preview towers before placement

This commit is contained in:
2026-06-23 11:32:24 -07:00
parent e660ce611b
commit daa5f75c95
2 changed files with 40 additions and 12 deletions
+1
View File
@@ -4,6 +4,7 @@ render_world :: proc(world: ^World) {
render_map(world)
render_enemies(world)
render_towers(world)
render_placement_preview(world)
render_projectiles(world)
}
+39 -12
View File
@@ -56,6 +56,15 @@ TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
},
}
can_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
if world.phase != .Build do return false
arch := get_archetype(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
return true
}
rects_overlap :: proc(
left_a, top_a, width_a, height_a: int,
left_b, top_b, width_b, height_b: int,
@@ -80,9 +89,11 @@ footprint_fits_map :: proc(world_map: ^Map, gx, gy, footprint_w, footprint_h: in
if gx + footprint_w > MAP_W do return false
if gy + footprint_h > MAP_H do return false
for row in gy ..< gy + footprint_h {
for column in gx ..< gx + footprint_w {
if !can_build_at(world_map, column, row) do return false
for column in gy ..< footprint_h {
for row in gx ..< footprint_w {
cell_column := gx + column
cell_row := gy + row
if !can_build_at(world_map, cell_column, cell_row) do return false
}
}
@@ -114,21 +125,14 @@ get_archetype :: proc(kind: Tower_Kind) -> Tower_Archetype {
}
try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool {
if world.phase != .Build do return false
if !can_place_tower(world, gx, gy, kind) do return false
arch := get_archetype(kind)
footprint_w := arch.footprint_w
footprint_h := arch.footprint_h
if !footprint_fits_map(&world.world_map, gx, gy, footprint_w, footprint_h) do return false
if footprint_blocked(world, gx, gy, footprint_w, footprint_h) do return false
if world.gold < arch.cost do return false
world.gold -= arch.cost
append(
&world.towers,
Tower {
position = footprint_center(gx, gy, footprint_w, footprint_h),
position = footprint_center(gx, gy, arch.footprint_w, arch.footprint_h),
anchor_gx = gx,
anchor_gy = gy,
kind = kind,
@@ -223,3 +227,26 @@ render_towers :: proc(world: ^World) {
}
}
render_placement_preview :: proc(world: ^World) {
if world.phase != .Build do return
mouse := game_mouse()
gx, gy := screen_to_grid(mouse.x, mouse.y)
arch := get_archetype(world.selected_tower)
ok := can_place_tower(world, gx, gy, world.selected_tower)
center := footprint_center(gx, gy, arch.footprint_w, arch.footprint_h)
rl.DrawCircleLines(i32(center.x), i32(center.y), arch.range, rl.Fade(rl.SKYBLUE, 0.4))
tint := rl.Fade(rl.GREEN, 0.3)
if !ok do tint = rl.Fade(rl.RED, 0.35)
for row in 0 ..< arch.footprint_h {
for col in 0 ..< arch.footprint_w {
px := (gx + col) * TILE_SIZE
py := (gy + row) * TILE_SIZE
rl.DrawRectangle(i32(px), i32(py), TILE_SIZE, TILE_SIZE, tint)
}
}
}