enemy movement and object pool

This commit is contained in:
2026-06-10 02:32:01 -07:00
parent 85f6a286ac
commit 2e09dbe65d
4 changed files with 81 additions and 22 deletions
+6
View File
@@ -7,3 +7,9 @@ TILE_SIZE :: 32 // size of tiles in pixels
SCREEN_W :: MAP_W * TILE_SIZE
SCREEN_H :: MAP_H * TILE_SIZE
MAX_ENEMIES :: 64
MAX_WAVES :: 5
MAX_TOWERS :: 32
TOWER_COST :: 50
+65 -17
View File
@@ -1,29 +1,77 @@
package game
Enemy :: struct {
position: Vec2,
health: int,
active: bool,
speed: f32,
position: Vec2,
health: int,
max_health: int,
active: bool,
path_index: int,
speed: f32,
}
spawn_enemy :: proc(world: ^World) {
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.enemies[i].active {
return &world.enemies[i]
}
}
return nil
}
spawn_enemy :: proc(world: ^World, health: int, speed: f32) {
if len(world.path) == 0 do return // don't spawn enemies if no paths exist
world.enemy = Enemy {
position = world.path[0],
health = 40,
speed = 60,
active = true,
e := acquire_enemy(world) // grab a free slot
if e == nil do return // if there are no slots, skil spawning
e^ = Enemy {
position = world.path[0],
health = health,
max_health = health,
speed = speed,
path_index = 1,
active = true,
}
}
update_enemy :: proc(world: ^World, dt: f32) {
e := &world.enemy
if !e.active do return
if len(world.path) == 0 do return
target := world.path[len(world.path) - 1]
move_toward(&e.position, target, e.speed, dt)
spawn_group :: proc(world: ^World, count: int) {
for _ in 0 ..< count {
spawn_enemy(world, 20, 60)
}
}
update_enemies :: proc(world: ^World, dt: f32) {
for i in 0 ..< MAX_ENEMIES {
e := &world.enemies[i]
if !e.active do continue
if len(world.path) == 2 do return
if e.path_index >= len(world.path) {
world.base_health -= 1
e.active = false
continue
}
target := world.path[e.path_index]
move_toward(&e.position, target, e.speed, dt)
dx := target.x - e.position.x
dy := target.y - e.position.y
if dx * dx + dy * dy < 16.0 {
e.path_index += 1
}
}
}
active_enemy_count :: proc(world: ^World) -> int {
count := 0
for i in 0 ..< MAX_ENEMIES {
if world.enemies[i].active do count += 1
}
return count
}
+7 -2
View File
@@ -15,8 +15,9 @@ render_world :: proc(world: ^World) {
rl.DrawCircle(i32(p.x), i32(p.y), 3, rl.GOLD)
}
if world.enemy.active {
e := world.enemy
for i in 0 ..< MAX_ENEMIES {
e := world.enemies[i]
if !e.active do continue
rl.DrawCircle(i32(e.position.x), i32(e.position.y), 11, rl.MAROON)
rl.DrawText(
fmt.ctprintf("%d", e.health),
@@ -25,9 +26,13 @@ render_world :: proc(world: ^World) {
12,
rl.WHITE,
)
}
if (world.base_health == 0) {
rl.DrawText("**GAME OVER**", 20, 20, 20, rl.RED)
}
rl.DrawText(fmt.ctprintf("Gold: %d", world.gold), 10, 10, 20, rl.BLACK) // Gold HUD
rl.DrawText(fmt.ctprintf("Base HP: %d", world.base_health), 10, 32, 20, rl.BLACK) // HP HUD
rl.DrawText(fmt.ctprintf("Enemies: %d", active_enemy_count(world)), 10, 54, 18, rl.DARKGRAY)
}
+3 -3
View File
@@ -7,7 +7,7 @@ World :: struct {
base_health: int,
world_map: Map,
path: [dynamic]Vec2,
enemy: Enemy,
enemies: [MAX_ENEMIES]Enemy,
}
init_world :: proc() -> World {
@@ -27,9 +27,9 @@ update_world :: proc(world: ^World, dt: f32) {
}
if rl.IsKeyPressed(.SPACE) {
spawn_enemy(world)
spawn_group(world, 3)
}
update_enemy(world, dt)
update_enemies(world, dt)
}