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},
)