package game import "core:fmt" import rl "vendor:raylib" Tower :: struct { upgrade_level: int, position: Vec2, kind: Tower_Kind, cooldown: f32, anchor_gx: int, anchor_gy: int, } Tower_Kind :: enum { Archer, Cannon, Ice, } Tower_Archetype :: struct { kind: Tower_Kind, range: f32, damage: int, fire_rate: f32, cost: int, footprint_w: int, // 1 column wide footprint_h: int, // two rows tall max_upgrade: int, upgrade_cost: int, damage_per_level: int, range_per_level: f32, splash_radius: f32, } TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = { .Archer = { kind = .Archer, range = 50, damage = 12, fire_rate = 0.45, cost = TOWER_COST, footprint_w = 1, footprint_h = 2, max_upgrade = 1, upgrade_cost = 40, damage_per_level = 3, range_per_level = 8, splash_radius = 0, }, .Cannon = { kind = .Cannon, range = 110, damage = 35, fire_rate = 1.2, cost = 80, footprint_w = 2, footprint_h = 2, upgrade_cost = 40, damage_per_level = 3, range_per_level = 8, splash_radius = 60, }, .Ice = { kind = .Ice, range = 85, damage = 6, fire_rate = 0.55, cost = 65, footprint_w = 1, footprint_h = 1, upgrade_cost = 40, damage_per_level = 3, range_per_level = 8, splash_radius = 0, }, } tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) { arch := get_archetype(tower.kind) damage = arch.damage + tower.upgrade_level * arch.damage_per_level range = arch.range + f32(tower.upgrade_level) * arch.range_per_level return } can_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool { if world.phase != .Build do return false arch := get_archetype(kind) if world.gold < arch.cost do return false if !footprint_fits_map(&world.world_map, gx, gy, arch.footprint_w, arch.footprint_h) do return false if footprint_blocked(world, gx, gy, arch.footprint_w, arch.footprint_h) do return false return true } rects_overlap :: proc( left_a, top_a, width_a, height_a: int, left_b, top_b, width_b, height_b: int, ) -> bool { return( left_a < left_b + width_b && left_a + width_a > left_b && top_a < top_b + height_b && top_a + height_a > top_b \ ) } footprint_center :: proc(gx, gy, footprint_w, footprint_h: int) -> Vec2 { return Vec2 { f32(gx * TILE_SIZE + (footprint_w * TILE_SIZE) / 2), f32(gy * TILE_SIZE + (footprint_h * TILE_SIZE) / 2), } } footprint_fits_map :: proc(world_map: ^Map, gx, gy, footprint_w, footprint_h: int) -> bool { if gx < 0 || gy < 0 do return false if gx + footprint_w > MAP_W do return false if gy + footprint_h > MAP_H do return false for column in gy ..< footprint_h { for row in gx ..< footprint_w { cell_column := gx + column cell_row := gy + row if !can_build_at(world_map, cell_column, cell_row) do return false } } return true } footprint_blocked :: proc(world: ^World, gx, gy, footprint_w, footprint_h: int) -> bool { for placed_tower in world.towers { archetype := get_archetype(placed_tower.kind) if rects_overlap( gx, gy, footprint_w, footprint_h, placed_tower.anchor_gx, placed_tower.anchor_gy, archetype.footprint_w, archetype.footprint_h, ) { return true } } return false } get_archetype :: proc(kind: Tower_Kind) -> Tower_Archetype { return TOWER_ARCHETYPES[kind] } try_upgrade_tower :: proc(world: ^World, gx, gy: int) -> bool { if world.phase != .Build do return false t := tower_at_grid(world, gx, gy) if t == nil do return false arch := get_archetype(t.kind) if t.upgrade_level >= arch.max_upgrade do return false cost := arch.upgrade_cost + t.upgrade_level * 25 if world.gold < cost do return false world.gold -= cost t.upgrade_level += 1 return true } try_place_tower :: proc(world: ^World, gx, gy: int, kind: Tower_Kind) -> bool { if !can_place_tower(world, gx, gy, kind) do return false arch := get_archetype(kind) world.gold -= arch.cost append( &world.towers, Tower { position = footprint_center(gx, gy, arch.footprint_w, arch.footprint_h), anchor_gx = gx, anchor_gy = gy, kind = kind, cooldown = 0, }, ) return true } tower_at_grid :: proc(world: ^World, gx, gy: int) -> ^Tower { for i in 0 ..< len(world.towers) { t := &world.towers[i] arch := get_archetype(t.kind) if gx >= t.anchor_gx && gx < t.anchor_gx + arch.footprint_w && gy >= t.anchor_gy && gy < t.anchor_gy + arch.footprint_h { return t } } return nil } find_target_slot :: proc(tower: Tower, world: ^World) -> int { best_slot: int = -1 best_dist: f32 = 999999 for i in 0 ..< MAX_ENEMIES { e := &world.enemies[i] if !e.active do continue if e.path_index >= len(world.path) do continue d := distance(tower.position, e.position) _, range := tower_stats_at_level(tower) if d <= range && d < best_dist { best_slot = i best_dist = d } } return best_slot } update_towers :: proc(world: ^World, dt: f32) { for i in 0 ..< len(world.towers) { t := &world.towers[i] t.cooldown -= dt if t.cooldown > 0 do continue slot := find_target_slot(t^, world) if slot < 0 do continue arch := get_archetype(t.kind) damage, _ := tower_stats_at_level(t^) switch t.kind { case .Archer: spawn_projectile(world, t.position, slot, damage) case .Cannon: if target := enemy_at_slot(world, slot); target != nil { len := distance(t.position, target.position) if (len > 0.001) { dir := Vec2 { (target.position.x - t.position.x) / len, (target.position.y - t.position.y) / len, } spawn_ballistic(world, t.position, dir, damage, arch.splash_radius) } } case .Ice: if target := enemy_at_slot(world, slot); target != nil { apply_ice_hit(world, target, damage) } } t.cooldown = arch.fire_rate } } apply_tower_hit :: proc(world: ^World, target: ^Enemy, damage: int) { target.health -= damage if target.health <= 0 { target.active = false push_event(world, .Enemy_Killed, gold_reward = 5) } } apply_ice_hit :: proc(world: ^World, target: ^Enemy, damage: int) { apply_tower_hit(world, target, damage) if target.active do target.slow_timer = ICE_SLOW_DURATION } enemy_at_slot :: proc(world: ^World, slot: int) -> ^Enemy { if slot < 0 || slot >= MAX_ENEMIES do return nil e := &world.enemies[slot] if !e.active do return nil return e } render_towers :: proc(world: ^World) { for t in world.towers { archetype := get_archetype(t.kind) pixel_width := f32(archetype.footprint_w * TILE_SIZE) pixel_height := f32(archetype.footprint_h * TILE_SIZE) color := rl.Color{255, 203, 0, 255} if t.kind == .Cannon do color = rl.DARKGRAY rl.DrawRectangle( i32(t.position.x - pixel_width * 0.5), i32(t.position.y - pixel_height * 0.5), i32(pixel_width), i32(pixel_height), color, ) if t.upgrade_level > 0 { label := fmt.ctprintf("Lv%d", t.upgrade_level + 1) // or just t.upgrade_level rl.DrawText(label, i32(t.position.x), i32(t.position.y), 14, rl.WHITE) } } } render_placement_preview :: proc(world: ^World) { if world.phase != .Build do return mouse := game_mouse() gx, gy := screen_to_grid(mouse.x, mouse.y) arch := get_archetype(world.selected_tower) ok := can_place_tower(world, gx, gy, world.selected_tower) center := footprint_center(gx, gy, arch.footprint_w, arch.footprint_h) rl.DrawCircleLines(i32(center.x), i32(center.y), arch.range, rl.Fade(rl.SKYBLUE, 0.4)) tint := rl.Fade(rl.GREEN, 0.3) if !ok do tint = rl.Fade(rl.RED, 0.35) for row in 0 ..< arch.footprint_h { for col in 0 ..< arch.footprint_w { px := (gx + col) * TILE_SIZE py := (gy + row) * TILE_SIZE rl.DrawRectangle(i32(px), i32(py), TILE_SIZE, TILE_SIZE, tint) } } }