_Tower`, or `None`. `execute_command` dispatches to the right handler.
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UI buttons, hotkeys, and mouse clicks all produce the same command type. Adding a new input source does not mean rewriting placement or wave logic.
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### Event Queue
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Gold changes do not happen inside combat code directly. When an enemy dies or a wave is cleared, systems call `push_event` with `Enemy_Killed` or `Wave_Survived`. At the end of `update_world`, `process_events` drains the queue and applies gold rewards.
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Combat systems announce what happened; the economy system decides what it costs. That separation kept the update loop readable as towers, waves, and enemy types piled on.
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### State
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The game runs in explicit phases: `Build`, `Combat`, `Game_Over`, and `Victory`. Phase controls what input is accepted (you cannot place towers during combat), when waves can start, and when the simulation stops updating.
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This is a straightforward state machine, not a deep AI behavior tree, but the same idea: one variable drives which rules apply this frame.
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### Update Method
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Each system owns an update function called once per frame from `update_world`: `update_wave`, `update_enemies`, `update_projectiles`, `update_towers`, `update_phase`. No single giant function walks every entity type inline.
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The book's "one game loop, many systems" structure maps cleanly onto separate `.odin` files as the project grew.
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### Game Loop
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`app.odin` runs the classic loop: read input, call `update_world`, render the map, entities, overlay, and controls. Update and draw stay separate; simulation code never calls draw functions.
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### Data Locality
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Enemies and projectiles live in contiguous fixed arrays rather than scattered heap allocations. I iterate the full pool each frame but skip inactive slots. Not as aggressive as a struct-of-arrays layout, but the fixed-buffer approach gives similar benefits: no pointer chasing, no allocator pressure during combat.
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### Type Object (archetype tables)
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Tower and enemy stats live in shared lookup tables (`TOWER_ARCHETYPES`, `ENEMY_DEF`), not duplicated on every instance. A placed tower stores its kind, position, cooldown, and upgrade level; range, damage, cost, and footprint come from the table row.
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Adding a cannon or a tank enemy is mostly a new table entry plus a behavior branch, not a new class hierarchy.
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### Subclass Sandbox
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Tower types differ by `switch t.kind` in `update_towers`: archers spawn homing projectiles, cannons fire ballistic shots with splash, ice towers apply slow on hit. I skipped inheritance trees in favor of enum variants and explicit branches. Nystrom argues this is the right call when you only have a handful of types and the differences are behavioral, not structural.
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### Spatial partition (grid)
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The map is a 2D tile grid (`Blocked`, `Path`, `Build`). Tower placement queries `can_build_at` and footprint overlap against grid cells, not against every entity on the map. A full spatial hash would be overkill at this scale; the grid already gives O(1) tile lookups for build rules.
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## What I have not used yet
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Patterns I expect to need later but have not implemented in this prototype:
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- **Pathfinding** for dynamic routes when tower placement blocks the path
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- **Behavior trees** or a deeper **State** machine per enemy for complex AI
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- **Observer** beyond the simple event queue (e.g. UI reacting to stat changes)
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- **Component** or **Entity-Component-System** if entity types multiply significantly
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## Why I keep the book nearby
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Nystrom names the patterns, explains the tradeoffs, and shows when *not* to use them. That matches how I work: reach for Object Pool and Command early because the problem is obvious; hold off on ECS until the entity count justifies the complexity.
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Expect follow-up posts that go deeper on individual chapters as I apply more patterns to the tower defense game and the colony sim.
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@@ -1,56 +0,0 @@
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---
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title: "Week 1: Tower defense in Odin, project kickoff"
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description: "First week building my Odin tower defense prototype: grid map, object pool, commands, events, and a playable build/combat loop."
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date: 2026-06-12
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type: devlog
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series: tower-defense-prototype
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series_order: 2
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languages: ["odin"]
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tags: ["odin", "tower-defense", "devlog"]
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---
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First devlog in the tower defense series. This week I kicked off the [Odin prototype](https://github.com/Codegirl-Games/tower-defense-prototype) and went from a blank `main.odin` to a playable loop: build towers, start a wave, watch enemies walk the path, lose base health when they leak through.
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## What I built
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**Day 1: map and loop.** Switched the project to Odin + Raylib. Added a fixed 30×20 tile grid with three tile kinds: blocked grass, a build zone, and a hand-authored L-shaped path. The game window is exactly map-sized (`MAP_W * TILE_SIZE`), and the main loop separates `update_world` from `render_world`.
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**Enemies that move.** Enemies spawn at the path start and step toward waypoints extracted from path tiles on the grid. Movement is simple vector math, no steering, no physics engine.
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**Object pool from day one.** Enemies live in a fixed `[MAX_ENEMIES]Enemy` array. `acquire_enemy` reuses inactive slots instead of allocating every spawn. This is the first [Game Programming Patterns](https://gameprogrammingpatterns.com/object-pool.html) idea I reached for, and it fit Odin naturally: explicit memory, no hidden allocations.
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**Commands and events.** Input goes through a small command layer (`Place_Tower`, `Start_Wave`). Gold changes go through an event queue (`Enemy_Killed`, `Wave_Survived`) so combat logic does not touch the economy directly. That separation made the update loop easier to read even before I had much gameplay.
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**Towers, waves, and phases.** By the end of the week I had one tower type (Archer) backed by a `Tower_Archetype` table: range, damage, fire rate, cost in one place. The game alternates between **Build** and **Combat** phases. Press `N` to start a wave; a spawner drips out enemies with scaling health and speed. Towers pick the nearest target in range and apply damage directly. Survive the wave, earn gold, place more towers.
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## What worked
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- Odin's struct enums and fixed arrays made the object pool straightforward, no fighting the language
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- Data-driven tower archetypes: adding stats later did not require rewriting placement logic
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- Command + event split kept `update_world` readable as systems piled on
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- Raylib got something on screen fast; I spent the week on game logic, not boilerplate
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## What broke
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- **No projectiles yet.** Towers subtract health instantly. It plays, but it does not look or feel like a tower defense game yet
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- **Path is not pathfinding.** `build_path` scans the grid for path tiles in row order. Fine for a hand-drawn map, useless once I want procedural levels or tower placement that reroutes enemies
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- **HUD lives in the renderer.** Gold, base HP, wave count, and phase hints are drawn inline in `render_world`. Works for now, will get messy
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- **Tower placement during combat.** The command gatherer had a duplicate mouse handler that let you place towers mid-fight. Small bug, easy miss
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## Repo snapshot
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By June 12 the `game/` package had separate files for map, path, enemies, towers, waves, events, commands, and rendering: about 450 lines added across the week. Not pretty, but the skeleton for every port (C, C++) is visible: fixed pools, explicit phases, data tables instead of inheritance trees.
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Next: projectiles, split out the HUD, and more tower types.
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<figure class="post__video">
|
||||
<iframe
|
||||
class="post__iframe"
|
||||
src="https://www.youtube-nocookie.com/embed/MKBSuTkClys"
|
||||
title="Week 1: Tower defense in Odin, project kickoff"
|
||||
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture"
|
||||
allowfullscreen
|
||||
></iframe>
|
||||
</figure>
|
||||
@@ -1,49 +0,0 @@
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||||
---
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||||
title: "Week 2: Projectiles, footprints, and a UI detour"
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description: "Second week on the Odin tower defense prototype: homing projectiles, multi-tile towers, render split, and learning to stick with Raylib for UI."
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date: 2026-06-19
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type: devlog
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series: tower-defense-prototype
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series_order: 3
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languages: ["odin"]
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tags: ["odin", "tower-defense", "devlog"]
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---
|
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|
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Week two on the [Odin prototype](https://github.com/Codegirl-Games/tower-defense-prototype). Last week ended with instant-hit archers and a keyboard-driven HUD. This week the game started to look like a tower defense: arrows fly, towers occupy real space on the grid, and I got my first proper UI, after a brief and expensive detour through third-party UI libraries.
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## What I built
|
||||
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**Projectiles.** Archers no longer subtract health on the frame they fire. Towers spawn homing projectiles from a second object pool (`[MAX_PROJECTILES]Projectile`), track the target enemy by slot index, and deal damage on impact. Same pattern as the enemy pool from week one: acquire slot, reset fields, mark inactive when done.
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|
||||

|
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**Render split.** `render_world` became a thin orchestrator: `render_map`, `render_enemies`, `render_towers`, `render_projectiles`. Each system owns its draw calls. Small refactor, big readability win as files grew.
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**Multi-tile towers.** Tower archetypes gained `footprint_w` and `footprint_h`. The archer is 1×2 tiles, taller than a single cell. Placement now checks whether the full rectangle fits on build tiles and does not overlap other towers. Rendering draws a gold rectangle sized to the footprint instead of a fixed 28×28 square.
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**Memory cleanup.** Added explicit `delete` calls for dynamic arrays (`path`, `towers`, `events`) when the game loop exits. Odin will not save you from leaking if you allocated with `append`.
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**Overlay bar.** Moved gold and base health out of scattered `DrawText` calls into `overlay.odin`, a top bar with consistent padding and colors. Wave count and combat hints stayed in `hud.odin` for now.
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**Control panel.** Bottom bar with clickable buttons: select Archer, start wave. `poll_controls_command` feeds into the existing command layer so UI clicks and keyboard shortcuts share one path. Added `utils.odin` with a reusable `draw_button` helper for centered labels.
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## What worked
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- Projectile pool mirrored the enemy pool: copy the pattern, ship faster
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- Footprint-based placement forced me to think in grid coordinates early; multi-tower-type layouts will need this anyway
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- Command layer absorbed UI input cleanly: buttons return `Command` values just like keyboard handlers
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- Rip-and-replace on Clay was painful but left me with a simpler codebase than I started with
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## What broke
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||||
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||||
- **UI library detour.** Tried ImGui bindings, then [Clay](https://github.com/nicklockwood/clay) for two days. Gold moved to Clay, start-wave became a Clay button, then I deleted all of it and rewrote the overlay in pure Raylib. Lesson: for a small game HUD, immediate-mode Raylib is enough. Do not import a layout engine until you have a layout problem.
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- **Tower selection half-wired.** The Archer button sets `world.selected_tower`, but `execute_command` still hardcodes `.Archer` on placement. UI looks done; logic is not.
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- **Split HUD.** Gold and health live in `overlay.odin`, wave/enemy count in `hud.odin`, controls in `controls.odin`. Three files for one screen; next cleanup pass needed.
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- **Range bug (later fix).** A typo in the distance function made archer range longer than intended. Caught at the end of the week; fix landed June 26.
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## Repo snapshot
|
||||
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June 13–19 added about 470 net lines across 18 files. New modules: `projectile.odin`, `overlay.odin`, `controls.odin`, `utils.odin`. Still one tower type, but the archer now shoots, occupies space, and has a shop button.
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Next: end screens, fullscreen, more tower types, and enemy variety.
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@@ -1,52 +0,0 @@
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||||
---
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||||
title: "Week 3: Fullscreen, variety, and splash damage"
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description: "Third week on the Odin tower defense prototype: end screens, render-to-texture scaling, three tower types, enemy archetypes, wave recipes, upgrades, and cannon splash."
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||||
date: 2026-06-26
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||||
type: devlog
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||||
series: tower-defense-prototype
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||||
series_order: 4
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||||
languages: ["odin"]
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||||
tags: ["odin", "tower-defense", "devlog"]
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||||
---
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||||
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||||
Week three on the [Odin prototype](https://github.com/Codegirl-Games/tower-defense-prototype). Week two left me with one tower, one enemy, and a HUD split across three files. This week the prototype started feeling like a game: win/lose screens, resizable fullscreen, three tower types, three enemy types, wave recipes, and cannons that splash.
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||||
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||||
## What I built
|
||||
|
||||
**End screens and unified overlay.** Added `endscreen.odin` for game over and victory overlays. Moved wave count and enemy totals into `overlay.odin` and deleted the leftover `hud.odin` split. One top bar for economy and combat status; end screens dim the world and show the result.
|
||||
|
||||
**Fullscreen via render texture.** New `display.odin` renders the fixed 960×640 game world into a `RenderTexture`, then scales it to whatever window size the player uses. `F11` toggles fullscreen. Mouse coordinates go through `game_mouse()` so clicks still map to grid tiles when the viewport letterboxes. The game logic stays pixel-fixed; only presentation scales.
|
||||
|
||||
**Three tower types.** Archer (homing arrows), Cannon (2×2 footprint, ballistic arc), Ice (slow effect, smaller footprint). Each has its own archetype row: cost, range, fire rate, footprint, upgrade caps. Shop buttons in `controls.odin` grew to match: select tower, click the map, place.
|
||||
|
||||
**Tower preview.** Hovering the build grid while a tower is selected draws a ghost footprint before you commit gold. Small UX win that made placement feel less like guessing.
|
||||
|
||||
**Enemy variety.** Replaced the single grunt with archetypes: Grunt, Runner (fast, fragile), Tank (slow, thick). Each scales health and speed with wave number and gets its own color.
|
||||
|
||||
**Wave recipes.** Waves are no longer `5 + wave * 2` of the same enemy. `build_wave_recipe` returns an ordered list of `(kind, count)` entries: wave 1 is six grunts, wave 2 mixes grunts and runners, later waves add tanks. The spawner drips through the recipe entry by entry.
|
||||
|
||||
**Tower upgrades.** Towers track `upgrade_level`. Stats scale via `tower_stats_at_level`: extra damage and range per level, paid from gold during build phase.
|
||||
|
||||
**Ballistic projectiles and splash.** Projectiles gained a `Projectile_Mode`: homing for archers, ballistic for cannons. Cannon shots fly in a fixed direction; on impact they call `apply_splash_damage` in a radius defined on the archetype. First time area damage changed how I thought about placement: kill zones, not just single targets.
|
||||
|
||||
**World refactor.** Split `World` into nested structs for economy, combat, and wave state. Gold and enemies moved out of flat fields. Cleaner ownership before more systems land.
|
||||
|
||||
## What worked
|
||||
|
||||
- Render-to-texture scaling solved fullscreen without rewriting every coordinate
|
||||
- Enemy and tower archetype tables made adding Runner/Tank/Cannon mostly data changes
|
||||
- Wave recipes are easy to read and tweak; no code change to reshuffle wave 3
|
||||
- Projectile modes reused the same pool; ballistic and homing share acquire/update/render paths
|
||||
|
||||
## What broke
|
||||
|
||||
- **Half-finished tower rollout.** Cannon and Ice landed before projectiles and shop buttons caught up; several commits of "no projectiles, no button" in the log
|
||||
- **Wave recipe memory leak.** Forgetting to `delete` the old recipe before building a new spawner leaked dynamic arrays every wave start. Fixed same day
|
||||
- **Path length check inside the enemy loop.** A `return` on short paths aborted the entire update instead of skipping one enemy. Moved the guard outside the loop
|
||||
- **Range typo.** A bug in `distance` made archer range longer than intended, caught and fixed at the end of the week along with a range buff
|
||||
|
||||
## Repo snapshot
|
||||
|
||||
June 20–26 added about 650 net lines across 16 files. New modules: `display.odin`, `endscreen.odin`. Deleted: `hud.odin`. Three towers, three enemies, two projectile modes, and a win/lose loop.
|
||||
|
||||
Next: tests, more refactors, and cleaning up the control panel as tower count grows.
|
||||
@@ -1,51 +0,0 @@
|
||||
---
|
||||
title: "Week 4: Tests, refactors, and data tables"
|
||||
description: "Fourth week on the Odin tower defense prototype: splitting tower placement, table-driven defs, first tests, and undoing a nested world refactor."
|
||||
date: 2026-06-29
|
||||
type: devlog
|
||||
series: tower-defense-prototype
|
||||
series_order: 5
|
||||
languages: ["odin"]
|
||||
tags: ["odin", "tower-defense", "devlog"]
|
||||
---
|
||||
|
||||
Week four on the [Odin prototype](https://github.com/Codegirl-Games/tower-defense-prototype). Week three shipped fullscreen, three tower types, enemy variety, and splash damage. This week was quieter on features and heavier on structure: splitting files, pushing logic into data tables, and writing my first tests.
|
||||
|
||||
## What I built
|
||||
|
||||
**Split tower logic.** `tower.odin` had grown to handle combat, stats, rendering, and placement. I pulled placement into `tower_placement.odin`: footprint checks, overlap tests, `try_place_tower`, ghost preview. Combat and archetypes stay in `tower.odin`. Placement is geometry; combat is timing and targeting. Keeping them separate made both files easier to navigate.
|
||||
|
||||
**Data tables over switch statements.** Several `get_*` functions became lookup tables:
|
||||
|
||||
- `TILE_COLORS` replaced a `tile_color` switch
|
||||
- `ENEMY_DEF` replaced per-kind switch logic with base stats, per-wave scaling, draw radius, and gold reward in one row per enemy
|
||||
- Tower archetypes dropped a redundant `kind` field and gained a `color` column for rendering
|
||||
|
||||
Tweaking tank gold from 5 to 10 or archer cost became a one-line edit instead of hunting through switch arms.
|
||||
|
||||
**Constants consolidation.** UI layout lived in helper functions that recalculated button rectangles every frame. Moved to `constants.odin`: `ARCHER_BUTTON_RECT`, `START_WAVE_BUTTON_RECT`, `STARTING_GOLD`, `STARTING_BASE_HEALTH`, overlay colors, control bar dimensions. `controls.odin` got shorter and the layout stopped drifting.
|
||||
|
||||
**First tests.** Added `math2d_test.odin` (distance, `move_toward`) and `wave_test.odin` (start wave, clear wave, recipe progression). Small suite, but it caught a wave recipe memory leak during gold rebalancing: the kind of bug I'd fixed once by hand and reintroduced during a refactor.
|
||||
|
||||
**Economy pass.** Gold rewards moved into enemy definitions. Tank kills pay more than grunts. Tower costs live in archetype rows. Balanced enough to play-test without obvious snowball or stall.
|
||||
|
||||
**World struct simplified.** Flattened `base_health` and map init into cleaner helpers. Started the week by reverting the nested `Economy` / `Combat` / `Wave` sub-structs from week three, back to a flat `World` with direct field access.
|
||||
|
||||
## What worked
|
||||
|
||||
- Splitting placement from combat scaled better as tower logic grew
|
||||
- Table-driven defs made adding and tuning enemy/tower stats mostly data changes
|
||||
- Tests paid for themselves immediately on wave spawner edge cases
|
||||
- Flat `World` struct was easier to reason about than nested sub-structs for a game this size
|
||||
|
||||
## What broke
|
||||
|
||||
- **Nested world refactor, reverted.** Week three split `World` into `Economy`, `Combat`, and `Wave` sub-structs. Looked clean on paper. Every system suddenly needed `world.combat.enemies` instead of `world.enemies`, accessors multiplied, and nothing got simpler. Reverted on June 27. Don't refactor structure until the current shape is actually hurting you, and wait until you have tests.
|
||||
|
||||
- **Test cleanup is manual.** Odin tests that allocate dynamic arrays need explicit `defer delete`. Forgot once; leak showed up in the test runner, not the game.
|
||||
|
||||
## Repo snapshot
|
||||
|
||||
June 27–29 touched 14 files, ~490 net lines. New modules: `tower_placement.odin`, `math2d_test.odin`, `wave_test.odin`. Three towers, three enemies, wave recipes, upgrades, splash damage, fullscreen, end screens, plus a test suite to build on.
|
||||
|
||||
Next: pathfinding, more tower shop wiring, ice slow polish, and whatever breaks once I add a fourth tower type.
|
||||
@@ -1,125 +0,0 @@
|
||||
---
|
||||
title: "Building a browser deckbuilder in vanilla JavaScript"
|
||||
description: "How a birthday gift became a 6,000-line roguelike deckbuilder: state machines, commands, data tables, and what the commit history looks like when you ship anyway."
|
||||
date: 2026-07-04
|
||||
type: lesson
|
||||
languages: ["javascript"]
|
||||
tags: ["javascript", "patterns", "deckbuilder", "web"]
|
||||
---
|
||||
|
||||
Last year I built a parody *Slay the Spire* game in the browser as a birthday gift for [ThePrimeagen](https://www.twitch.tv/theprimeagen). It started as a joke. The [repo](https://github.com/codegirl-007/theprimeagen-spire) ended up at ~6,400 lines of JavaScript across 60 files, with two acts, dozens of cards, community-written birthday messages, and a full roguelike loop you can play without a build step.
|
||||
|
||||
You can play it at <a href="https://theprimeagenbirthday.com" target="_blank" rel="noopener noreferrer">theprimeagenbirthday.com</a>.
|
||||
|
||||
This post is not a feature tour. It is how the project was built, what the git history actually shows, and where *Game Programming Patterns* shows up outside my Odin prototypes.
|
||||
|
||||
## What shipped
|
||||
|
||||
The game is a static site: `index.html`, ES modules, CSS split by screen. No React, no bundler in production (npm was added briefly for tests, then removed).
|
||||
|
||||
The loop matches StS closely enough to feel familiar:
|
||||
|
||||
- Branching map with battles, elites, shops, rest sites, and events
|
||||
- Turn-based combat with energy, block, weak/vulnerable, and intents
|
||||
- Deck building: strike/defend staples plus dev-themed cards (`Terminal Coffee Rush`, `Production Deploy`, `Code Review`)
|
||||
- Relics with hook functions (`onTurnStart`, `onDamageTaken`, etc.)
|
||||
- Two acts with different enemy rosters and map layouts
|
||||
- Win/lose screens, mid-run saves to `localStorage`, and a pre-launch countdown that blocked play until September 9, 2025
|
||||
|
||||
The flavor is extremely online. Enemies are stream/community in-jokes. Events quote Lewis and Tolkien. The victory screen unlocks birthday messages from people who sent notes for Prime. That part is personal. The architecture underneath is reusable.
|
||||
|
||||
## What the commits look like
|
||||
|
||||
There are 88 commits from August 30, 2025 to March 11, 2026. Rough phases:
|
||||
|
||||
**Week one (Aug 30–Sep 2): gameplay exists.** The initial commit already added ~7,600 lines: map, battle engine, card UI, styling. After that it was iteration: card costs, enemy tuning, keyboard vs mouse fixes, double-tap to play cards, swipe sounds, acts, and a commit literally titled `think this is the final gameplay commit`.
|
||||
|
||||
**Week two (Sep 3–Sep 10): content and polish.** Birthday messages landed in batches (`Birthday Messages`, `phpeepee!`, `casey!`, `DHH!`, `ken wheeler and AOP`). Bug fixes for deck initialization, event HP/energy leaks, block reset between turns. UI passes on the battle screen and welcome message. Balance commits: `nerf act 2`, `nerf dax`, `Un-nerf act 2w`.
|
||||
|
||||
**Week two, structure (Sep 8):** `implement state machine`. Gameplay was already there; this commit extracted map, battle, shop, rest, event, victory, defeat, and relic selection into discrete states. That refactor made the rest of the project maintainable.
|
||||
|
||||
**Quiet period, then March 2027 prep.** From September to March the repo sat mostly idle. Then a concentrated refactor week: split client vs shared code, moved data files, serialized shop/reward state for future networking, WebP assets, save behavior fixes (`fix block leak between enemy turn`), and a 1,700-line Cloudflare co-op design doc (`tutorial.md`) for authoritative multiplayer later.
|
||||
|
||||
The history is not a clean agile epic. It is burst development, meme commit messages, and a second pass when you already know the game works.
|
||||
|
||||
## Architecture that held up
|
||||
|
||||
### State machine for screens
|
||||
|
||||
`GameStateMachine` registers one class per screen: `MAP`, `BATTLE`, `REWARD`, `SHOP`, `REST`, `EVENT`, `VICTORY`, `DEFEAT`, `RELIC_SELECTION`. Each state implements `enter`, `exit`, `render`, and optional save/restore hooks.
|
||||
|
||||
Battle mid-run resume works because `BattleState.getSaveData()` persists the enemy, flags, and `battleInProgress`. On load, bootstrap checks whether you were mid-fight and routes back into combat instead of dropping you on the map with orphaned state.
|
||||
|
||||
This is the same *State* pattern I use for Build/Combat phases in the [tower defense prototype](https://github.com/Codegirl-Games/tower-defense-prototype), applied to UI flow instead of simulation phases.
|
||||
|
||||
### Command pattern for input
|
||||
|
||||
Player actions go through command objects (`PlayCardCommand`, `EndTurnCommand`, `MapMoveCommand`, etc.) executed by a `CommandInvoker`. Keyboard shortcuts, mouse clicks, and shop buttons all funnel into the same paths.
|
||||
|
||||
That separation mattered when input got fancy: single number press raises a card, double press plays it. InputManager handles code review picks, shop purchases, and map navigation without duplicating game rules in event listeners.
|
||||
|
||||
### Data tables for content
|
||||
|
||||
Cards, enemies, relics, and map nodes live in plain JS objects:
|
||||
|
||||
```javascript
|
||||
coffee_rush: {
|
||||
id: "coffee_rush",
|
||||
name: "Terminal Coffee Rush",
|
||||
cost: 0,
|
||||
type: "skill",
|
||||
effect: (ctx) => { /* ... */ },
|
||||
}
|
||||
```
|
||||
|
||||
Adding content means adding rows, not subclass trees. Enemy AI is mostly `(turn) => ({ type, value })` functions. Relics use optional hook objects. The `Code Review` card sets `pendingCodeReview` on the root; battle render and InputManager know how to show the pick-one-of-three overlay.
|
||||
|
||||
Same idea as `TOWER_ARCHETYPES` and `ENEMY_DEF` in Odin: behavior stays in code, stats and identity stay in tables.
|
||||
|
||||
### Shared vs client split (March refactor)
|
||||
|
||||
Late refactors moved simulation-ish code under `src/shared/` (`engine/`, `data/`, `game/`) and kept DOM/render/input under `src/client/`. The goal was a future where a Cloudflare Durable Object owns authoritative state while the browser keeps rendering.
|
||||
|
||||
Multiplayer never shipped. The split still made the codebase easier to reason about: battle math does not live beside `innerHTML` templates.
|
||||
|
||||
## Bugs the commits keep fixing
|
||||
|
||||
Roguelikes hide nasty state bugs. This repo is no exception:
|
||||
|
||||
- **Block leaking between turns.** Fixed in separate commits for player and enemy turn boundaries. Block must reset at turn start; missing one side means silent damage inflation.
|
||||
- **Mid-battle saves.** Saving `_battleInProgress`, enemy HP, and hand state to `localStorage`, then restoring on reload. Easy to get wrong when most testing happens in one sitting.
|
||||
- **Event modifiers vs combat.** `fix health bug and energy bug inside events` shows how one-shot screens can corrupt run state if they touch player stats outside the battle engine's expectations.
|
||||
|
||||
The `?screen=battle` and `?screen=shop` URL params plus mock player data in `bootstrap.js` were added so individual screens could be tested without playing to them every time. Worth copying for any UI-heavy browser game.
|
||||
|
||||
## Performance passes
|
||||
|
||||
Late commits focused on load and layout cost: WebP conversion, dropping aggressive image preload, caching swipe sound, reducing layout churn during battle animations. For a static birthday game, this was optional polish. For a public deploy on slow mobile networks, it matters.
|
||||
|
||||
## How this connects to my other work
|
||||
|
||||
I keep [*Game Programming Patterns*](https://gameprogrammingpatterns.com/) nearby while building the Odin prototypes. This JavaScript project applies several of the same ideas in a different shape:
|
||||
|
||||
| Pattern | Here | Tower defense (Odin) |
|
||||
|---|---|---|
|
||||
| State | Screen flow (map, battle, shop) | Build / Combat / Game Over |
|
||||
| Command | PlayCard, EndTurn, MapMove | Place_Tower, Start_Wave |
|
||||
| Update method | Per-state `render()` + battle engine steps | `update_enemies`, `update_towers`, etc. |
|
||||
| Data locality | Plain objects, shuffle/draw on arrays | Fixed pools, archetype tables |
|
||||
|
||||
Different language, same instinct: separate input from rules, separate screens from simulation, push content into data.
|
||||
|
||||
## What I would do differently
|
||||
|
||||
- **State machine earlier.** Gameplay landed first; the refactor on Sep 8 touched 15 files. Starting with states would have hurt day-one momentum but saved mid-project pain.
|
||||
- **Smaller render files from the start.** `render.js` was enormous before feature folders (`battleRender`, `mapRender`, etc.) split it up.
|
||||
- **Link the live site in the README.** The game runs at <a href="https://theprimeagenbirthday.com" target="_blank" rel="noopener noreferrer">theprimeagenbirthday.com</a>; the repo should say that up front next to the clone instructions.
|
||||
- **Move the repo under the studio org.** It still lives at `codegirl-007/theprimeagen-spire`; my prototypes now live under [Codegirl-Games](https://github.com/Codegirl-Games).
|
||||
|
||||
## Worth a post?
|
||||
|
||||
Yes, but as a lesson, not a weekly devlog. There is no neat week-by-week timeline after launch week. The value is architectural: how far vanilla JS gets you, what patterns transfer to Odin, and an honest commit log that includes `Ligma balls` next to `implement state machine`.
|
||||
|
||||
Play at <a href="https://theprimeagenbirthday.com" target="_blank" rel="noopener noreferrer">theprimeagenbirthday.com</a>. To explore the code, start at `src/client/app/bootstrap.js` for the state registration, `src/shared/engine/battle.js` for combat rules, and `src/shared/data/cards.js` for content shape. Multiplayer design notes are in `tutorial.md` if you want to see the planned next step that never left the design doc.
|
||||
|
||||
The game was a gift. The structure is the part worth stealing for the next project.
|
||||
@@ -1,14 +1,26 @@
|
||||
baseURL = 'https://codegirl.games/'
|
||||
languageCode = 'en-me'
|
||||
title = 'codegirl.games'
|
||||
theme = 'codegirl'
|
||||
defaultContentLanguage = 'en'
|
||||
|
||||
[languages]
|
||||
[languages.en]
|
||||
locale = 'en-US'
|
||||
label = 'English'
|
||||
weight = 1
|
||||
|
||||
[params]
|
||||
logo = 'codegirl.games'
|
||||
logo_image = '/images/logo.png'
|
||||
logo_image = '/images/logo-header.png'
|
||||
logo_image_full = '/images/logo.png'
|
||||
description = 'I build games and show the craft along the way, documenting every step in public.'
|
||||
tagline = 'Building games and showing what I learn'
|
||||
author = 'Codegirl Games'
|
||||
og_image = '/images/og-default.png'
|
||||
|
||||
[taxonomies]
|
||||
tag = 'tags'
|
||||
series = 'series'
|
||||
|
||||
[markup]
|
||||
[markup.goldmark]
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 12 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 655 B |
Binary file not shown.
|
After Width: | Height: | Size: 1.2 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 3.6 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 111 KiB |
@@ -0,0 +1,28 @@
|
||||
{{ define "main" }}
|
||||
<article class="about">
|
||||
<div class="about__banner">
|
||||
<div class="about__banner-inner container">
|
||||
{{ with .Site.Params.logo_image_full }}
|
||||
<img
|
||||
class="about__logo"
|
||||
src="{{ . | relURL }}"
|
||||
alt="{{ $.Site.Params.logo | default $.Site.Title }}"
|
||||
width="512"
|
||||
height="512"
|
||||
decoding="async"
|
||||
>
|
||||
{{ end }}
|
||||
<div class="about__intro">
|
||||
<h1 class="about__title">{{ .Title }}</h1>
|
||||
{{ with .Description }}
|
||||
<p class="about__lead">{{ . }}</p>
|
||||
{{ end }}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="about__body container container--narrow content">{{ .Content }}</div>
|
||||
<div class="about__cta-wrap container container--narrow">
|
||||
<a class="stage__cta" href="{{ "/posts/" | relURL }}">Open the build log</a>
|
||||
</div>
|
||||
</article>
|
||||
{{ end }}
|
||||
@@ -1,11 +1,12 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="{{ .Site.LanguageCode }}">
|
||||
<html lang="{{ with .Site.Language.Locale }}{{ . }}{{ else }}en{{ end }}">
|
||||
<head>
|
||||
{{ partial "head.html" . }}
|
||||
</head>
|
||||
<body class="page">
|
||||
<a class="skip-link" href="#main">Skip to content</a>
|
||||
{{ partial "header.html" . }}
|
||||
<main class="page__main">
|
||||
<main id="main" class="page__main">
|
||||
{{ block "main" . }}{{ end }}
|
||||
</main>
|
||||
{{ partial "footer.html" . }}
|
||||
|
||||
@@ -1,17 +1,22 @@
|
||||
{{ define "main" }}
|
||||
<section class="section container">
|
||||
<header class="section__header">
|
||||
<p class="section__eyebrow">Index</p>
|
||||
<h1 class="section__title">{{ .Title }}</h1>
|
||||
{{ with .Content }}
|
||||
<div class="section__intro content">{{ . }}</div>
|
||||
{{ end }}
|
||||
</header>
|
||||
<ul class="post-list">
|
||||
<ol class="log__list">
|
||||
{{ range .Pages.ByDate.Reverse }}
|
||||
<li class="post-list__item">
|
||||
{{ partial "post-card.html" . }}
|
||||
<li class="log__item">
|
||||
<a class="log__row" href="{{ .RelPermalink }}">
|
||||
<time class="log__date" datetime="{{ .Date.Format "2006-01-02" }}">{{ .Date.Format "060102" }}</time>
|
||||
<span class="log__type">{{ with .Params.type }}{{ . }}{{ else }}note{{ end }}</span>
|
||||
<span class="log__name">{{ .Title }}</span>
|
||||
</a>
|
||||
</li>
|
||||
{{ end }}
|
||||
</ul>
|
||||
</ol>
|
||||
</section>
|
||||
{{ end }}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
{{ define "main" }}
|
||||
<article class="post container">
|
||||
<article class="post container container--narrow">
|
||||
<header class="post__header">
|
||||
<p class="post__meta">
|
||||
{{ with .Params.type }}<span class="post__type">{{ humanize . }}</span>{{ end }}
|
||||
@@ -10,8 +10,14 @@
|
||||
{{ with .Params.languages }}
|
||||
<p class="post__tags">{{ delimit . ", " }}</p>
|
||||
{{ end }}
|
||||
{{ with .Params.series }}
|
||||
<p class="post__series">Part of {{ . }}</p>
|
||||
{{ with .GetTerms "series" }}
|
||||
{{ range . }}
|
||||
<p class="post__series">Part of <a href="{{ .RelPermalink }}">{{ .LinkTitle }}</a></p>
|
||||
{{ end }}
|
||||
{{ else }}
|
||||
{{ with .Params.series }}
|
||||
<p class="post__series">Part of <a href="{{ printf "/series/%s/" . | relURL }}">{{ replace . "-" " " | title }}</a></p>
|
||||
{{ end }}
|
||||
{{ end }}
|
||||
{{ with .Params.video_url }}
|
||||
<figure class="post__video">
|
||||
@@ -29,5 +35,27 @@
|
||||
{{ end }}
|
||||
</header>
|
||||
<div class="post__body content">{{ .Content }}</div>
|
||||
|
||||
{{ with .Params.series }}
|
||||
{{ $seriesName := . }}
|
||||
{{ $siblings := where (where $.Site.RegularPages "Section" "eq" "posts") "Params.series" "eq" $seriesName }}
|
||||
{{ $sorted := $siblings.ByDate }}
|
||||
{{ if gt (len $sorted) 1 }}
|
||||
<nav class="series-nav" aria-label="More in this series">
|
||||
<p class="series-nav__label">In this series</p>
|
||||
<ol class="series-nav__list">
|
||||
{{ range $sorted }}
|
||||
<li class="series-nav__item{{ if eq $.RelPermalink .RelPermalink }} series-nav__item--current{{ end }}">
|
||||
{{ if eq $.RelPermalink .RelPermalink }}
|
||||
<span class="series-nav__current">{{ .Title }}</span>
|
||||
{{ else }}
|
||||
<a class="series-nav__link" href="{{ .RelPermalink }}">{{ .Title }}</a>
|
||||
{{ end }}
|
||||
</li>
|
||||
{{ end }}
|
||||
</ol>
|
||||
</nav>
|
||||
{{ end }}
|
||||
{{ end }}
|
||||
</article>
|
||||
{{ end }}
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
{{ define "main" }}
|
||||
<section class="section container">
|
||||
<header class="section__header">
|
||||
<p class="section__eyebrow">Series</p>
|
||||
<h1 class="section__title">Active builds</h1>
|
||||
<p class="section__intro">Prototype threads I’m writing while I build them.</p>
|
||||
</header>
|
||||
<div class="workbench__grid">
|
||||
{{ range .Pages }}
|
||||
<a class="workbench__cell" href="{{ .RelPermalink }}">
|
||||
<span class="workbench__count">{{ len .Pages }} {{ if eq (len .Pages) 1 }}log{{ else }}logs{{ end }}</span>
|
||||
<span class="workbench__name">{{ .LinkTitle }}</span>
|
||||
{{ with .Description }}
|
||||
<span class="workbench__desc">{{ . }}</span>
|
||||
{{ end }}
|
||||
</a>
|
||||
{{ end }}
|
||||
</div>
|
||||
</section>
|
||||
{{ end }}
|
||||
@@ -0,0 +1,23 @@
|
||||
{{ define "main" }}
|
||||
<section class="section container">
|
||||
<header class="section__header">
|
||||
<p class="section__eyebrow">{{ if eq .Data.Singular "series" }}Series{{ else if eq .Data.Singular "tag" }}Tag{{ else }}{{ .Data.Singular | humanize }}{{ end }}</p>
|
||||
<h1 class="section__title">{{ .Title }}</h1>
|
||||
{{ with .Content }}
|
||||
<div class="section__intro content">{{ . }}</div>
|
||||
{{ end }}
|
||||
{{ with .Description }}
|
||||
{{ if not $.Content }}
|
||||
<p class="section__intro">{{ . }}</p>
|
||||
{{ end }}
|
||||
{{ end }}
|
||||
</header>
|
||||
<ul class="post-list">
|
||||
{{ range .Pages.ByDate.Reverse }}
|
||||
<li class="post-list__item">
|
||||
{{ partial "post-card.html" . }}
|
||||
</li>
|
||||
{{ end }}
|
||||
</ul>
|
||||
</section>
|
||||
{{ end }}
|
||||
@@ -1,22 +1,86 @@
|
||||
{{ define "main" }}
|
||||
<section class="hero container">
|
||||
<p class="hero__eyebrow">{{ .Site.Params.tagline }}</p>
|
||||
<h1 class="hero__title">{{ .Title }}</h1>
|
||||
{{ with .Content }}
|
||||
<div class="hero__body content">{{ . }}</div>
|
||||
{{ $featuredHref := "/posts/" | relURL }}
|
||||
{{ with .Params.featured_series }}
|
||||
{{ $featuredHref = printf "/series/%s/" . | relURL }}
|
||||
{{ end }}
|
||||
{{ $hasSeries := gt (len .Site.Taxonomies.series) 0 }}
|
||||
{{ $posts := where .Site.RegularPages "Section" "eq" "posts" }}
|
||||
|
||||
<section class="stage{{ if not .Params.featured_image }} stage--plain{{ end }}">
|
||||
{{ with .Params.featured_image }}
|
||||
<div class="stage__plane" aria-hidden="true">
|
||||
<img
|
||||
class="stage__image"
|
||||
src="{{ . | relURL }}"
|
||||
alt=""
|
||||
width="960"
|
||||
height="639"
|
||||
loading="eager"
|
||||
decoding="async"
|
||||
>
|
||||
</div>
|
||||
<div class="stage__veil" aria-hidden="true"></div>
|
||||
{{ end }}
|
||||
</section>
|
||||
<section class="latest container">
|
||||
<header class="latest__header">
|
||||
<h2 class="latest__title">Latest</h2>
|
||||
<a class="latest__link" href="{{ "/posts/" | relURL }}">All posts →</a>
|
||||
</header>
|
||||
<ul class="post-list">
|
||||
{{ range where .Site.RegularPages "Section" "eq" "posts" | first 12 }}
|
||||
<li class="post-list__item">
|
||||
{{ partial "post-card.html" . }}
|
||||
</li>
|
||||
<div class="stage__slab container">
|
||||
<p class="stage__eyebrow">{{ .Site.Params.tagline }}</p>
|
||||
<h1 class="stage__title">{{ .Title }}</h1>
|
||||
{{ with .Content }}
|
||||
<div class="stage__body">{{ . }}</div>
|
||||
{{ end }}
|
||||
</ul>
|
||||
<div class="stage__actions">
|
||||
{{ if or .Params.featured_series .Params.featured_label }}
|
||||
<a class="stage__cta" href="{{ $featuredHref }}">
|
||||
{{ with .Params.featured_label }}{{ . }}{{ else }}Enter series{{ end }}
|
||||
</a>
|
||||
{{ end }}
|
||||
<a class="stage__{{ if or $.Params.featured_series $.Params.featured_label }}ghost{{ else }}cta{{ end }}" href="{{ "/posts/" | relURL }}">Read the log</a>
|
||||
<a class="stage__ghost" href="{{ "/about/" | relURL }}">About</a>
|
||||
</div>
|
||||
{{ with .Params.featured_caption }}
|
||||
<p class="stage__caption">{{ . }}</p>
|
||||
{{ end }}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
{{ if $hasSeries }}
|
||||
<section class="workbench container" aria-label="Active series">
|
||||
<header class="workbench__header">
|
||||
<h2 class="workbench__title">Active builds</h2>
|
||||
</header>
|
||||
<div class="workbench__grid">
|
||||
{{ range $term, $pages := .Site.Taxonomies.series }}
|
||||
{{ $termPage := $.Site.GetPage (printf "/series/%s" $term) }}
|
||||
<a class="workbench__cell" href="{{ with $termPage }}{{ .RelPermalink }}{{ else }}{{ printf "/series/%s/" $term | relURL }}{{ end }}">
|
||||
<span class="workbench__count">{{ len $pages }} {{ if eq (len $pages) 1 }}log{{ else }}logs{{ end }}</span>
|
||||
<span class="workbench__name">{{ with $termPage }}{{ .LinkTitle }}{{ else }}{{ replace $term "-" " " | title }}{{ end }}</span>
|
||||
{{ with $termPage }}
|
||||
{{ with .Description }}
|
||||
<span class="workbench__desc">{{ . }}</span>
|
||||
{{ end }}
|
||||
{{ end }}
|
||||
</a>
|
||||
{{ end }}
|
||||
</div>
|
||||
</section>
|
||||
{{ end }}
|
||||
|
||||
{{ if gt (len $posts) 0 }}
|
||||
<section class="log container">
|
||||
<header class="log__header">
|
||||
<h2 class="log__title">Build log</h2>
|
||||
<a class="log__all" href="{{ "/posts/" | relURL }}">All entries →</a>
|
||||
</header>
|
||||
<ol class="log__list">
|
||||
{{ range first 12 $posts }}
|
||||
<li class="log__item">
|
||||
<a class="log__row" href="{{ .RelPermalink }}">
|
||||
<time class="log__date" datetime="{{ .Date.Format "2006-01-02" }}">{{ .Date.Format "060102" }}</time>
|
||||
<span class="log__type">{{ with .Params.type }}{{ . }}{{ else }}note{{ end }}</span>
|
||||
<span class="log__name">{{ .Title }}</span>
|
||||
</a>
|
||||
</li>
|
||||
{{ end }}
|
||||
</ol>
|
||||
</section>
|
||||
{{ end }}
|
||||
{{ end }}
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
<link href="https://fonts.googleapis.com/css2?family=IBM+Plex+Mono:wght@400;500;600&family=IBM+Plex+Sans:wght@400;500;600;700&family=Pixelify+Sans:wght@400;500;600;700&display=swap" rel="stylesheet">
|
||||
@@ -1,9 +1,14 @@
|
||||
<footer class="site-footer container">
|
||||
<div class="site-footer__inner">
|
||||
<footer class="site-footer">
|
||||
<div class="site-footer__inner container">
|
||||
<p class="site-footer__mark">{{ .Site.Params.logo | default .Site.Title }}</p>
|
||||
<p class="site-footer__tagline">{{ .Site.Params.tagline }}</p>
|
||||
<nav class="site-footer__nav" aria-label="Footer">
|
||||
<a class="site-footer__link" href="{{ "/posts/" | relURL }}">Posts</a>
|
||||
<a class="site-footer__link" href="{{ "/series/" | relURL }}">Series</a>
|
||||
<a class="site-footer__link" href="{{ "/about/" | relURL }}">About</a>
|
||||
{{ with .Site.Home.OutputFormats.Get "RSS" }}
|
||||
<a class="site-footer__link" href="{{ .RelPermalink }}">RSS</a>
|
||||
{{ end }}
|
||||
</nav>
|
||||
<p class="site-footer__copy">© {{ now.Year }} {{ .Site.Params.author }}</p>
|
||||
</div>
|
||||
|
||||
@@ -1,8 +1,32 @@
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<title>{{ if .IsHome }}{{ .Site.Title }}{{ else }}{{ .Title }} · {{ .Site.Title }}{{ end }}</title>
|
||||
<meta name="description" content="{{ with .Description }}{{ . }}{{ else }}{{ .Site.Params.description }}{{ end }}">
|
||||
{{ $desc := .Description | default .Site.Params.description }}
|
||||
<meta name="description" content="{{ $desc }}">
|
||||
<link rel="canonical" href="{{ .Permalink }}">
|
||||
|
||||
{{ $ogImage := .Site.Params.og_image | default "/images/og-default.png" }}
|
||||
{{ with .Params.featured_image }}{{ $ogImage = . }}{{ end }}
|
||||
{{ with .Params.images }}{{ with index . 0 }}{{ $ogImage = . }}{{ end }}{{ end }}
|
||||
<meta property="og:site_name" content="{{ .Site.Title }}">
|
||||
<meta property="og:title" content="{{ if .IsHome }}{{ .Site.Title }}{{ else }}{{ .Title }}{{ end }}">
|
||||
<meta property="og:description" content="{{ $desc }}">
|
||||
<meta property="og:type" content="{{ if .IsPage }}article{{ else }}website{{ end }}">
|
||||
<meta property="og:url" content="{{ .Permalink }}">
|
||||
<meta property="og:image" content="{{ $ogImage | absURL }}">
|
||||
<meta name="twitter:card" content="summary_large_image">
|
||||
<meta name="twitter:title" content="{{ if .IsHome }}{{ .Site.Title }}{{ else }}{{ .Title }}{{ end }}">
|
||||
<meta name="twitter:description" content="{{ $desc }}">
|
||||
<meta name="twitter:image" content="{{ $ogImage | absURL }}">
|
||||
|
||||
<link rel="icon" href="{{ "images/favicon.ico" | relURL }}" sizes="any">
|
||||
<link rel="icon" type="image/png" sizes="32x32" href="{{ "images/favicon-32.png" | relURL }}">
|
||||
<link rel="apple-touch-icon" href="{{ "images/apple-touch-icon.png" | relURL }}">
|
||||
{{ with .OutputFormats.Get "RSS" }}
|
||||
<link rel="alternate" type="application/rss+xml" title="{{ $.Site.Title }}" href="{{ .RelPermalink }}">
|
||||
{{ end }}
|
||||
|
||||
<link rel="preconnect" href="https://fonts.googleapis.com">
|
||||
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
|
||||
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700&display=swap" rel="stylesheet">
|
||||
{{ partial "fonts.html" . }}
|
||||
<link rel="stylesheet" href="{{ "css/style.css" | relURL }}">
|
||||
|
||||
@@ -1,13 +1,15 @@
|
||||
<header class="site-header container">
|
||||
<a class="site-header__logo" href="{{ "/" | relURL }}">
|
||||
{{ with .Site.Params.logo_image }}
|
||||
<img class="site-header__logo-image" src="{{ . | relURL }}" alt="{{ $.Site.Params.logo | default $.Site.Title }}">
|
||||
{{ else }}
|
||||
{{ $.Site.Params.logo }}
|
||||
{{ end }}
|
||||
</a>
|
||||
<nav class="site-nav" aria-label="Main">
|
||||
<a class="site-nav__link{{ if eq .Section "posts" }} site-nav__link--active{{ end }}" href="{{ "/posts/" | relURL }}">Posts</a>
|
||||
<a class="site-nav__link{{ if and .IsPage (eq .File.BaseFileName "about") }} site-nav__link--active{{ end }}" href="{{ "/about/" | relURL }}">About</a>
|
||||
</nav>
|
||||
<header class="site-header">
|
||||
<div class="site-header__bar container">
|
||||
<a class="site-header__brand" href="{{ "/" | relURL }}">
|
||||
{{ with .Site.Params.logo_image }}
|
||||
<img class="site-header__logo-image" src="{{ . | relURL }}" alt="">
|
||||
{{ end }}
|
||||
<span class="site-header__wordmark">{{ .Site.Params.logo | default .Site.Title }}</span>
|
||||
</a>
|
||||
<nav class="site-nav" aria-label="Main">
|
||||
<a class="site-nav__link{{ if eq .Section "posts" }} site-nav__link--active{{ end }}" href="{{ "/posts/" | relURL }}">Posts</a>
|
||||
<a class="site-nav__link{{ if eq .Section "series" }} site-nav__link--active{{ end }}" href="{{ "/series/" | relURL }}">Series</a>
|
||||
<a class="site-nav__link{{ if and .IsPage (eq .File.BaseFileName "about") }} site-nav__link--active{{ end }}" href="{{ "/about/" | relURL }}">About</a>
|
||||
</nav>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
@@ -5,5 +5,16 @@
|
||||
</p>
|
||||
<h3 class="post-list__title">{{ .Title }}</h3>
|
||||
{{ with .Description }}<p class="post-list__excerpt">{{ . }}</p>{{ end }}
|
||||
{{ with .Params.series }}<p class="post-list__series">{{ . }}</p>{{ end }}
|
||||
</a>
|
||||
{{ $seriesTerms := .GetTerms "series" }}
|
||||
{{ if $seriesTerms }}
|
||||
{{ range $seriesTerms }}
|
||||
<p class="post-list__series">
|
||||
<a class="post-list__series-link" href="{{ .RelPermalink }}">{{ .LinkTitle }}</a>
|
||||
</p>
|
||||
{{ end }}
|
||||
{{ else if .Params.series }}
|
||||
<p class="post-list__series">
|
||||
<a class="post-list__series-link" href="{{ printf "/series/%s/" .Params.series | relURL }}">{{ replace .Params.series "-" " " | title }}</a>
|
||||
</p>
|
||||
{{ end }}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user