Revert world object refactors

This commit is contained in:
2026-06-27 23:22:45 -07:00
parent 6bdb096e1b
commit 2a99d7ecf3
11 changed files with 72 additions and 99 deletions
+3 -3
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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 {
+9 -9
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
}