clean up overlay.odin
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+3
-1
@@ -25,10 +25,10 @@ CANNON_PROJECTILES_SPEED :: 320.0
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OVERLAY_BAR_H :: 28
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OVERLAY_PADDING :: 6
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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_FONT_SIZE :: 18
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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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@@ -42,3 +42,5 @@ CONTROLS_SHOP_HOVER :: rl.Color{90, 130, 90, 255}
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ICE_SLOW_DURATION :: 2.5
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ICE_SLOW_FACTOR :: 0.5
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ENEMY_LABEL_COLOR :: rl.Color{255, 200, 200, 255}
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+7
-16
@@ -6,37 +6,28 @@ import rl "vendor:raylib"
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render_overlay :: proc(world: ^World) {
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rl.DrawRectangle(0, 0, SCREEN_W, OVERLAY_BAR_H, OVERLAY_BAR_COLOR)
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font_size: i32 = 18
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y: i32 = (OVERLAY_BAR_H - font_size) / 2
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y: i32 = (OVERLAY_BAR_H - OVERLAY_FONT_SIZE) / 2
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x: i32 = OVERLAY_PADDING
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gap: i32 : 16
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gold := fmt.ctprintf("Gold: %d", world.gold)
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rl.DrawText(gold, OVERLAY_PADDING, OVERLAY_PADDING, 18, OVERLAY_GOLD_COLOR)
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x += rl.MeasureText(gold, font_size) + gap
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x += rl.MeasureText(gold, OVERLAY_FONT_SIZE) + gap
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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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x += rl.MeasureText(hp, font_size) + gap
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rl.DrawText(hp, x, y, OVERLAY_FONT_SIZE, OVERLAY_TEXT_COLOR)
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x += rl.MeasureText(hp, OVERLAY_FONT_SIZE) + gap
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enemies := fmt.ctprintf("Enemies: %d", active_enemy_count(world))
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rl.DrawText(enemies, x, y, font_size, enemy_label_color(world))
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x += rl.MeasureText(enemies, font_size) + gap
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rl.DrawText(enemies, x, y, OVERLAY_FONT_SIZE, ENEMY_LABEL_COLOR)
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x += rl.MeasureText(enemies, OVERLAY_FONT_SIZE) + gap
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waves := fmt.ctprintf("Waves: %d / %d", world.wave, MAX_WAVES)
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rl.DrawText(waves, x, y, font_size, OVERLAY_TEXT_COLOR)
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rl.DrawText(waves, x, y, OVERLAY_FONT_SIZE, OVERLAY_TEXT_COLOR)
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if world.phase == .Game_Over || world.phase == .Victory {
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draw_end_screen(world)
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}
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}
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enemy_label_color :: proc(world: ^World) -> rl.Color {
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if world.phase == .Combat {
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return rl.Color{255, 200, 200, 255}
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}
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return OVERLAY_TEXT_COLOR
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}
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