package game import "core:fmt" import rl "vendor:raylib" render_overlay :: proc(world: ^World) { rl.DrawRectangle(0, 0, SCREEN_W, OVERLAY_BAR_H, OVERLAY_BAR_COLOR) font_size: i32 = 18 y: i32 = (OVERLAY_BAR_H - font_size) / 2 x: i32 = OVERLAY_PADDING gap: i32 : 16 gold := fmt.ctprintf("Gold: %d", world.gold) rl.DrawText(gold, OVERLAY_PADDING, OVERLAY_PADDING, 18, OVERLAY_GOLD_COLOR) x += rl.MeasureText(gold, font_size) + gap hp := fmt.ctprintf("Health: %d", world.base_health) rl.DrawText(hp, x, y, font_size, OVERLAY_TEXT_COLOR) if world.phase == .Build { btn := start_wave_button_rect() mouse := rl.GetMousePosition() hovered := rl.CheckCollisionPointRec(mouse, btn) bg := hovered ? OVERLAY_BUTTON_HOVER : OVERLAY_BUTTON_COLOR rl.DrawRectangleRec(btn, bg) rl.DrawText("Start Wave", i32(btn.x) + 8, i32(btn.y) + 3, 16, OVERLAY_TEXT_COLOR) } } start_wave_button_rect :: proc() -> rl.Rectangle { return {x = f32(SCREEN_W - 120), y = 3, width = 110, height = 22} } overlay_ui_command :: proc(world: ^World) -> Command { if world.phase != .Build do return Command{kind = .None} mouse := rl.GetMousePosition() btn := start_wave_button_rect() if rl.CheckCollisionPointRec(mouse, btn) && rl.IsMouseButtonPressed(.LEFT) { return Command{kind = .Start_Wave} } return Command{kind = .None} }