tower ugprades

This commit is contained in:
2026-06-25 20:28:55 -07:00
parent d6ee5abb01
commit 4d267c7f5d
2 changed files with 84 additions and 17 deletions
+9
View File
@@ -6,6 +6,7 @@ Command_Kind :: enum {
None,
Place_Tower,
Start_Wave,
Upgrade_Tower,
}
Command :: struct {
@@ -25,6 +26,12 @@ gather_commands :: proc(world: ^World) -> Command {
return Command{kind = .Start_Wave}
}
if rl.IsMouseButtonPressed(.RIGHT) {
mouse := game_mouse()
gx, gy := screen_to_grid(mouse.x, mouse.y)
return Command{kind = .Upgrade_Tower, gx = gx, gy = gy}
}
if world.phase == .Build && rl.IsMouseButtonPressed(.LEFT) {
mouse := game_mouse()
gx, gy := screen_to_grid(mouse.x, mouse.y)
@@ -41,6 +48,8 @@ execute_command :: proc(world: ^World, cmd: Command) {
try_place_tower(world, cmd.gx, cmd.gy, world.selected_tower)
case .Start_Wave:
start_wave(world)
case .Upgrade_Tower:
try_upgrade_tower(world, cmd.gx, cmd.gy)
}
}
+75 -17
View File
@@ -1,13 +1,15 @@
package game
import "core:fmt"
import rl "vendor:raylib"
Tower :: struct {
position: Vec2,
kind: Tower_Kind,
cooldown: f32,
anchor_gx: int,
anchor_gy: int,
upgrade_level: int,
position: Vec2,
kind: Tower_Kind,
cooldown: f32,
anchor_gx: int,
anchor_gy: int,
}
Tower_Kind :: enum {
@@ -17,13 +19,17 @@ Tower_Kind :: enum {
}
Tower_Archetype :: struct {
kind: Tower_Kind,
range: f32,
damage: int,
fire_rate: f32,
cost: int,
footprint_w: int, // 1 column wide
footprint_h: int, // two rows tall
kind: Tower_Kind,
range: f32,
damage: int,
fire_rate: f32,
cost: int,
footprint_w: int, // 1 column wide
footprint_h: int, // two rows tall
max_upgrade: int,
upgrade_cost: int,
damage_per_level: int,
range_per_level: f32,
}
TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
@@ -35,6 +41,10 @@ TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
cost = TOWER_COST,
footprint_w = 1,
footprint_h = 2,
max_upgrade = 1,
upgrade_cost = 40,
damage_per_level = 3,
range_per_level = 8,
},
.Cannon = {
kind = .Cannon,
@@ -44,6 +54,9 @@ TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
cost = 80,
footprint_w = 2,
footprint_h = 2,
upgrade_cost = 40,
damage_per_level = 3,
range_per_level = 8,
},
.Ice = {
kind = .Ice,
@@ -53,9 +66,19 @@ TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
cost = 65,
footprint_w = 1,
footprint_h = 1,
upgrade_cost = 40,
damage_per_level = 3,
range_per_level = 8,
},
}
tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) {
arch := get_archetype(tower.kind)
damage = arch.damage + tower.upgrade_level * arch.damage_per_level
range = arch.range + f32(tower.upgrade_level) * arch.range_per_level
return
}
can_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
if world.phase != .Build do return false
arch := get_archetype(kind)
@@ -124,6 +147,22 @@ get_archetype :: proc(kind: Tower_Kind) -> Tower_Archetype {
return TOWER_ARCHETYPES[kind]
}
try_upgrade_tower :: proc(world: ^World, gx, gy: int) -> bool {
if world.phase != .Build do return false
t := tower_at_grid(world, gx, gy)
if t == nil do return false
arch := get_archetype(t.kind)
if t.upgrade_level >= arch.max_upgrade do return false
cost := arch.upgrade_cost + t.upgrade_level * 25
if world.gold < cost do return false
world.gold -= cost
t.upgrade_level += 1
return true
}
try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
if !can_place_tower(world, gx, gy, kind) do return false
@@ -142,8 +181,21 @@ try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
return true
}
tower_at_grid :: proc(world: ^World, gx, gy: int) -> ^Tower {
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 &&
gy >= t.anchor_gy &&
gy < t.anchor_gy + arch.footprint_h {
return t
}
}
return nil
}
find_target_slot :: proc(tower: Tower, world: ^World) -> int {
arch := get_archetype(tower.kind)
best_slot: int = -1
best_dist: f32 = 999999
@@ -153,7 +205,8 @@ find_target_slot :: proc(tower: Tower, world: ^World) -> int {
if e.path_index >= len(world.path) do continue
d := distance(tower.position, e.position)
if d <= arch.range && d < best_dist {
_, range := tower_stats_at_level(tower)
if d <= range && d < best_dist {
best_slot = i
best_dist = d
}
@@ -173,16 +226,17 @@ update_towers :: proc(world: ^World, dt: f32) {
arch := get_archetype(t.kind)
damage, _ := tower_stats_at_level(t^)
switch t.kind {
case .Archer:
spawn_projectile(world, t.position, slot, arch.damage)
spawn_projectile(world, t.position, slot, damage)
case .Cannon:
if target := enemy_at_slot(world, slot); target != nil {
apply_tower_hit(world, target, arch.damage)
apply_tower_hit(world, target, damage)
}
case .Ice:
if target := enemy_at_slot(world, slot); target != nil {
apply_ice_hit(world, target, arch.damage)
apply_ice_hit(world, target, damage)
}
}
t.cooldown = arch.fire_rate
@@ -224,6 +278,10 @@ render_towers :: proc(world: ^World) {
i32(pixel_height),
color,
)
if t.upgrade_level > 0 {
label := fmt.ctprintf("Lv%d", t.upgrade_level + 1) // or just t.upgrade_level
rl.DrawText(label, i32(t.position.x), i32(t.position.y), 14, rl.WHITE)
}
}
}