diff --git a/game/render.odin b/game/render.odin index 708e026..92c00e9 100644 --- a/game/render.odin +++ b/game/render.odin @@ -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) } diff --git a/game/tower.odin b/game/tower.odin index ada77dc..5b86c2f 100644 --- a/game/tower.odin +++ b/game/tower.odin @@ -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) + } + } +} +