package game import "core:fmt" import rl "vendor:raylib" render_world :: proc(world: ^World) { for y in 0 ..< MAP_H { for x in 0 ..< MAP_W { c := tile_color(world.world_map.tiles[y][x]) rl.DrawRectangle(i32(x * TILE_SIZE), i32(y * TILE_SIZE), TILE_SIZE, TILE_SIZE, c) } } for i in 0 ..< MAX_ENEMIES { e := world.enemies[i] if !e.active do continue rl.DrawCircle(i32(e.position.x), i32(e.position.y), 11, rl.MAROON) rl.DrawText( fmt.ctprintf("%d", e.health), i32(e.position.x) - 4, i32(e.position.y) - 18, 12, rl.WHITE, ) } for t in world.towers { rl.DrawRectangle( i32(t.position.x - 14), i32(t.position.y - 14), 28, 28, rl.Color{255, 203, 0, 255}, ) } if (world.base_health == 0) { rl.DrawText("**GAME OVER**", 20, 20, 20, rl.RED) } rl.DrawText(fmt.ctprintf("Gold: %d", world.gold), 10, 10, 22, rl.BLACK) // Gold HUD rl.DrawText(fmt.ctprintf("Base HP: %d", world.base_health), 10, 32, 22, rl.BLACK) // HP HUD rl.DrawText(fmt.ctprintf("Enemies: %d", active_enemy_count(world)), 10, 54, 22, rl.BLACK) rl.DrawText(fmt.ctprintf("Wave: %d / %d", world.wave, MAX_WAVES), 10, 76, 22, rl.BLACK) switch world.phase { case .Build: rl.DrawText("Build - click towers, N = start wave", 10, 98, 22, rl.BLACK) case .Combat: rl.DrawText("Combat!", 10, 74, 22, rl.MAROON) } }