first go at a control panel, not fancy
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@@ -19,6 +19,7 @@ run :: proc() {
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render_world(&world)
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render_overlay(&world)
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render_controls(&world)
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rl.EndDrawing()
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}
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+1
-7
@@ -15,7 +15,7 @@ Command :: struct {
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}
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gather_commands :: proc(world: ^World) -> Command {
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ui_cmd := overlay_ui_command(world)
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ui_cmd := poll_controls_command(world)
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if ui_cmd.kind != .None do return ui_cmd
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if world.phase == .Build && rl.IsKeyPressed(.N) {
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@@ -28,12 +28,6 @@ gather_commands :: proc(world: ^World) -> Command {
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return Command{kind = .Place_Tower, gx = gx, gy = gy}
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}
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if rl.IsMouseButtonPressed(.LEFT) {
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mouse := rl.GetMousePosition()
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gx, gy := screen_to_grid(mouse.x, mouse.y)
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return Command{kind = .Place_Tower, gx = gx, gy = gy}
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}
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return Command{kind = .None}
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}
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+8
-2
@@ -26,6 +26,12 @@ OVERLAY_BAR_COLOR :: rl.Color{20, 24, 20, 200}
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OVERLAY_GOLD_COLOR :: rl.Color{255, 215, 80, 255}
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OVERLAY_TEXT_COLOR :: rl.Color{240, 240, 230, 255}
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OVERLAY_BUTTON_COLOR :: rl.Color{60, 120, 60, 255}
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OVERLAY_BUTTON_HOVER :: rl.Color{80, 150, 80, 255}
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CONTROL_BAR_H :: 40
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CONTROL_BAR_BG :: rl.Color{30, 55, 30, 220}
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CONTROL_BUTTON_COLOR :: rl.Color{60, 120, 60, 255}
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CONTROL_BUTTON_HOVER :: rl.Color{60, 150, 60, 255}
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CONTROLS_SHOP_IDLE :: rl.Color{45, 75, 45, 255}
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CONTROL_SHOP_SELECTED :: rl.Color{70, 110, 70, 255}
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CONTROLS_SHOP_HOVER :: rl.Color{90, 130, 90, 255}
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@@ -0,0 +1,69 @@
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package game
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import "core:fmt"
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import rl "vendor:raylib"
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bottom_bar_y :: proc() -> i32 {
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return SCREEN_H - CONTROL_BAR_H
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}
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build_controls_layout :: proc() -> (archer, start_wave_btn: rl.Rectangle) {
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bar_y := f32(bottom_bar_y())
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arch_w: f32 = 120
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wave_w: f32 = 110
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gap: f32 = 12
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x := f32((SCREEN_W - int(arch_w + gap + wave_w)) / 2)
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archer = {x, bar_y + 8, arch_w, 24}
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start_wave_btn = {x + arch_w + gap, bar_y + 8, wave_w, 24}
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return
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}
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poll_controls_command :: proc(world: ^World) -> Command {
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if world.phase != .Build do return Command{kind = .None}
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mouse := rl.GetMousePosition()
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if rl.IsMouseButtonPressed(.LEFT) {
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archer, start_wave := build_controls_layout()
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if rl.CheckCollisionPointRec(mouse, archer) {
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world.selected_tower = .Archer
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}
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if rl.CheckCollisionPointRec(mouse, start_wave) {
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return Command{kind = .Start_Wave}
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}
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}
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return Command{kind = .None}
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}
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render_controls :: proc(world: ^World) {
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if world.phase != .Build do return
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bar_y := bottom_bar_y()
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rl.DrawRectangle(0, bar_y, SCREEN_W, CONTROL_BAR_H, CONTROL_BAR_BG)
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arch := get_archetype(.Archer)
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archer, start_wave_btn := build_controls_layout()
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mouse := rl.GetMousePosition()
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arch_bg := CONTROLS_SHOP_IDLE
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if world.selected_tower == .Archer do arch_bg = CONTROL_SHOP_SELECTED
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if rl.CheckCollisionPointRec(mouse, archer) do arch_bg = CONTROL_BUTTON_HOVER
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rl.DrawRectangleRec(archer, arch_bg)
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label := fmt.ctprintf("Archer - %dg", arch.cost)
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rl.DrawText(label, i32(archer.x) + 6, i32(archer.y) + 4, 14, OVERLAY_TEXT_COLOR)
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wave_bg := CONTROL_BUTTON_COLOR
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if rl.CheckCollisionPointRec(mouse, start_wave_btn) do wave_bg = CONTROLS_SHOP_HOVER
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rl.DrawRectangleRec(start_wave_btn, wave_bg)
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rl.DrawText(
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"Start Wave",
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i32(start_wave_btn.x) + 8,
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i32(start_wave_btn.y) + 3,
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16,
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OVERLAY_TEXT_COLOR,
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)
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}
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@@ -18,31 +18,5 @@ render_overlay :: proc(world: ^World) {
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hp := fmt.ctprintf("Health: %d", world.base_health)
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rl.DrawText(hp, x, y, font_size, OVERLAY_TEXT_COLOR)
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if world.phase == .Build {
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btn := start_wave_button_rect()
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mouse := rl.GetMousePosition()
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hovered := rl.CheckCollisionPointRec(mouse, btn)
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bg := hovered ? OVERLAY_BUTTON_HOVER : OVERLAY_BUTTON_COLOR
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rl.DrawRectangleRec(btn, bg)
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rl.DrawText("Start Wave", i32(btn.x) + 8, i32(btn.y) + 3, 16, OVERLAY_TEXT_COLOR)
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}
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}
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start_wave_button_rect :: proc() -> rl.Rectangle {
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return {x = f32(SCREEN_W - 120), y = 3, width = 110, height = 22}
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}
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overlay_ui_command :: proc(world: ^World) -> Command {
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if world.phase != .Build do return Command{kind = .None}
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mouse := rl.GetMousePosition()
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btn := start_wave_button_rect()
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if rl.CheckCollisionPointRec(mouse, btn) && rl.IsMouseButtonPressed(.LEFT) {
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return Command{kind = .Start_Wave}
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}
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return Command{kind = .None}
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}
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+16
-14
@@ -1,24 +1,26 @@
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package game
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World :: struct {
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gold: int,
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base_health: int,
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world_map: Map,
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path: [dynamic]Vec2,
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enemies: [MAX_ENEMIES]Enemy,
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towers: [dynamic]Tower,
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events: [dynamic]Event,
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phase: Game_Phase,
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wave: int,
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spawner: Wave_Spawner,
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projectiles: [MAX_PROJECTILES]Projectile,
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gold: int,
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base_health: int,
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world_map: Map,
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path: [dynamic]Vec2,
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enemies: [MAX_ENEMIES]Enemy,
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towers: [dynamic]Tower,
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events: [dynamic]Event,
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phase: Game_Phase,
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wave: int,
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spawner: Wave_Spawner,
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projectiles: [MAX_PROJECTILES]Projectile,
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selected_tower: Tower_Kind,
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}
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init_world :: proc() -> World {
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world := World {
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gold = 100,
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base_health = 20,
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phase = .Build,
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gold = 100,
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base_health = 20,
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phase = .Build,
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selected_tower = .Archer,
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}
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init_map(&world.world_map)
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build_path(&world.world_map, &world.path)
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