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
+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