create combat banner
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+1
-1
@@ -35,7 +35,7 @@ execute_command :: proc(world: ^World, cmd: Command) {
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switch cmd.kind {
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case .None:
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case .Place_Tower:
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try_place_tower(world, cmd.gx, cmd.gy, .Archer)
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try_place_tower(world, cmd.gx, cmd.gy, world.selected_tower)
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case .Start_Wave:
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start_wave(world)
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}
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+28
-3
@@ -42,7 +42,7 @@ draw_archer_button :: proc(world: ^World, archer: rl.Rectangle) {
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arch_bg := CONTROLS_SHOP_IDLE
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if world.selected_tower == .Archer do arch_bg = CONTROL_SHOP_SELECTED
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if rl.CheckCollisionPointRec(mouse, archer) do arch_bg = CONTROL_BUTTON_HOVER
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if rl.CheckCollisionPointRec(mouse, archer) do arch_bg = CONTROLS_SHOP_HOVER
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label := fmt.ctprintf("Archer - %dg", arch.cost)
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draw_button(archer, label, arch_bg, 14, OVERLAY_TEXT_COLOR)
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@@ -55,7 +55,7 @@ draw_start_wave_button :: proc(start_wave_rect: rl.Rectangle, mouse: rl.Vector2)
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draw_button(start_wave_rect, "Start Wave", bg, 16, OVERLAY_TEXT_COLOR)
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}
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render_controls :: proc(world: ^World) {
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draw_build_controls :: proc(world: ^World) {
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if world.phase != .Build do return
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mouse := rl.GetMousePosition()
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@@ -65,6 +65,31 @@ render_controls :: proc(world: ^World) {
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archer, start_wave_rect := build_controls_layout()
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draw_archer_button(world, archer)
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draw_start_wave_button(start_wave_rect, mouse)
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}
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render_controls :: proc(world: ^World) {
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switch world.phase {
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case .Build:
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draw_build_controls(world)
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case .Combat:
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draw_combat_banner()
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case .Game_Over, .Victory:
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}
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}
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draw_combat_banner :: proc() {
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bar_y := bottom_bar_y()
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rl.DrawRectangle(0, bar_y, SCREEN_W, CONTROL_BAR_H, rl.Color{120, 40, 40, 200})
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text: cstring = "Combat!"
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font: i32 = 16
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tw := rl.MeasureText(text, font)
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rl.DrawText(
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text,
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(SCREEN_W - tw) / 2,
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bar_y + (CONTROL_BAR_H - font) / 2,
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font,
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rl.Color{255, 220, 220, 255},
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)
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}
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@@ -10,7 +10,6 @@ render_hud :: proc(world: ^World) {
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switch world.phase {
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case .Build:
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case .Combat:
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rl.DrawText("Combat!", 10, 98, 22, rl.MAROON)
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case .Game_Over:
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rl.DrawText("GAME_OVER", 260, 280, 40, rl.RED)
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case .Victory:
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