package game import rl "vendor:raylib" Tower :: struct { position: Vec2, kind: Tower_Kind, cooldown: f32, anchor_gx: int, anchor_gy: int, } Tower_Kind :: enum { Archer, Cannon, } Tower_Archetype :: struct { kind: Tower_Kind, range: f32, damage: int, fire_rate: f32, cost: int, footprint_w: int, // 1 column wide footprint_h: int, // two rows tall } TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = { .Archer = { kind = .Archer, range = 50, damage = 12, fire_rate = 0.45, cost = TOWER_COST, footprint_w = 1, footprint_h = 2, }, .Cannon = { kind = .Cannon, range = 110, damage = 35, fire_rate = 1.2, cost = 80, footprint_w = 2, footprint_h = 2, }, } 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 row in gy ..< gy + footprint_h { for column in gx ..< gx + footprint_w { if !can_build_at(world_map, column, 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_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool { if world.phase != .Build 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), anchor_gx = gx, anchor_gy = gy, kind = kind, cooldown = 0, }, ) return true } find_target_slot :: proc(tower: Tower, world: ^World) -> int { arch := get_archetype(tower.kind) best_slot: int = -1 best_dist: f32 = 999999 for i in 0 ..< MAX_ENEMIES { e := &world.enemies[i] if !e.active do continue if e.path_index >= len(world.path) do continue d := distance(tower.position, e.position) if d <= arch.range && d < best_dist { best_slot = i best_dist = d } } return best_slot } update_towers :: proc(world: ^World, dt: f32) { for i in 0 ..< len(world.towers) { t := &world.towers[i] t.cooldown -= dt if t.cooldown > 0 do continue slot := find_target_slot(t^, world) if slot < 0 do continue arch := get_archetype(t.kind) switch t.kind { case .Archer: spawn_projectile(world, t.position, slot, arch.damage) case .Cannon: if target := enemy_at_slot(world, slot); target != nil { apply_tower_hit(world, target, arch.damage) } } t.cooldown = arch.fire_rate } } apply_tower_hit :: proc(world: ^World, target: ^Enemy, damage: int) { target.health -= damage if target.health <= 0 { target.active = false push_event(world, .Enemy_Killed, gold_reward = 5) } } enemy_at_slot :: proc(world: ^World, slot: int) -> ^Enemy { if slot < 0 || slot >= MAX_ENEMIES do return nil e := &world.enemies[slot] if !e.active do return nil return e } render_towers :: proc(world: ^World) { for t in world.towers { archetype := get_archetype(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} if t.kind == .Cannon do color = rl.DARKGRAY rl.DrawRectangle( i32(t.position.x - pixel_width * 0.5), i32(t.position.y - pixel_height * 0.5), i32(pixel_width), i32(pixel_height), color, ) } }