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, } 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, health: int, speed: f32) { 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 e^ = Enemy { position = world.path[0], health = health, max_health = health, base_speed = speed, slow_timer = 0, path_index = 1, active = true, } } spawn_group :: proc(world: ^World, count: int) { for _ in 0 ..< count { spawn_enemy(world, 20, 60) } } update_enemies :: proc(world: ^World, dt: f32) { for i in 0 ..< MAX_ENEMIES { e := &world.enemies[i] if !e.active do continue if len(world.path) == 2 do return 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 rl.DrawCircle(i32(e.position.x), i32(e.position.y), 11, rl.MAROON) 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, ) } }