package game Game_Phase :: enum { Build, Combat, Game_Over, Victory, } Wave_Spawner :: struct { spawn_timer: f32, spawn_interval: f32, recipe: [dynamic]Wave_Entry, recipe_index: int, entry_remaining: int, } start_wave :: proc(world: ^World) { if world.phase != .Build do return world.wave.current_wave += 1 world.phase = .Combat delete(world.wave.spawner.recipe) world.wave.spawner = Wave_Spawner { spawn_timer = 0, spawn_interval = 0.55, recipe = build_wave_recipe(world.wave.current_wave), recipe_index = 0, entry_remaining = 0, } load_next_recipe_entry(world) } Wave_Entry :: struct { kind: Enemy_Kind, count: int, } build_wave_recipe :: proc(wave: int) -> [dynamic]Wave_Entry { recipe: [dynamic]Wave_Entry switch wave { case 1: append(&recipe, Wave_Entry{.Grunt, 6}) case 2: append(&recipe, Wave_Entry{.Grunt, 4}) append(&recipe, Wave_Entry{.Runner, 2}) case: grunt := 3 + wave runners := wave / 2 tanks := wave / 3 append(&recipe, Wave_Entry{.Grunt, grunt}) if runners > 0 do append(&recipe, Wave_Entry{.Runner, runners}) if tanks > 0 do append(&recipe, Wave_Entry{.Tank, tanks}) } return recipe } load_next_recipe_entry :: proc(world: ^World) { s := &world.wave.spawner if s.recipe_index >= len(s.recipe) { s.entry_remaining = 0 return } entry := s.recipe[s.recipe_index] s.entry_remaining = entry.count } clear_wave :: proc(world: ^World) -> bool { s := world.wave.spawner if s.recipe_index < len(s.recipe) do return false if s.entry_remaining > 0 do return false return active_enemy_count(world) == 0 } update_wave :: proc(world: ^World, dt: f32) { if world.phase != .Combat do return s := &world.wave.spawner if s.entry_remaining <= 0 && s.recipe_index >= len(s.recipe) do return s.spawn_timer -= dt if s.spawn_timer > 0 do return if s.entry_remaining <= 0 { s.recipe_index += 1 load_next_recipe_entry(world) if s.entry_remaining <= 0 do return } kind := s.recipe[s.recipe_index].kind spawn_enemy(world, kind) s.entry_remaining -= 1 s.spawn_timer = s.spawn_interval } update_phase :: proc(world: ^World) { if world.phase == .Combat && clear_wave(world) { world.phase = .Build push_event(world, .Wave_Survived, gold_reward = 25) } } check_end :: proc(world: ^World) { if world.player.base_health <= 0 { world.phase = .Game_Over } if world.wave.current_wave >= MAX_WAVES && world.phase == .Build && clear_wave(world) { world.phase = .Victory } }