Files
tower-defense-prototype/game/tower.odin
T

184 lines
4.1 KiB
Odin

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 {
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,
color: rl.Color,
}
TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
.Archer = {
range = 100,
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,
color = rl.YELLOW,
},
.Cannon = {
range = 110,
damage = 35,
fire_rate = 1.2,
cost = 80,
footprint_w = 2,
footprint_h = 2,
max_upgrade = 1,
upgrade_cost = 40,
damage_per_level = 3,
range_per_level = 8,
splash_radius = 60,
color = rl.DARKGRAY,
},
.Ice = {
range = 85,
damage = 6,
fire_rate = 0.55,
cost = 65,
footprint_w = 1,
footprint_h = 1,
max_upgrade = 1,
upgrade_cost = 40,
damage_per_level = 3,
range_per_level = 8,
splash_radius = 0,
color = rl.DARKBLUE,
},
}
tower_stats_at_level :: proc(tower: Tower) -> (damage: int, range: f32) {
arch := TOWER_ARCHETYPES[tower.kind]
damage = arch.damage + tower.upgrade_level * arch.damage_per_level
range = arch.range + f32(tower.upgrade_level) * arch.range_per_level
return
}
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 := TOWER_ARCHETYPES[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 := TOWER_ARCHETYPES[t.kind]
pixel_width := f32(archetype.footprint_w * TILE_SIZE)
pixel_height := f32(archetype.footprint_h * TILE_SIZE)
color := archetype.color
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)
}
}
}