split tower and tower placement

This commit is contained in:
2026-06-27 23:58:18 -07:00
parent 3e1b809199
commit e166076e11
2 changed files with 139 additions and 133 deletions
-133
View File
@@ -85,121 +85,11 @@ tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) {
return
}
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,
) -> bool {
return(
left_a < left_b + width_b &&
left_a + width_a > left_b &&
top_a < top_b + height_b &&
top_a + height_a > top_b \
)
}
footprint_center :: proc(gx, gy, footprint_w, footprint_h: int) -> Vec2 {
return Vec2 {
f32(gx * TILE_SIZE + (footprint_w * TILE_SIZE) / 2),
f32(gy * TILE_SIZE + (footprint_h * TILE_SIZE) / 2),
}
}
footprint_fits_map :: proc(world_map: ^Map, gx, gy, footprint_w, footprint_h: int) -> bool {
if gx < 0 || gy < 0 do return false
if gx + footprint_w > MAP_W do return false
if gy + footprint_h > MAP_H do return false
for column in 0 ..< footprint_h {
for row in 0 ..< footprint_w {
cell_column := gx + column
cell_row := gy + row
if !can_build_at(world_map, cell_column, cell_row) do return false
}
}
return true
}
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)
if rects_overlap(
gx,
gy,
footprint_w,
footprint_h,
placed_tower.anchor_gx,
placed_tower.anchor_gy,
archetype.footprint_w,
archetype.footprint_h,
) {
return true
}
}
return false
}
get_archetype :: proc(kind: Tower_Kind) -> Tower_Archetype {
return TOWER_ARCHETYPES[kind]
}
try_upgrade_tower :: proc(world: ^World, gx, gy: int) -> bool {
if world.phase != .Build do return false
t := tower_at_grid(world, gx, gy)
if t == nil do return false
arch := get_archetype(t.kind)
if t.upgrade_level >= arch.max_upgrade do return false
cost := arch.upgrade_cost + t.upgrade_level * 25
if world.gold < cost do return false
world.gold -= cost
t.upgrade_level += 1
return true
}
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)
world.gold -= arch.cost
append(
&world.towers,
Tower {
position = footprint_center(gx, gy, arch.footprint_w, arch.footprint_h),
anchor_gx = gx,
anchor_gy = gy,
kind = kind,
cooldown = 0,
},
)
return true
}
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)
if gx >= t.anchor_gx &&
gx < t.anchor_gx + arch.footprint_w &&
gy >= t.anchor_gy &&
gy < t.anchor_gy + arch.footprint_h {
return t
}
}
return nil
}
find_target_slot :: proc(tower: Tower, world: ^World) -> int {
best_slot: int = -1
@@ -298,26 +188,3 @@ 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)
}
}
}
+139
View File
@@ -0,0 +1,139 @@
package game
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)
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,
) -> bool {
return(
left_a < left_b + width_b &&
left_a + width_a > left_b &&
top_a < top_b + height_b &&
top_a + height_a > top_b \
)
}
footprint_center :: proc(gx, gy, footprint_w, footprint_h: int) -> Vec2 {
return Vec2 {
f32(gx * TILE_SIZE + (footprint_w * TILE_SIZE) / 2),
f32(gy * TILE_SIZE + (footprint_h * TILE_SIZE) / 2),
}
}
footprint_fits_map :: proc(world_map: ^Map, gx, gy, footprint_w, footprint_h: int) -> bool {
if gx < 0 || gy < 0 do return false
if gx + footprint_w > MAP_W do return false
if gy + footprint_h > MAP_H do return false
for column in 0 ..< footprint_h {
for row in 0 ..< footprint_w {
cell_column := gx + column
cell_row := gy + row
if !can_build_at(world_map, cell_column, cell_row) do return false
}
}
return true
}
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)
if rects_overlap(
gx,
gy,
footprint_w,
footprint_h,
placed_tower.anchor_gx,
placed_tower.anchor_gy,
archetype.footprint_w,
archetype.footprint_h,
) {
return true
}
}
return false
}
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)
world.gold -= arch.cost
append(
&world.towers,
Tower {
position = footprint_center(gx, gy, arch.footprint_w, arch.footprint_h),
anchor_gx = gx,
anchor_gy = gy,
kind = kind,
cooldown = 0,
},
)
return true
}
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)
if gx >= t.anchor_gx &&
gx < t.anchor_gx + arch.footprint_w &&
gy >= t.anchor_gy &&
gy < t.anchor_gy + arch.footprint_h {
return t
}
}
return nil
}
try_upgrade_tower :: proc(world: ^World, gx, gy: int) -> bool {
if world.phase != .Build do return false
t := tower_at_grid(world, gx, gy)
if t == nil do return false
arch := get_archetype(t.kind)
if t.upgrade_level >= arch.max_upgrade do return false
cost := arch.upgrade_cost + t.upgrade_level * 25
if world.gold < cost do return false
world.gold -= cost
t.upgrade_level += 1
return true
}
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)
}
}
}