package game import "core:fmt" import "core:sys/posix" import rl "vendor:raylib" Enemy :: struct { position: Vec2, health: int, max_health: int, active: bool, path_index: int, base_speed: f32, slow_timer: f32, kind: Enemy_Kind, } Enemy_Kind :: enum { Grunt, Runner, Tank, } Enemy_Def :: struct { base_health: int, health_per_wave: int, base_speed: f32, speed_per_wave: f32, color: rl.Color, draw_radius: f32, gold_reward: int, } ENEMY_DEF: [Enemy_Kind]Enemy_Def = { .Grunt = { base_health = 15, health_per_wave = 5, base_speed = 55, speed_per_wave = 5, color = rl.MAROON, draw_radius = 11, gold_reward = 5, }, .Runner = { base_health = 10, health_per_wave = 2, base_speed = 95, speed_per_wave = 3, color = rl.ORANGE, draw_radius = 11, gold_reward = 5, }, .Tank = { base_health = 50, health_per_wave = 12, base_speed = 35, speed_per_wave = 2, color = rl.DARKGREEN, draw_radius = 14, gold_reward = 10, }, } acquire_enemy :: proc(world: ^World) -> ^Enemy { // create an object pool with fixed slots to reuse instead of allocate/free every spawn for i in 0 ..< MAX_ENEMIES { if !world.enemies[i].active { return &world.enemies[i] } } return nil } spawn_enemy :: proc(world: ^World, kind: Enemy_Kind) { if len(world.path) == 0 do return // don't spawn enemies if no paths exist e := acquire_enemy(world) // grab a free slot if e == nil do return // if there are no slots, skil spawning def := ENEMY_DEF[kind] health := def.base_health + world.wave * def.health_per_wave speed := def.base_speed + f32(world.wave) * def.speed_per_wave e^ = Enemy { position = world.path[0], health = health, max_health = health, base_speed = speed, slow_timer = 0, path_index = 1, kind = kind, active = true, } } update_enemies :: proc(world: ^World, dt: f32) { if len(world.path) < 2 do return for i in 0 ..< MAX_ENEMIES { e := &world.enemies[i] if !e.active do continue if e.path_index >= len(world.path) { world.base_health -= 1 e.active = false continue } target := world.path[e.path_index] move_speed := e.base_speed if e.slow_timer > 0 { move_speed *= ICE_SLOW_FACTOR e.slow_timer -= dt } move_toward(&e.position, target, move_speed, dt) dx := target.x - e.position.x dy := target.y - e.position.y if dx * dx + dy * dy < 16.0 { e.path_index += 1 } } } active_enemy_count :: proc(world: ^World) -> int { count := 0 for i in 0 ..< MAX_ENEMIES { if world.enemies[i].active do count += 1 } return count } render_enemies :: proc(world: ^World) { for i in 0 ..< MAX_ENEMIES { e := world.enemies[i] if !e.active do continue def := ENEMY_DEF[e.kind] rl.DrawCircle(i32(e.position.x), i32(e.position.y), def.draw_radius, def.color) if e.slow_timer > 0 { rl.DrawCircleLines(i32(e.position.x), i32(e.position.y), 14, rl.SKYBLUE) } rl.DrawText( fmt.ctprintf("%d", e.health), i32(e.position.x) - 4, i32(e.position.y) - 18, 12, rl.WHITE, ) } }