Revert world object refactors
This commit is contained in:
+3
-3
@@ -11,10 +11,10 @@ run :: proc() {
|
||||
|
||||
world := init_world()
|
||||
defer {
|
||||
delete(world.world_map.path)
|
||||
delete(world.combat.towers)
|
||||
delete(world.path)
|
||||
delete(world.towers)
|
||||
delete(world.events)
|
||||
delete(world.wave.spawner.recipe)
|
||||
delete(world.spawner.recipe)
|
||||
}
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
|
||||
+12
-12
@@ -59,8 +59,8 @@ get_enemy_archetype :: proc(kind: Enemy_Kind, wave: int) -> Enemy_Archetype {
|
||||
acquire_enemy :: proc(world: ^World) -> ^Enemy {
|
||||
// create an object pool with fixed slots to reuse instead of allocate/free every spawn
|
||||
for i in 0 ..< MAX_ENEMIES {
|
||||
if !world.combat.enemies[i].active {
|
||||
return &world.combat.enemies[i]
|
||||
if !world.enemies[i].active {
|
||||
return &world.enemies[i]
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,14 +68,14 @@ acquire_enemy :: proc(world: ^World) -> ^Enemy {
|
||||
}
|
||||
|
||||
spawn_enemy :: proc(world: ^World, kind: Enemy_Kind) {
|
||||
if len(world.world_map.path) == 0 do return // don't spawn enemies if no paths exist
|
||||
if len(world.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)
|
||||
arch := get_enemy_archetype(kind, world.wave)
|
||||
e^ = Enemy {
|
||||
position = world.world_map.path[0],
|
||||
position = world.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.world_map.path) < 2 do return
|
||||
if len(world.path) < 2 do return
|
||||
|
||||
for i in 0 ..< MAX_ENEMIES {
|
||||
e := &world.combat.enemies[i]
|
||||
e := &world.enemies[i]
|
||||
if !e.active do continue
|
||||
|
||||
if e.path_index >= len(world.world_map.path) {
|
||||
world.player.base_health -= 1
|
||||
if e.path_index >= len(world.path) {
|
||||
world.base_health -= 1
|
||||
e.active = false
|
||||
continue
|
||||
}
|
||||
|
||||
target := world.world_map.path[e.path_index]
|
||||
target := world.path[e.path_index]
|
||||
move_speed := e.base_speed
|
||||
if e.slow_timer > 0 {
|
||||
move_speed *= ICE_SLOW_FACTOR
|
||||
@@ -118,7 +118,7 @@ update_enemies :: proc(world: ^World, dt: f32) {
|
||||
active_enemy_count :: proc(world: ^World) -> int {
|
||||
count := 0
|
||||
for i in 0 ..< MAX_ENEMIES {
|
||||
if world.combat.enemies[i].active do count += 1
|
||||
if world.enemies[i].active do count += 1
|
||||
}
|
||||
|
||||
return count
|
||||
@@ -126,7 +126,7 @@ active_enemy_count :: proc(world: ^World) -> int {
|
||||
|
||||
render_enemies :: proc(world: ^World) {
|
||||
for i in 0 ..< MAX_ENEMIES {
|
||||
e := world.combat.enemies[i]
|
||||
e := world.enemies[i]
|
||||
if !e.active do continue
|
||||
color := rl.MAROON
|
||||
size := 11
|
||||
|
||||
+2
-2
@@ -18,9 +18,9 @@ process_events :: proc(world: ^World) {
|
||||
for ev in world.events {
|
||||
switch ev.kind {
|
||||
case .Enemy_Killed:
|
||||
world.economy.gold += ev.gold_reward
|
||||
world.gold += ev.gold_reward
|
||||
case .Wave_Survived:
|
||||
world.economy.gold += ev.gold_reward
|
||||
world.gold += ev.gold_reward
|
||||
}
|
||||
}
|
||||
clear(&world.events)
|
||||
|
||||
+5
-5
@@ -7,7 +7,7 @@ Tile_Kind :: enum {
|
||||
Build,
|
||||
}
|
||||
|
||||
World_Map :: struct {
|
||||
Map :: struct {
|
||||
tiles: [MAP_H][MAP_W]Tile_Kind,
|
||||
}
|
||||
|
||||
@@ -24,7 +24,7 @@ tile_color :: proc(kind: Tile_Kind) -> rl.Color {
|
||||
return rl.MAGENTA
|
||||
}
|
||||
|
||||
init_map :: proc(world_map: ^World_Map) {
|
||||
init_map :: proc(world_map: ^Map) {
|
||||
for y in 0 ..< MAP_H {
|
||||
for x in 0 ..< MAP_W {
|
||||
world_map.tiles[y][x] = .Blocked
|
||||
@@ -48,16 +48,16 @@ init_map :: proc(world_map: ^World_Map) {
|
||||
}
|
||||
}
|
||||
|
||||
can_build_at :: proc(world_map: ^World_Map, gx, gy: int) -> bool {
|
||||
can_build_at :: proc(world_map: ^Map, gx, gy: int) -> bool {
|
||||
if gx < 0 || gx >= MAP_W do return false
|
||||
if gy < 0 || gy >= MAP_H do return false
|
||||
return world_map.tiles[gy][gx] == .Build
|
||||
}
|
||||
|
||||
render_map :: proc(world_map: ^World_Map) {
|
||||
render_map :: proc(world: ^World) {
|
||||
for y in 0 ..< MAP_H {
|
||||
for x in 0 ..< MAP_W {
|
||||
c := tile_color(world_map.tiles[y][x])
|
||||
c := tile_color(world.world_map.tiles[y][x])
|
||||
rl.DrawRectangle(i32(x * TILE_SIZE), i32(y * TILE_SIZE), TILE_SIZE, TILE_SIZE, c)
|
||||
}
|
||||
}
|
||||
|
||||
+2
-2
@@ -12,11 +12,11 @@ render_overlay :: proc(world: ^World) {
|
||||
gap: i32 : 16
|
||||
|
||||
|
||||
gold := fmt.ctprintf("Gold: %d", world.economy.gold)
|
||||
gold := fmt.ctprintf("Gold: %d", world.gold)
|
||||
rl.DrawText(gold, OVERLAY_PADDING, OVERLAY_PADDING, 18, OVERLAY_GOLD_COLOR)
|
||||
x += rl.MeasureText(gold, font_size) + gap
|
||||
|
||||
hp := fmt.ctprintf("Health: %d", world.player.base_health)
|
||||
hp := fmt.ctprintf("Health: %d", world.base_health)
|
||||
rl.DrawText(hp, x, y, font_size, OVERLAY_TEXT_COLOR)
|
||||
x += rl.MeasureText(hp, font_size) + gap
|
||||
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
package game
|
||||
|
||||
build_path :: proc(world_map: ^World_Map, path: ^[dynamic]Vec2) {
|
||||
build_path :: proc(world_map: ^Map, path: ^[dynamic]Vec2) {
|
||||
clear(path)
|
||||
for y in 0 ..< MAP_H {
|
||||
for x in 0 ..< MAP_W {
|
||||
|
||||
@@ -20,8 +20,8 @@ Projectile_Mode :: enum {
|
||||
|
||||
acquire_projectile :: proc(world: ^World) -> ^Projectile {
|
||||
for i in 0 ..< MAX_PROJECTILES {
|
||||
if !world.combat.projectiles[i].active {
|
||||
return &world.combat.projectiles[i]
|
||||
if !world.projectiles[i].active {
|
||||
return &world.projectiles[i]
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,10 +30,10 @@ acquire_projectile :: proc(world: ^World) -> ^Projectile {
|
||||
|
||||
enemy_still_on_map :: proc(world: ^World, slot: int) -> (^Enemy, bool) {
|
||||
if slot < 0 || slot >= MAX_ENEMIES do return nil, false
|
||||
e := &world.combat.enemies[slot]
|
||||
e := &world.enemies[slot]
|
||||
if !e.active do return nil, false
|
||||
if len(world.world_map.path) == 0 do return nil, false
|
||||
if e.path_index >= len(world.world_map.path) do return nil, false
|
||||
if len(world.path) == 0 do return nil, false
|
||||
if e.path_index >= len(world.path) do return nil, false
|
||||
return e, true
|
||||
}
|
||||
|
||||
@@ -68,7 +68,7 @@ spawn_ballistic :: proc(world: ^World, from, dir: Vec2, damage: int, splash: f32
|
||||
|
||||
hit_enemy_at :: proc(world: ^World, pos: Vec2, damage: int) -> bool {
|
||||
for i in 0 ..< MAX_ENEMIES {
|
||||
e := &world.combat.enemies[i]
|
||||
e := &world.enemies[i]
|
||||
if !e.active do continue
|
||||
if distance(pos, e.position) <= PROJECTILE_HIT_RADIUS {
|
||||
apply_tower_hit(world, e, damage)
|
||||
@@ -80,7 +80,7 @@ hit_enemy_at :: proc(world: ^World, pos: Vec2, damage: int) -> bool {
|
||||
|
||||
update_projectiles :: proc(world: ^World, dt: f32) {
|
||||
for i in 0 ..< MAX_PROJECTILES {
|
||||
p := &world.combat.projectiles[i]
|
||||
p := &world.projectiles[i]
|
||||
if !p.active do continue
|
||||
|
||||
switch p.mode {
|
||||
@@ -132,7 +132,7 @@ update_ballistic_projectile :: proc(world: ^World, p: ^Projectile, dt: f32) {
|
||||
|
||||
render_projectiles :: proc(world: ^World) {
|
||||
for i in 0 ..< MAX_PROJECTILES {
|
||||
p := world.combat.projectiles[i]
|
||||
p := world.projectiles[i]
|
||||
if !p.active do continue
|
||||
color := rl.GOLD
|
||||
radius: f32 = 4
|
||||
@@ -149,7 +149,7 @@ apply_splash_damage :: proc(world: ^World, center: Vec2, damage: int, radius: f3
|
||||
|
||||
hit_any := false
|
||||
for i in 0 ..< MAX_ENEMIES {
|
||||
e := &world.combat.enemies[i]
|
||||
e := &world.enemies[i]
|
||||
if !e.active do continue
|
||||
if distance(center, e.position) <= radius {
|
||||
apply_tower_hit(world, e, damage)
|
||||
|
||||
+1
-1
@@ -1,7 +1,7 @@
|
||||
package game
|
||||
|
||||
render_world :: proc(world: ^World) {
|
||||
render_map(&world.world_map.current_map)
|
||||
render_map(world)
|
||||
render_enemies(world)
|
||||
render_towers(world)
|
||||
render_placement_preview(world)
|
||||
|
||||
+16
-16
@@ -88,8 +88,8 @@ tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) {
|
||||
can_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
|
||||
if world.phase != .Build do return false
|
||||
arch := get_archetype(kind)
|
||||
if world.economy.gold < arch.cost do return false
|
||||
if !footprint_fits_map(&world.world_map.current_map, gx, gy, arch.footprint_w, arch.footprint_h) do return false
|
||||
if world.gold < arch.cost do return false
|
||||
if !footprint_fits_map(&world.world_map, gx, gy, arch.footprint_w, arch.footprint_h) do return false
|
||||
if footprint_blocked(world, gx, gy, arch.footprint_w, arch.footprint_h) do return false
|
||||
return true
|
||||
}
|
||||
@@ -113,7 +113,7 @@ footprint_center :: proc(gx, gy, footprint_w, footprint_h: int) -> Vec2 {
|
||||
}
|
||||
}
|
||||
|
||||
footprint_fits_map :: proc(world_map: ^World_Map, gx, gy, footprint_w, footprint_h: int) -> bool {
|
||||
footprint_fits_map :: proc(world_map: ^Map, gx, gy, footprint_w, footprint_h: int) -> bool {
|
||||
if gx < 0 || gy < 0 do return false
|
||||
if gx + footprint_w > MAP_W do return false
|
||||
if gy + footprint_h > MAP_H do return false
|
||||
@@ -130,7 +130,7 @@ footprint_fits_map :: proc(world_map: ^World_Map, gx, gy, footprint_w, footprint
|
||||
}
|
||||
|
||||
footprint_blocked :: proc(world: ^World, gx, gy, footprint_w, footprint_h: int) -> bool {
|
||||
for placed_tower in world.combat.towers {
|
||||
for placed_tower in world.towers {
|
||||
archetype := get_archetype(placed_tower.kind)
|
||||
if rects_overlap(
|
||||
gx,
|
||||
@@ -162,9 +162,9 @@ try_upgrade_tower :: proc(world: ^World, gx, gy: int) -> bool {
|
||||
if t.upgrade_level >= arch.max_upgrade do return false
|
||||
|
||||
cost := arch.upgrade_cost + t.upgrade_level * 25
|
||||
if world.economy.gold < cost do return false
|
||||
if world.gold < cost do return false
|
||||
|
||||
world.economy.gold -= cost
|
||||
world.gold -= cost
|
||||
t.upgrade_level += 1
|
||||
return true
|
||||
}
|
||||
@@ -173,9 +173,9 @@ try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
|
||||
if !can_place_tower(world, gx, gy, kind) do return false
|
||||
|
||||
arch := get_archetype(kind)
|
||||
world.economy.gold -= arch.cost
|
||||
world.gold -= arch.cost
|
||||
append(
|
||||
&world.combat.towers,
|
||||
&world.towers,
|
||||
Tower {
|
||||
position = footprint_center(gx, gy, arch.footprint_w, arch.footprint_h),
|
||||
anchor_gx = gx,
|
||||
@@ -188,8 +188,8 @@ try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
|
||||
}
|
||||
|
||||
tower_at_grid :: proc(world: ^World, gx, gy: int) -> ^Tower {
|
||||
for i in 0 ..< len(world.combat.towers) {
|
||||
t := &world.combat.towers[i]
|
||||
for i in 0 ..< len(world.towers) {
|
||||
t := &world.towers[i]
|
||||
arch := get_archetype(t.kind)
|
||||
if gx >= t.anchor_gx &&
|
||||
gx < t.anchor_gx + arch.footprint_w &&
|
||||
@@ -206,9 +206,9 @@ find_target_slot :: proc(tower: Tower, world: ^World) -> int {
|
||||
best_dist: f32 = 999999
|
||||
|
||||
for i in 0 ..< MAX_ENEMIES {
|
||||
e := &world.combat.enemies[i]
|
||||
e := &world.enemies[i]
|
||||
if !e.active do continue
|
||||
if e.path_index >= len(world.world_map.path) do continue
|
||||
if e.path_index >= len(world.path) do continue
|
||||
|
||||
d := distance(tower.position, e.position)
|
||||
_, range := tower_stats_at_level(tower)
|
||||
@@ -221,8 +221,8 @@ find_target_slot :: proc(tower: Tower, world: ^World) -> int {
|
||||
}
|
||||
|
||||
update_towers :: proc(world: ^World, dt: f32) {
|
||||
for i in 0 ..< len(world.combat.towers) {
|
||||
t := &world.combat.towers[i]
|
||||
for i in 0 ..< len(world.towers) {
|
||||
t := &world.towers[i]
|
||||
t.cooldown -= dt
|
||||
|
||||
if t.cooldown > 0 do continue
|
||||
@@ -272,13 +272,13 @@ apply_ice_hit :: proc(world: ^World, target: ^Enemy, damage: int) {
|
||||
enemy_at_slot :: proc(world: ^World, slot: int) -> ^Enemy {
|
||||
if slot < 0 || slot >= MAX_ENEMIES do return nil
|
||||
|
||||
e := &world.combat.enemies[slot]
|
||||
e := &world.enemies[slot]
|
||||
if !e.active do return nil
|
||||
return e
|
||||
}
|
||||
|
||||
render_towers :: proc(world: ^World) {
|
||||
for t in world.combat.towers {
|
||||
for t in world.towers {
|
||||
archetype := get_archetype(t.kind)
|
||||
pixel_width := f32(archetype.footprint_w * TILE_SIZE)
|
||||
pixel_height := f32(archetype.footprint_h * TILE_SIZE)
|
||||
|
||||
+9
-9
@@ -17,13 +17,13 @@ Wave_Spawner :: struct {
|
||||
|
||||
start_wave :: proc(world: ^World) {
|
||||
if world.phase != .Build do return
|
||||
world.wave.current_wave += 1
|
||||
world.wave += 1
|
||||
world.phase = .Combat
|
||||
delete(world.wave.spawner.recipe)
|
||||
world.wave.spawner = Wave_Spawner {
|
||||
delete(world.spawner.recipe)
|
||||
world.spawner = Wave_Spawner {
|
||||
spawn_timer = 0,
|
||||
spawn_interval = 0.55,
|
||||
recipe = build_wave_recipe(world.wave.current_wave),
|
||||
recipe = build_wave_recipe(world.wave),
|
||||
recipe_index = 0,
|
||||
entry_remaining = 0,
|
||||
}
|
||||
@@ -56,7 +56,7 @@ build_wave_recipe :: proc(wave: int) -> [dynamic]Wave_Entry {
|
||||
}
|
||||
|
||||
load_next_recipe_entry :: proc(world: ^World) {
|
||||
s := &world.wave.spawner
|
||||
s := &world.spawner
|
||||
if s.recipe_index >= len(s.recipe) {
|
||||
s.entry_remaining = 0
|
||||
return
|
||||
@@ -66,7 +66,7 @@ load_next_recipe_entry :: proc(world: ^World) {
|
||||
}
|
||||
|
||||
clear_wave :: proc(world: ^World) -> bool {
|
||||
s := world.wave.spawner
|
||||
s := world.spawner
|
||||
if s.recipe_index < len(s.recipe) do return false
|
||||
if s.entry_remaining > 0 do return false
|
||||
return active_enemy_count(world) == 0
|
||||
@@ -74,7 +74,7 @@ clear_wave :: proc(world: ^World) -> bool {
|
||||
|
||||
update_wave :: proc(world: ^World, dt: f32) {
|
||||
if world.phase != .Combat do return
|
||||
s := &world.wave.spawner
|
||||
s := &world.spawner
|
||||
if s.entry_remaining <= 0 && s.recipe_index >= len(s.recipe) do return
|
||||
|
||||
s.spawn_timer -= dt
|
||||
@@ -101,11 +101,11 @@ update_phase :: proc(world: ^World) {
|
||||
}
|
||||
|
||||
check_end :: proc(world: ^World) {
|
||||
if world.player.base_health <= 0 {
|
||||
if world.base_health <= 0 {
|
||||
world.phase = .Game_Over
|
||||
}
|
||||
|
||||
if world.wave.current_wave >= MAX_WAVES && world.phase == .Build && clear_wave(world) {
|
||||
if world.wave >= MAX_WAVES && world.phase == .Build && clear_wave(world) {
|
||||
world.phase = .Victory
|
||||
}
|
||||
}
|
||||
|
||||
+12
-39
@@ -1,56 +1,29 @@
|
||||
package game
|
||||
|
||||
World :: struct {
|
||||
economy: Economy,
|
||||
combat: Combat,
|
||||
player: Player,
|
||||
gold: int,
|
||||
base_health: int,
|
||||
world_map: Map,
|
||||
path: [dynamic]Vec2,
|
||||
enemies: [MAX_ENEMIES]Enemy,
|
||||
towers: [dynamic]Tower,
|
||||
events: [dynamic]Event,
|
||||
phase: Game_Phase,
|
||||
wave: Wave,
|
||||
wave: int,
|
||||
spawner: Wave_Spawner,
|
||||
projectiles: [MAX_PROJECTILES]Projectile,
|
||||
selected_tower: Tower_Kind,
|
||||
}
|
||||
|
||||
Player :: struct {
|
||||
base_health: int,
|
||||
}
|
||||
|
||||
Map :: struct {
|
||||
current_map: World_Map,
|
||||
path: [dynamic]Vec2,
|
||||
}
|
||||
|
||||
Economy :: struct {
|
||||
gold: int,
|
||||
}
|
||||
|
||||
Combat :: struct {
|
||||
enemies: [MAX_ENEMIES]Enemy,
|
||||
towers: [dynamic]Tower,
|
||||
projectiles: [MAX_PROJECTILES]Projectile,
|
||||
}
|
||||
|
||||
Wave :: struct {
|
||||
current_wave: int,
|
||||
spawner: Wave_Spawner,
|
||||
}
|
||||
|
||||
init_world :: proc() -> World {
|
||||
economy := Economy {
|
||||
gold = 100,
|
||||
}
|
||||
|
||||
player := Player {
|
||||
base_health = 20,
|
||||
}
|
||||
world := World {
|
||||
economy = economy,
|
||||
player = player,
|
||||
gold = 100,
|
||||
base_health = 20,
|
||||
phase = .Build,
|
||||
selected_tower = .Archer,
|
||||
}
|
||||
init_map(&world.world_map.current_map)
|
||||
build_path(&world.world_map.current_map, &world.world_map.path)
|
||||
init_map(&world.world_map)
|
||||
build_path(&world.world_map, &world.path)
|
||||
return world
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user