wave spawner, game phases, making game window larger

This commit is contained in:
2026-06-12 00:11:07 -07:00
parent 285b434499
commit c13a7979b0
8 changed files with 94 additions and 18 deletions
+12 -3
View File
@@ -35,8 +35,17 @@ render_world :: proc(world: ^World) {
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)
rl.DrawText(fmt.ctprintf("Gold: %d", world.gold), 10, 10, 22, rl.BLACK) // Gold HUD
rl.DrawText(fmt.ctprintf("Base HP: %d", world.base_health), 10, 32, 22, rl.BLACK) // HP HUD
rl.DrawText(fmt.ctprintf("Enemies: %d", active_enemy_count(world)), 10, 54, 22, rl.BLACK)
rl.DrawText(fmt.ctprintf("Wave: %d / %d", world.wave, MAX_WAVES), 10, 76, 22, rl.BLACK)
switch world.phase {
case .Build:
rl.DrawText("Build - click towers, N = start wave", 10, 98, 22, rl.BLACK)
case .Combat:
rl.DrawText("Combat!", 10, 74, 22, rl.MAROON)
}
}