clean up get_archtype for towers and build_controls_layout function, replacing with constants
This commit is contained in:
+26
-24
@@ -3,20 +3,26 @@ package game
|
||||
import "core:fmt"
|
||||
import rl "vendor:raylib"
|
||||
|
||||
bottom_bar_y :: proc() -> i32 {
|
||||
return SCREEN_H - CONTROL_BAR_H
|
||||
BOTTOM_BAR_Y :: SCREEN_H - CONTROL_BAR_H
|
||||
ARCHER_BUTTON_W :: 120
|
||||
START_WAVE_BUTTON_W :: 110
|
||||
CONTROLS_BUTTON_GAP :: 12
|
||||
CONTROLS_BUTTON_H :: 24
|
||||
CONTROLS_BUTTON_Y :: BOTTOM_BAR_Y + 8
|
||||
CONTROLS_BUTTON_X :: (SCREEN_W - (ARCHER_BUTTON_W + CONTROLS_BUTTON_GAP + START_WAVE_BUTTON_W)) / 2
|
||||
|
||||
ARCHER_BUTTON_RECT :: rl.Rectangle {
|
||||
f32(CONTROLS_BUTTON_X),
|
||||
f32(CONTROLS_BUTTON_Y),
|
||||
ARCHER_BUTTON_W,
|
||||
CONTROLS_BUTTON_H,
|
||||
}
|
||||
|
||||
build_controls_layout :: proc() -> (archer, start_wave_btn: rl.Rectangle) {
|
||||
bar_y := f32(bottom_bar_y())
|
||||
arch_w: f32 = 120
|
||||
wave_w: f32 = 110
|
||||
gap: f32 = 12
|
||||
|
||||
x := f32((SCREEN_W - int(arch_w + gap + wave_w)) / 2)
|
||||
archer = {x, bar_y + 8, arch_w, 24}
|
||||
start_wave_btn = {x + arch_w + gap, bar_y + 8, wave_w, 24}
|
||||
return
|
||||
START_WAVE_BUTTON_RECT :: rl.Rectangle {
|
||||
f32(CONTROLS_BUTTON_X + ARCHER_BUTTON_W + CONTROLS_BUTTON_GAP),
|
||||
f32(CONTROLS_BUTTON_Y),
|
||||
START_WAVE_BUTTON_W,
|
||||
CONTROLS_BUTTON_H,
|
||||
}
|
||||
|
||||
poll_controls_command :: proc(world: ^World) -> Command {
|
||||
@@ -24,11 +30,10 @@ poll_controls_command :: proc(world: ^World) -> Command {
|
||||
|
||||
mouse := game_mouse()
|
||||
if rl.IsMouseButtonPressed(.LEFT) {
|
||||
archer, start_wave := build_controls_layout()
|
||||
if rl.CheckCollisionPointRec(mouse, archer) {
|
||||
if rl.CheckCollisionPointRec(mouse, ARCHER_BUTTON_RECT) {
|
||||
world.selected_tower = .Archer
|
||||
}
|
||||
if rl.CheckCollisionPointRec(mouse, start_wave) {
|
||||
if rl.CheckCollisionPointRec(mouse, START_WAVE_BUTTON_RECT) {
|
||||
return Command{kind = .Start_Wave}
|
||||
}
|
||||
}
|
||||
@@ -37,7 +42,7 @@ poll_controls_command :: proc(world: ^World) -> Command {
|
||||
}
|
||||
|
||||
draw_archer_button :: proc(world: ^World, archer: rl.Rectangle) {
|
||||
arch := get_archetype(.Archer)
|
||||
arch := TOWER_ARCHETYPES[.Archer]
|
||||
mouse := rl.GetMousePosition()
|
||||
|
||||
arch_bg := CONTROLS_SHOP_IDLE
|
||||
@@ -59,12 +64,10 @@ draw_build_controls :: proc(world: ^World) {
|
||||
if world.phase != .Build do return
|
||||
mouse := game_mouse()
|
||||
|
||||
bar_y := bottom_bar_y()
|
||||
rl.DrawRectangle(0, bar_y, SCREEN_W, CONTROL_BAR_H, CONTROL_BAR_BG)
|
||||
rl.DrawRectangle(0, BOTTOM_BAR_Y, SCREEN_W, CONTROL_BAR_H, CONTROL_BAR_BG)
|
||||
|
||||
archer, start_wave_rect := build_controls_layout()
|
||||
draw_archer_button(world, archer)
|
||||
draw_start_wave_button(start_wave_rect, mouse)
|
||||
draw_archer_button(world, ARCHER_BUTTON_RECT)
|
||||
draw_start_wave_button(START_WAVE_BUTTON_RECT, mouse)
|
||||
}
|
||||
|
||||
render_controls :: proc(world: ^World) {
|
||||
@@ -78,8 +81,7 @@ render_controls :: proc(world: ^World) {
|
||||
}
|
||||
|
||||
draw_combat_banner :: proc() {
|
||||
bar_y := bottom_bar_y()
|
||||
rl.DrawRectangle(0, bar_y, SCREEN_W, CONTROL_BAR_H, rl.Color{120, 40, 40, 200})
|
||||
rl.DrawRectangle(0, BOTTOM_BAR_Y, SCREEN_W, CONTROL_BAR_H, rl.Color{120, 40, 40, 200})
|
||||
|
||||
text: cstring = "Combat!"
|
||||
font: i32 = 16
|
||||
@@ -87,7 +89,7 @@ draw_combat_banner :: proc() {
|
||||
rl.DrawText(
|
||||
text,
|
||||
(SCREEN_W - tw) / 2,
|
||||
bar_y + (CONTROL_BAR_H - font) / 2,
|
||||
BOTTOM_BAR_Y + (CONTROL_BAR_H - font) / 2,
|
||||
font,
|
||||
rl.Color{255, 220, 220, 255},
|
||||
)
|
||||
|
||||
+3
-9
@@ -79,18 +79,12 @@ TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
|
||||
}
|
||||
|
||||
tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) {
|
||||
arch := get_archetype(tower.kind)
|
||||
arch := TOWER_ARCHETYPES[tower.kind]
|
||||
damage = arch.damage + tower.upgrade_level * arch.damage_per_level
|
||||
range = arch.range + f32(tower.upgrade_level) * arch.range_per_level
|
||||
return
|
||||
}
|
||||
|
||||
|
||||
get_archetype :: proc(kind: Tower_Kind) -> Tower_Archetype {
|
||||
return TOWER_ARCHETYPES[kind]
|
||||
}
|
||||
|
||||
|
||||
find_target_slot :: proc(tower: Tower, world: ^World) -> int {
|
||||
best_slot: int = -1
|
||||
best_dist: f32 = 999999
|
||||
@@ -120,7 +114,7 @@ update_towers :: proc(world: ^World, dt: f32) {
|
||||
slot := find_target_slot(t^, world)
|
||||
if slot < 0 do continue
|
||||
|
||||
arch := get_archetype(t.kind)
|
||||
arch := TOWER_ARCHETYPES[t.kind]
|
||||
|
||||
damage, _ := tower_stats_at_level(t^)
|
||||
switch t.kind {
|
||||
@@ -169,7 +163,7 @@ enemy_at_slot :: proc(world: ^World, slot: int) -> ^Enemy {
|
||||
|
||||
render_towers :: proc(world: ^World) {
|
||||
for t in world.towers {
|
||||
archetype := get_archetype(t.kind)
|
||||
archetype := TOWER_ARCHETYPES[t.kind]
|
||||
pixel_width := f32(archetype.footprint_w * TILE_SIZE)
|
||||
pixel_height := f32(archetype.footprint_h * TILE_SIZE)
|
||||
color := rl.Color{255, 203, 0, 255}
|
||||
|
||||
@@ -4,7 +4,7 @@ import rl "vendor:raylib"
|
||||
|
||||
can_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
|
||||
if world.phase != .Build do return false
|
||||
arch := get_archetype(kind)
|
||||
arch := TOWER_ARCHETYPES[kind]
|
||||
if world.gold < arch.cost do return false
|
||||
if !footprint_fits_map(&world.world_map, gx, gy, arch.footprint_w, arch.footprint_h) do return false
|
||||
if footprint_blocked(world, gx, gy, arch.footprint_w, arch.footprint_h) do return false
|
||||
@@ -48,7 +48,7 @@ footprint_fits_map :: proc(world_map: ^Map, gx, gy, footprint_w, footprint_h: in
|
||||
|
||||
footprint_blocked :: proc(world: ^World, gx, gy, footprint_w, footprint_h: int) -> bool {
|
||||
for placed_tower in world.towers {
|
||||
archetype := get_archetype(placed_tower.kind)
|
||||
archetype := TOWER_ARCHETYPES[placed_tower.kind]
|
||||
if rects_overlap(
|
||||
gx,
|
||||
gy,
|
||||
@@ -69,7 +69,7 @@ footprint_blocked :: proc(world: ^World, gx, gy, footprint_w, footprint_h: int)
|
||||
try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
|
||||
if !can_place_tower(world, gx, gy, kind) do return false
|
||||
|
||||
arch := get_archetype(kind)
|
||||
arch := TOWER_ARCHETYPES[kind]
|
||||
world.gold -= arch.cost
|
||||
append(
|
||||
&world.towers,
|
||||
@@ -87,7 +87,7 @@ try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
|
||||
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)
|
||||
arch := TOWER_ARCHETYPES[t.kind]
|
||||
if gx >= t.anchor_gx &&
|
||||
gx < t.anchor_gx + arch.footprint_w &&
|
||||
gy >= t.anchor_gy &&
|
||||
@@ -103,7 +103,7 @@ try_upgrade_tower :: proc(world: ^World, gx, gy: int) -> bool {
|
||||
t := tower_at_grid(world, gx, gy)
|
||||
if t == nil do return false
|
||||
|
||||
arch := get_archetype(t.kind)
|
||||
arch := TOWER_ARCHETYPES[t.kind]
|
||||
if t.upgrade_level >= arch.max_upgrade do return false
|
||||
|
||||
cost := arch.upgrade_cost + t.upgrade_level * 25
|
||||
@@ -119,7 +119,7 @@ render_placement_preview :: proc(world: ^World) {
|
||||
|
||||
mouse := game_mouse()
|
||||
gx, gy := screen_to_grid(mouse.x, mouse.y)
|
||||
arch := get_archetype(world.selected_tower)
|
||||
arch := TOWER_ARCHETYPES[world.selected_tower]
|
||||
ok := can_place_tower(world, gx, gy, world.selected_tower)
|
||||
|
||||
center := footprint_center(gx, gy, arch.footprint_w, arch.footprint_h)
|
||||
|
||||
Reference in New Issue
Block a user