clean up get_archtype for towers and build_controls_layout function, replacing with constants

This commit is contained in:
2026-06-28 00:42:53 -07:00
parent 3026aeadc2
commit d29b4f07ea
3 changed files with 35 additions and 39 deletions
+26 -24
View File
@@ -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
View File
@@ -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}
+6 -6
View File
@@ -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)