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