refactor map

This commit is contained in:
2026-06-27 00:32:42 -07:00
parent bfc39201e1
commit 28165ed399
8 changed files with 25 additions and 21 deletions
+5 -5
View File
@@ -68,14 +68,14 @@ acquire_enemy :: proc(world: ^World) -> ^Enemy {
}
spawn_enemy :: proc(world: ^World, kind: Enemy_Kind) {
if len(world.path) == 0 do return // don't spawn enemies if no paths exist
if len(world.world_map.path) == 0 do return // don't spawn enemies if no paths exist
e := acquire_enemy(world) // grab a free slot
if e == nil do return // if there are no slots, skil spawning
arch := get_enemy_archetype(kind, world.wave.current_wave)
e^ = Enemy {
position = world.path[0],
position = world.world_map.path[0],
health = arch.health,
max_health = arch.health,
base_speed = arch.speed,
@@ -87,19 +87,19 @@ spawn_enemy :: proc(world: ^World, kind: Enemy_Kind) {
}
update_enemies :: proc(world: ^World, dt: f32) {
if len(world.path) < 2 do return
if len(world.world_map.path) < 2 do return
for i in 0 ..< MAX_ENEMIES {
e := &world.combat.enemies[i]
if !e.active do continue
if e.path_index >= len(world.path) {
if e.path_index >= len(world.world_map.path) {
world.base_health -= 1
e.active = false
continue
}
target := world.path[e.path_index]
target := world.world_map.path[e.path_index]
move_speed := e.base_speed
if e.slow_timer > 0 {
move_speed *= ICE_SLOW_FACTOR