Simple tower defense tutorial, part 10: Different towers
Originally, I wanted to make first the graphics for the towers and handle the animations. This is however not so trivial in raylib and I need a bit more time for writing a blog post that is explaining this well. I am therefore postponing that step and do something that makes actually more sense as well, which is implementing the game logic first.
There's currently only one type of shooting tower in the game. There are 2 tower types that I want to add: A slow sniper tower (a ballista) and a slow area damage tower (a catapult).
So let's jump right into it and add 2 new tower types to the game!
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 //# Variables
7 GUIState guiState = {0};
8 GameTime gameTime = {0};
9
10 Model floorTileAModel = {0};
11 Model floorTileBModel = {0};
12 Model treeModel[2] = {0};
13 Model firTreeModel[2] = {0};
14 Model rockModels[5] = {0};
15 Model grassPatchModel[1] = {0};
16
17 Texture2D palette, spriteSheet;
18
19 Level levels[] = {
20 [0] = {
21 .state = LEVEL_STATE_BUILDING,
22 .initialGold = 20,
23 .waves[0] = {
24 .enemyType = ENEMY_TYPE_MINION,
25 .wave = 0,
26 .count = 10,
27 .interval = 2.5f,
28 .delay = 1.0f,
29 .spawnPosition = {0, 6},
30 },
31 .waves[1] = {
32 .enemyType = ENEMY_TYPE_MINION,
33 .wave = 1,
34 .count = 20,
35 .interval = 1.5f,
36 .delay = 1.0f,
37 .spawnPosition = {0, 6},
38 },
39 .waves[2] = {
40 .enemyType = ENEMY_TYPE_MINION,
41 .wave = 2,
42 .count = 30,
43 .interval = 1.2f,
44 .delay = 1.0f,
45 .spawnPosition = {0, 6},
46 }
47 },
48 };
49
50 Level *currentLevel = levels;
51
52 //# Game
53
54 static Model LoadGLBModel(char *filename)
55 {
56 Model model = LoadModel(TextFormat("data/%s.glb",filename));
57 if (model.materialCount > 1)
58 {
59 model.materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
60 }
61 return model;
62 }
63
64 void LoadAssets()
65 {
66 // load a sprite sheet that contains all units
67 spriteSheet = LoadTexture("data/spritesheet.png");
68 SetTextureFilter(spriteSheet, TEXTURE_FILTER_BILINEAR);
69
70 // we'll use a palette texture to colorize the all buildings and environment art
71 palette = LoadTexture("data/palette.png");
72 // The texture uses gradients on very small space, so we'll enable bilinear filtering
73 SetTextureFilter(palette, TEXTURE_FILTER_BILINEAR);
74
75 floorTileAModel = LoadGLBModel("floor-tile-a");
76 floorTileBModel = LoadGLBModel("floor-tile-b");
77 treeModel[0] = LoadGLBModel("leaftree-large-1-a");
78 treeModel[1] = LoadGLBModel("leaftree-large-1-b");
79 firTreeModel[0] = LoadGLBModel("firtree-1-a");
80 firTreeModel[1] = LoadGLBModel("firtree-1-b");
81 rockModels[0] = LoadGLBModel("rock-1");
82 rockModels[1] = LoadGLBModel("rock-2");
83 rockModels[2] = LoadGLBModel("rock-3");
84 rockModels[3] = LoadGLBModel("rock-4");
85 rockModels[4] = LoadGLBModel("rock-5");
86 grassPatchModel[0] = LoadGLBModel("grass-patch-1");
87 }
88
89 void InitLevel(Level *level)
90 {
91 level->seed = (int)(GetTime() * 100.0f);
92
93 TowerInit();
94 EnemyInit();
95 ProjectileInit();
96 ParticleInit();
97 TowerTryAdd(TOWER_TYPE_BASE, 0, 0);
98
99 level->placementMode = 0;
100 level->state = LEVEL_STATE_BUILDING;
101 level->nextState = LEVEL_STATE_NONE;
102 level->playerGold = level->initialGold;
103 level->currentWave = 0;
104
105 Camera *camera = &level->camera;
106 camera->position = (Vector3){4.0f, 8.0f, 8.0f};
107 camera->target = (Vector3){0.0f, 0.0f, 0.0f};
108 camera->up = (Vector3){0.0f, 1.0f, 0.0f};
109 camera->fovy = 10.0f;
110 camera->projection = CAMERA_ORTHOGRAPHIC;
111 }
112
113 void DrawLevelHud(Level *level)
114 {
115 const char *text = TextFormat("Gold: %d", level->playerGold);
116 Font font = GetFontDefault();
117 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 120, 10}, font.baseSize * 2.0f, 2.0f, BLACK);
118 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 122, 8}, font.baseSize * 2.0f, 2.0f, YELLOW);
119 }
120
121 void DrawLevelReportLostWave(Level *level)
122 {
123 BeginMode3D(level->camera);
124 DrawLevelGround(level);
125 TowerDraw();
126 EnemyDraw();
127 ProjectileDraw();
128 ParticleDraw();
129 guiState.isBlocked = 0;
130 EndMode3D();
131
132 TowerDrawHealthBars(level->camera);
133
134 const char *text = "Wave lost";
135 int textWidth = MeasureText(text, 20);
136 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
137
138 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
139 {
140 level->nextState = LEVEL_STATE_RESET;
141 }
142 }
143
144 int HasLevelNextWave(Level *level)
145 {
146 for (int i = 0; i < 10; i++)
147 {
148 EnemyWave *wave = &level->waves[i];
149 if (wave->wave == level->currentWave)
150 {
151 return 1;
152 }
153 }
154 return 0;
155 }
156
157 void DrawLevelReportWonWave(Level *level)
158 {
159 BeginMode3D(level->camera);
160 DrawLevelGround(level);
161 TowerDraw();
162 EnemyDraw();
163 ProjectileDraw();
164 ParticleDraw();
165 guiState.isBlocked = 0;
166 EndMode3D();
167
168 TowerDrawHealthBars(level->camera);
169
170 const char *text = "Wave won";
171 int textWidth = MeasureText(text, 20);
172 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
173
174
175 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
176 {
177 level->nextState = LEVEL_STATE_RESET;
178 }
179
180 if (HasLevelNextWave(level))
181 {
182 if (Button("Prepare for next wave", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
183 {
184 level->nextState = LEVEL_STATE_BUILDING;
185 }
186 }
187 else {
188 if (Button("Level won", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
189 {
190 level->nextState = LEVEL_STATE_WON_LEVEL;
191 }
192 }
193 }
194
195 void DrawBuildingBuildButton(Level *level, int x, int y, int width, int height, uint8_t towerType, const char *name)
196 {
197 static ButtonState buttonStates[8] = {0};
198 int cost = GetTowerCosts(towerType);
199 const char *text = TextFormat("%s: %d", name, cost);
200 buttonStates[towerType].isSelected = level->placementMode == towerType;
201 buttonStates[towerType].isDisabled = level->playerGold < cost;
202 if (Button(text, x, y, width, height, &buttonStates[towerType]))
203 {
204 level->placementMode = buttonStates[towerType].isSelected ? 0 : towerType;
205 }
206 }
207
208 float GetRandomFloat(float min, float max)
209 {
210 int random = GetRandomValue(0, 0xfffffff);
211 return ((float)random / (float)0xfffffff) * (max - min) + min;
212 }
213
214 void DrawLevelGround(Level *level)
215 {
216 // draw checkerboard ground pattern
217 for (int x = -5; x <= 5; x += 1)
218 {
219 for (int y = -5; y <= 5; y += 1)
220 {
221 Model *model = (x + y) % 2 == 0 ? &floorTileAModel : &floorTileBModel;
222 DrawModel(*model, (Vector3){x, 0.0f, y}, 1.0f, WHITE);
223 }
224 }
225
226 int oldSeed = GetRandomValue(0, 0xfffffff);
227 SetRandomSeed(level->seed);
228 // increase probability for trees via duplicated entries
229 Model borderModels[64];
230 int maxRockCount = GetRandomValue(2, 6);
231 int maxTreeCount = GetRandomValue(10, 20);
232 int maxFirTreeCount = GetRandomValue(5, 10);
233 int maxLeafTreeCount = maxTreeCount - maxFirTreeCount;
234 int grassPatchCount = GetRandomValue(5, 30);
235
236 int modelCount = 0;
237 for (int i = 0; i < maxRockCount && modelCount < 63; i++)
238 {
239 borderModels[modelCount++] = rockModels[GetRandomValue(0, 5)];
240 }
241 for (int i = 0; i < maxLeafTreeCount && modelCount < 63; i++)
242 {
243 borderModels[modelCount++] = treeModel[GetRandomValue(0, 1)];
244 }
245 for (int i = 0; i < maxFirTreeCount && modelCount < 63; i++)
246 {
247 borderModels[modelCount++] = firTreeModel[GetRandomValue(0, 1)];
248 }
249 for (int i = 0; i < grassPatchCount && modelCount < 63; i++)
250 {
251 borderModels[modelCount++] = grassPatchModel[0];
252 }
253
254 // draw some objects around the border of the map
255 Vector3 up = {0, 1, 0};
256 // a pseudo random number generator to get the same result every time
257 const float wiggle = 0.75f;
258 const int layerCount = 3;
259 for (int layer = 0; layer < layerCount; layer++)
260 {
261 int layerPos = 6 + layer;
262 for (int x = -6 + layer; x <= 6 + layer; x += 1)
263 {
264 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
265 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, -layerPos + GetRandomFloat(0.0f, wiggle)},
266 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
267 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
268 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, layerPos + GetRandomFloat(0.0f, wiggle)},
269 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
270 }
271
272 for (int z = -5 + layer; z <= 5 + layer; z += 1)
273 {
274 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
275 (Vector3){-layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
276 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
277 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
278 (Vector3){layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
279 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
280 }
281 }
282
283 SetRandomSeed(oldSeed);
284 }
285
286 void DrawLevelBuildingState(Level *level)
287 {
288 BeginMode3D(level->camera);
289 DrawLevelGround(level);
290 TowerDraw();
291 EnemyDraw();
292 ProjectileDraw();
293 ParticleDraw();
294
295 Ray ray = GetScreenToWorldRay(GetMousePosition(), level->camera);
296 float planeDistance = ray.position.y / -ray.direction.y;
297 float planeX = ray.direction.x * planeDistance + ray.position.x;
298 float planeY = ray.direction.z * planeDistance + ray.position.z;
299 int16_t mapX = (int16_t)floorf(planeX + 0.5f);
300 int16_t mapY = (int16_t)floorf(planeY + 0.5f);
301 if (level->placementMode && !guiState.isBlocked && mapX >= -5 && mapX <= 5 && mapY >= -5 && mapY <= 5)
302 {
303 DrawCubeWires((Vector3){mapX, 0.2f, mapY}, 1.0f, 0.4f, 1.0f, RED);
304 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
305 {
306 if (TowerTryAdd(level->placementMode, mapX, mapY))
307 {
308 level->playerGold -= GetTowerCosts(level->placementMode);
309 level->placementMode = TOWER_TYPE_NONE;
310 }
311 }
312 }
313
314 guiState.isBlocked = 0;
315
316 EndMode3D();
317
318 TowerDrawHealthBars(level->camera);
319
320 static ButtonState buildWallButtonState = {0};
321 static ButtonState buildGunButtonState = {0};
322 buildWallButtonState.isSelected = level->placementMode == TOWER_TYPE_WALL;
323 buildGunButtonState.isSelected = level->placementMode == TOWER_TYPE_GUN;
324
325 DrawBuildingBuildButton(level, 10, 10, 110, 30, TOWER_TYPE_WALL, "Wall");
326 DrawBuildingBuildButton(level, 10, 50, 110, 30, TOWER_TYPE_GUN, "Archer");
327 DrawBuildingBuildButton(level, 10, 90, 110, 30, TOWER_TYPE_BALLISTA, "Ballista");
328 DrawBuildingBuildButton(level, 10, 130, 110, 30, TOWER_TYPE_CATAPULT, "Catapult");
329
330 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
331 {
332 level->nextState = LEVEL_STATE_RESET;
333 }
334
335 if (Button("Begin waves", GetScreenWidth() - 160, GetScreenHeight() - 40, 160, 30, 0))
336 {
337 level->nextState = LEVEL_STATE_BATTLE;
338 }
339
340 const char *text = "Building phase";
341 int textWidth = MeasureText(text, 20);
342 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
343 }
344
345 void InitBattleStateConditions(Level *level)
346 {
347 level->state = LEVEL_STATE_BATTLE;
348 level->nextState = LEVEL_STATE_NONE;
349 level->waveEndTimer = 0.0f;
350 for (int i = 0; i < 10; i++)
351 {
352 EnemyWave *wave = &level->waves[i];
353 wave->spawned = 0;
354 wave->timeToSpawnNext = wave->delay;
355 }
356 }
357
358 void DrawLevelBattleState(Level *level)
359 {
360 BeginMode3D(level->camera);
361 DrawLevelGround(level);
362 TowerDraw();
363 EnemyDraw();
364 ProjectileDraw();
365 ParticleDraw();
366 guiState.isBlocked = 0;
367 EndMode3D();
368
369 EnemyDrawHealthbars(level->camera);
370 TowerDrawHealthBars(level->camera);
371
372 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
373 {
374 level->nextState = LEVEL_STATE_RESET;
375 }
376
377 int maxCount = 0;
378 int remainingCount = 0;
379 for (int i = 0; i < 10; i++)
380 {
381 EnemyWave *wave = &level->waves[i];
382 if (wave->wave != level->currentWave)
383 {
384 continue;
385 }
386 maxCount += wave->count;
387 remainingCount += wave->count - wave->spawned;
388 }
389 int aliveCount = EnemyCount();
390 remainingCount += aliveCount;
391
392 const char *text = TextFormat("Battle phase: %03d%%", 100 - remainingCount * 100 / maxCount);
393 int textWidth = MeasureText(text, 20);
394 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
395 }
396
397 void DrawLevel(Level *level)
398 {
399 switch (level->state)
400 {
401 case LEVEL_STATE_BUILDING: DrawLevelBuildingState(level); break;
402 case LEVEL_STATE_BATTLE: DrawLevelBattleState(level); break;
403 case LEVEL_STATE_WON_WAVE: DrawLevelReportWonWave(level); break;
404 case LEVEL_STATE_LOST_WAVE: DrawLevelReportLostWave(level); break;
405 default: break;
406 }
407
408 DrawLevelHud(level);
409 }
410
411 void UpdateLevel(Level *level)
412 {
413 if (level->state == LEVEL_STATE_BATTLE)
414 {
415 int activeWaves = 0;
416 for (int i = 0; i < 10; i++)
417 {
418 EnemyWave *wave = &level->waves[i];
419 if (wave->spawned >= wave->count || wave->wave != level->currentWave)
420 {
421 continue;
422 }
423 activeWaves++;
424 wave->timeToSpawnNext -= gameTime.deltaTime;
425 if (wave->timeToSpawnNext <= 0.0f)
426 {
427 Enemy *enemy = EnemyTryAdd(wave->enemyType, wave->spawnPosition.x, wave->spawnPosition.y);
428 if (enemy)
429 {
430 wave->timeToSpawnNext = wave->interval;
431 wave->spawned++;
432 }
433 }
434 }
435 if (GetTowerByType(TOWER_TYPE_BASE) == 0) {
436 level->waveEndTimer += gameTime.deltaTime;
437 if (level->waveEndTimer >= 2.0f)
438 {
439 level->nextState = LEVEL_STATE_LOST_WAVE;
440 }
441 }
442 else if (activeWaves == 0 && EnemyCount() == 0)
443 {
444 level->waveEndTimer += gameTime.deltaTime;
445 if (level->waveEndTimer >= 2.0f)
446 {
447 level->nextState = LEVEL_STATE_WON_WAVE;
448 }
449 }
450 }
451
452 PathFindingMapUpdate();
453 EnemyUpdate();
454 TowerUpdate();
455 ProjectileUpdate();
456 ParticleUpdate();
457
458 if (level->nextState == LEVEL_STATE_RESET)
459 {
460 InitLevel(level);
461 }
462
463 if (level->nextState == LEVEL_STATE_BATTLE)
464 {
465 InitBattleStateConditions(level);
466 }
467
468 if (level->nextState == LEVEL_STATE_WON_WAVE)
469 {
470 level->currentWave++;
471 level->state = LEVEL_STATE_WON_WAVE;
472 }
473
474 if (level->nextState == LEVEL_STATE_LOST_WAVE)
475 {
476 level->state = LEVEL_STATE_LOST_WAVE;
477 }
478
479 if (level->nextState == LEVEL_STATE_BUILDING)
480 {
481 level->state = LEVEL_STATE_BUILDING;
482 }
483
484 if (level->nextState == LEVEL_STATE_WON_LEVEL)
485 {
486 // make something of this later
487 InitLevel(level);
488 }
489
490 level->nextState = LEVEL_STATE_NONE;
491 }
492
493 float nextSpawnTime = 0.0f;
494
495 void ResetGame()
496 {
497 InitLevel(currentLevel);
498 }
499
500 void InitGame()
501 {
502 TowerInit();
503 EnemyInit();
504 ProjectileInit();
505 ParticleInit();
506 PathfindingMapInit(20, 20, (Vector3){-10.0f, 0.0f, -10.0f}, 1.0f);
507
508 currentLevel = levels;
509 InitLevel(currentLevel);
510 }
511
512 //# Immediate GUI functions
513
514 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth)
515 {
516 const float healthBarHeight = 6.0f;
517 const float healthBarOffset = 15.0f;
518 const float inset = 2.0f;
519 const float innerWidth = healthBarWidth - inset * 2;
520 const float innerHeight = healthBarHeight - inset * 2;
521
522 Vector2 screenPos = GetWorldToScreen(position, camera);
523 float centerX = screenPos.x - healthBarWidth * 0.5f;
524 float topY = screenPos.y - healthBarOffset;
525 DrawRectangle(centerX, topY, healthBarWidth, healthBarHeight, BLACK);
526 float healthWidth = innerWidth * healthRatio;
527 DrawRectangle(centerX + inset, topY + inset, healthWidth, innerHeight, barColor);
528 }
529
530 int Button(const char *text, int x, int y, int width, int height, ButtonState *state)
531 {
532 Rectangle bounds = {x, y, width, height};
533 int isPressed = 0;
534 int isSelected = state && state->isSelected;
535 int isDisabled = state && state->isDisabled;
536 if (CheckCollisionPointRec(GetMousePosition(), bounds) && !guiState.isBlocked && !isDisabled)
537 {
538 Color color = isSelected ? DARKGRAY : GRAY;
539 DrawRectangle(x, y, width, height, color);
540 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
541 {
542 isPressed = 1;
543 }
544 guiState.isBlocked = 1;
545 }
546 else
547 {
548 Color color = isSelected ? WHITE : LIGHTGRAY;
549 DrawRectangle(x, y, width, height, color);
550 }
551 Font font = GetFontDefault();
552 Vector2 textSize = MeasureTextEx(font, text, font.baseSize * 2.0f, 1);
553 Color textColor = isDisabled ? GRAY : BLACK;
554 DrawTextEx(font, text, (Vector2){x + width / 2 - textSize.x / 2, y + height / 2 - textSize.y / 2}, font.baseSize * 2.0f, 1, textColor);
555 return isPressed;
556 }
557
558 //# Main game loop
559
560 void GameUpdate()
561 {
562 float dt = GetFrameTime();
563 // cap maximum delta time to 0.1 seconds to prevent large time steps
564 if (dt > 0.1f) dt = 0.1f;
565 gameTime.time += dt;
566 gameTime.deltaTime = dt;
567
568 UpdateLevel(currentLevel);
569 }
570
571 int main(void)
572 {
573 int screenWidth, screenHeight;
574 GetPreferredSize(&screenWidth, &screenHeight);
575 InitWindow(screenWidth, screenHeight, "Tower defense");
576 SetTargetFPS(30);
577
578 LoadAssets();
579 InitGame();
580
581 while (!WindowShouldClose())
582 {
583 if (IsPaused()) {
584 // canvas is not visible in browser - do nothing
585 continue;
586 }
587
588 BeginDrawing();
589 ClearBackground((Color){0x4E, 0x63, 0x26, 0xFF});
590
591 GameUpdate();
592 DrawLevel(currentLevel);
593
594 EndDrawing();
595 }
596
597 CloseWindow();
598
599 return 0;
600 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 Tower towers[TOWER_MAX_COUNT];
5 int towerCount = 0;
6
7 Model towerModels[TOWER_TYPE_COUNT];
8
9 // definition of our archer unit
10 SpriteUnit archerUnit = {
11 .srcRect = {0, 0, 16, 16},
12 .offset = {7, 1},
13 .frameCount = 1,
14 .frameDuration = 0.0f,
15 .srcWeaponIdleRect = {16, 0, 6, 16},
16 .srcWeaponIdleOffset = {8, 0},
17 .srcWeaponCooldownRect = {22, 0, 11, 16},
18 .srcWeaponCooldownOffset = {10, 0},
19 };
20
21 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase)
22 {
23 float xScale = flip ? -1.0f : 1.0f;
24 Camera3D camera = currentLevel->camera;
25 float size = 0.5f;
26 Vector2 offset = (Vector2){ unit.offset.x / 16.0f * size, unit.offset.y / 16.0f * size * xScale };
27 Vector2 scale = (Vector2){ unit.srcRect.width / 16.0f * size, unit.srcRect.height / 16.0f * size };
28 // we want the sprite to face the camera, so we need to calculate the up vector
29 Vector3 forward = Vector3Subtract(camera.target, camera.position);
30 Vector3 up = {0, 1, 0};
31 Vector3 right = Vector3CrossProduct(forward, up);
32 up = Vector3Normalize(Vector3CrossProduct(right, forward));
33
34 Rectangle srcRect = unit.srcRect;
35 if (unit.frameCount > 1)
36 {
37 srcRect.x += (int)(t / unit.frameDuration) % unit.frameCount * srcRect.width;
38 }
39 if (flip)
40 {
41 srcRect.x += srcRect.width;
42 srcRect.width = -srcRect.width;
43 }
44 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
45
46 if (phase == SPRITE_UNIT_PHASE_WEAPON_COOLDOWN && unit.srcWeaponCooldownRect.width > 0)
47 {
48 offset = (Vector2){ unit.srcWeaponCooldownOffset.x / 16.0f * size, unit.srcWeaponCooldownOffset.y / 16.0f * size };
49 scale = (Vector2){ unit.srcWeaponCooldownRect.width / 16.0f * size, unit.srcWeaponCooldownRect.height / 16.0f * size };
50 srcRect = unit.srcWeaponCooldownRect;
51 if (flip)
52 {
53 // position.x = flip * scale.x * 0.5f;
54 srcRect.x += srcRect.width;
55 srcRect.width = -srcRect.width;
56 offset.x = scale.x - offset.x;
57 }
58 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
59 }
60 else if (phase == SPRITE_UNIT_PHASE_WEAPON_IDLE && unit.srcWeaponIdleRect.width > 0)
61 {
62 offset = (Vector2){ unit.srcWeaponIdleOffset.x / 16.0f * size, unit.srcWeaponIdleOffset.y / 16.0f * size };
63 scale = (Vector2){ unit.srcWeaponIdleRect.width / 16.0f * size, unit.srcWeaponIdleRect.height / 16.0f * size };
64 srcRect = unit.srcWeaponIdleRect;
65 if (flip)
66 {
67 // position.x = flip * scale.x * 0.5f;
68 srcRect.x += srcRect.width;
69 srcRect.width = -srcRect.width;
70 offset.x = scale.x - offset.x;
71 }
72 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
73 }
74 }
75
76 void TowerInit()
77 {
78 for (int i = 0; i < TOWER_MAX_COUNT; i++)
79 {
80 towers[i] = (Tower){0};
81 }
82 towerCount = 0;
83
84 towerModels[TOWER_TYPE_BASE] = LoadModel("data/keep.glb");
85 towerModels[TOWER_TYPE_WALL] = LoadModel("data/wall-0000.glb");
86
87 for (int i = 0; i < TOWER_TYPE_COUNT; i++)
88 {
89 if (towerModels[i].materials)
90 {
91 // assign the palette texture to the material of the model (0 is not used afaik)
92 towerModels[i].materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
93 }
94 }
95 }
96
97 static void TowerGunUpdate(Tower *tower)
98 {
99 if (tower->cooldown <= 0)
100 {
101 Enemy *enemy = EnemyGetClosestToCastle(tower->x, tower->y, 3.0f);
102 if (enemy)
103 {
104 tower->cooldown = 0.5f;
105 // shoot the enemy; determine future position of the enemy
106 float bulletSpeed = 4.0f;
107 float bulletDamage = 3.0f;
108 Vector2 velocity = enemy->simVelocity;
109 Vector2 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &velocity, 0);
110 Vector2 towerPosition = {tower->x, tower->y};
111 float eta = Vector2Distance(towerPosition, futurePosition) / bulletSpeed;
112 for (int i = 0; i < 8; i++) {
113 velocity = enemy->simVelocity;
114 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime + eta, &velocity, 0);
115 float distance = Vector2Distance(towerPosition, futurePosition);
116 float eta2 = distance / bulletSpeed;
117 if (fabs(eta - eta2) < 0.01f) {
118 break;
119 }
120 eta = (eta2 + eta) * 0.5f;
121 }
122 ProjectileTryAdd(PROJECTILE_TYPE_ARROW, enemy,
123 (Vector3){towerPosition.x, 1.33f, towerPosition.y},
124 (Vector3){futurePosition.x, 0.25f, futurePosition.y},
125 bulletSpeed, bulletDamage);
126 enemy->futureDamage += bulletDamage;
127 tower->lastTargetPosition = futurePosition;
128 }
129 }
130 else
131 {
132 tower->cooldown -= gameTime.deltaTime;
133 }
134 }
135
136 Tower *TowerGetAt(int16_t x, int16_t y)
137 {
138 for (int i = 0; i < towerCount; i++)
139 {
140 if (towers[i].x == x && towers[i].y == y && towers[i].towerType != TOWER_TYPE_NONE)
141 {
142 return &towers[i];
143 }
144 }
145 return 0;
146 }
147
148 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y)
149 {
150 if (towerCount >= TOWER_MAX_COUNT)
151 {
152 return 0;
153 }
154
155 Tower *tower = TowerGetAt(x, y);
156 if (tower)
157 {
158 return 0;
159 }
160
161 tower = &towers[towerCount++];
162 tower->x = x;
163 tower->y = y;
164 tower->towerType = towerType;
165 tower->cooldown = 0.0f;
166 tower->damage = 0.0f;
167 return tower;
168 }
169
170 Tower *GetTowerByType(uint8_t towerType)
171 {
172 for (int i = 0; i < towerCount; i++)
173 {
174 if (towers[i].towerType == towerType)
175 {
176 return &towers[i];
177 }
178 }
179 return 0;
180 }
181
182 int GetTowerCosts(uint8_t towerType)
183 {
184 switch (towerType)
185 {
186 case TOWER_TYPE_BASE:
187 return 0;
188 case TOWER_TYPE_GUN:
189 return 6;
190 case TOWER_TYPE_WALL:
191 return 2;
192 case TOWER_TYPE_BALLISTA:
193 return 9;
194 case TOWER_TYPE_CATAPULT:
195 return 9;
196 }
197 return 0;
198 }
199
200 float TowerGetMaxHealth(Tower *tower)
201 {
202 switch (tower->towerType)
203 {
204 case TOWER_TYPE_BASE:
205 return 10.0f;
206 case TOWER_TYPE_GUN:
207 return 3.0f;
208 case TOWER_TYPE_WALL:
209 return 5.0f;
210 case TOWER_TYPE_BALLISTA:
211 return 5.0f;
212 case TOWER_TYPE_CATAPULT:
213 return 5.0f;
214 }
215 return 0.0f;
216 }
217
218 void TowerDraw()
219 {
220 for (int i = 0; i < towerCount; i++)
221 {
222 Tower tower = towers[i];
223 if (tower.towerType == TOWER_TYPE_NONE)
224 {
225 continue;
226 }
227
228 switch (tower.towerType)
229 {
230 case TOWER_TYPE_GUN:
231 {
232 Vector2 screenPosTower = GetWorldToScreen((Vector3){tower.x, 0.0f, tower.y}, currentLevel->camera);
233 Vector2 screenPosTarget = GetWorldToScreen((Vector3){tower.lastTargetPosition.x, 0.0f, tower.lastTargetPosition.y}, currentLevel->camera);
234 DrawModel(towerModels[TOWER_TYPE_WALL], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
235 DrawSpriteUnit(archerUnit, (Vector3){tower.x, 1.0f, tower.y}, 0, screenPosTarget.x > screenPosTower.x,
236 tower.cooldown > 0.2f ? SPRITE_UNIT_PHASE_WEAPON_COOLDOWN : SPRITE_UNIT_PHASE_WEAPON_IDLE);
237 }
238 break;
239 case TOWER_TYPE_BALLISTA:
240 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, BROWN);
241 break;
242 case TOWER_TYPE_CATAPULT:
243 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, DARKGRAY);
244 break;
245 default:
246 if (towerModels[tower.towerType].materials)
247 {
248 DrawModel(towerModels[tower.towerType], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
249 } else {
250 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, LIGHTGRAY);
251 }
252 break;
253 }
254 }
255 }
256
257 void TowerUpdate()
258 {
259 for (int i = 0; i < towerCount; i++)
260 {
261 Tower *tower = &towers[i];
262 switch (tower->towerType)
263 {
264 case TOWER_TYPE_GUN:
265 TowerGunUpdate(tower);
266 break;
267 }
268 }
269 }
270
271 void TowerDrawHealthBars(Camera3D camera)
272 {
273 for (int i = 0; i < towerCount; i++)
274 {
275 Tower *tower = &towers[i];
276 if (tower->towerType == TOWER_TYPE_NONE || tower->damage <= 0.0f)
277 {
278 continue;
279 }
280
281 Vector3 position = (Vector3){tower->x, 0.5f, tower->y};
282 float maxHealth = TowerGetMaxHealth(tower);
283 float health = maxHealth - tower->damage;
284 float healthRatio = health / maxHealth;
285
286 DrawHealthBar(camera, position, healthRatio, GREEN, 35.0f);
287 }
288 }
1 #ifndef TD_TUT_2_MAIN_H
2 #define TD_TUT_2_MAIN_H
3
4 #include <inttypes.h>
5
6 #include "raylib.h"
7 #include "preferred_size.h"
8
9 //# Declarations
10
11 #define ENEMY_MAX_PATH_COUNT 8
12 #define ENEMY_MAX_COUNT 400
13 #define ENEMY_TYPE_NONE 0
14 #define ENEMY_TYPE_MINION 1
15
16 #define PARTICLE_MAX_COUNT 400
17 #define PARTICLE_TYPE_NONE 0
18 #define PARTICLE_TYPE_EXPLOSION 1
19
20 typedef struct Particle
21 {
22 uint8_t particleType;
23 float spawnTime;
24 float lifetime;
25 Vector3 position;
26 Vector3 velocity;
27 } Particle;
28
29 #define TOWER_MAX_COUNT 400
30 enum TowerType
31 {
32 TOWER_TYPE_NONE,
33 TOWER_TYPE_BASE,
34 TOWER_TYPE_GUN,
35 TOWER_TYPE_BALLISTA,
36 TOWER_TYPE_CATAPULT,
37 TOWER_TYPE_WALL,
38 TOWER_TYPE_COUNT
39 };
40
41 typedef struct Tower
42 {
43 int16_t x, y;
44 uint8_t towerType;
45 Vector2 lastTargetPosition;
46 float cooldown;
47 float damage;
48 } Tower;
49
50 typedef struct GameTime
51 {
52 float time;
53 float deltaTime;
54 } GameTime;
55
56 typedef struct ButtonState {
57 char isSelected;
58 char isDisabled;
59 } ButtonState;
60
61 typedef struct GUIState {
62 int isBlocked;
63 } GUIState;
64
65 typedef enum LevelState
66 {
67 LEVEL_STATE_NONE,
68 LEVEL_STATE_BUILDING,
69 LEVEL_STATE_BATTLE,
70 LEVEL_STATE_WON_WAVE,
71 LEVEL_STATE_LOST_WAVE,
72 LEVEL_STATE_WON_LEVEL,
73 LEVEL_STATE_RESET,
74 } LevelState;
75
76 typedef struct EnemyWave {
77 uint8_t enemyType;
78 uint8_t wave;
79 uint16_t count;
80 float interval;
81 float delay;
82 Vector2 spawnPosition;
83
84 uint16_t spawned;
85 float timeToSpawnNext;
86 } EnemyWave;
87
88 typedef struct Level
89 {
90 int seed;
91 LevelState state;
92 LevelState nextState;
93 Camera3D camera;
94 int placementMode;
95
96 int initialGold;
97 int playerGold;
98
99 EnemyWave waves[10];
100 int currentWave;
101 float waveEndTimer;
102 } Level;
103
104 typedef struct DeltaSrc
105 {
106 char x, y;
107 } DeltaSrc;
108
109 typedef struct PathfindingMap
110 {
111 int width, height;
112 float scale;
113 float *distances;
114 long *towerIndex;
115 DeltaSrc *deltaSrc;
116 float maxDistance;
117 Matrix toMapSpace;
118 Matrix toWorldSpace;
119 } PathfindingMap;
120
121 // when we execute the pathfinding algorithm, we need to store the active nodes
122 // in a queue. Each node has a position, a distance from the start, and the
123 // position of the node that we came from.
124 typedef struct PathfindingNode
125 {
126 int16_t x, y, fromX, fromY;
127 float distance;
128 } PathfindingNode;
129
130 typedef struct EnemyId
131 {
132 uint16_t index;
133 uint16_t generation;
134 } EnemyId;
135
136 typedef struct EnemyClassConfig
137 {
138 float speed;
139 float health;
140 float radius;
141 float maxAcceleration;
142 float requiredContactTime;
143 float explosionDamage;
144 float explosionRange;
145 float explosionPushbackPower;
146 int goldValue;
147 } EnemyClassConfig;
148
149 typedef struct Enemy
150 {
151 int16_t currentX, currentY;
152 int16_t nextX, nextY;
153 Vector2 simPosition;
154 Vector2 simVelocity;
155 uint16_t generation;
156 float walkedDistance;
157 float startMovingTime;
158 float damage, futureDamage;
159 float contactTime;
160 uint8_t enemyType;
161 uint8_t movePathCount;
162 Vector2 movePath[ENEMY_MAX_PATH_COUNT];
163 } Enemy;
164
165 // a unit that uses sprites to be drawn
166 #define SPRITE_UNIT_PHASE_WEAPON_IDLE 0
167 #define SPRITE_UNIT_PHASE_WEAPON_COOLDOWN 1
168 typedef struct SpriteUnit
169 {
170 Rectangle srcRect;
171 Vector2 offset;
172 int frameCount;
173 float frameDuration;
174 Rectangle srcWeaponIdleRect;
175 Vector2 srcWeaponIdleOffset;
176 Rectangle srcWeaponCooldownRect;
177 Vector2 srcWeaponCooldownOffset;
178 } SpriteUnit;
179
180 #define PROJECTILE_MAX_COUNT 1200
181 #define PROJECTILE_TYPE_NONE 0
182 #define PROJECTILE_TYPE_ARROW 1
183
184 typedef struct Projectile
185 {
186 uint8_t projectileType;
187 float shootTime;
188 float arrivalTime;
189 float distance;
190 float damage;
191 Vector3 position;
192 Vector3 target;
193 Vector3 directionNormal;
194 EnemyId targetEnemy;
195 } Projectile;
196
197 //# Function declarations
198 float TowerGetMaxHealth(Tower *tower);
199 int Button(const char *text, int x, int y, int width, int height, ButtonState *state);
200 int EnemyAddDamage(Enemy *enemy, float damage);
201
202 //# Enemy functions
203 void EnemyInit();
204 void EnemyDraw();
205 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource);
206 void EnemyUpdate();
207 float EnemyGetCurrentMaxSpeed(Enemy *enemy);
208 float EnemyGetMaxHealth(Enemy *enemy);
209 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY);
210 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount);
211 EnemyId EnemyGetId(Enemy *enemy);
212 Enemy *EnemyTryResolve(EnemyId enemyId);
213 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY);
214 int EnemyAddDamage(Enemy *enemy, float damage);
215 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range);
216 int EnemyCount();
217 void EnemyDrawHealthbars(Camera3D camera);
218
219 //# Tower functions
220 void TowerInit();
221 Tower *TowerGetAt(int16_t x, int16_t y);
222 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y);
223 Tower *GetTowerByType(uint8_t towerType);
224 int GetTowerCosts(uint8_t towerType);
225 float TowerGetMaxHealth(Tower *tower);
226 void TowerDraw();
227 void TowerUpdate();
228 void TowerDrawHealthBars(Camera3D camera);
229 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase);
230
231 //# Particles
232 void ParticleInit();
233 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, float lifetime);
234 void ParticleUpdate();
235 void ParticleDraw();
236
237 //# Projectiles
238 void ProjectileInit();
239 void ProjectileDraw();
240 void ProjectileUpdate();
241 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, float damage);
242
243 //# Pathfinding map
244 void PathfindingMapInit(int width, int height, Vector3 translate, float scale);
245 float PathFindingGetDistance(int mapX, int mapY);
246 Vector2 PathFindingGetGradient(Vector3 world);
247 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY);
248 void PathFindingMapUpdate();
249 void PathFindingMapDraw();
250
251 //# UI
252 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth);
253
254 //# Level
255 void DrawLevelGround(Level *level);
256
257 //# variables
258 extern Level *currentLevel;
259 extern Enemy enemies[ENEMY_MAX_COUNT];
260 extern int enemyCount;
261 extern EnemyClassConfig enemyClassConfigs[];
262
263 extern GUIState guiState;
264 extern GameTime gameTime;
265 extern Tower towers[TOWER_MAX_COUNT];
266 extern int towerCount;
267
268 extern Texture2D palette, spriteSheet;
269
270 #endif
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 EnemyClassConfig enemyClassConfigs[] = {
7 [ENEMY_TYPE_MINION] = {
8 .health = 10.0f,
9 .speed = 0.6f,
10 .radius = 0.25f,
11 .maxAcceleration = 1.0f,
12 .explosionDamage = 1.0f,
13 .requiredContactTime = 0.5f,
14 .explosionRange = 1.0f,
15 .explosionPushbackPower = 0.25f,
16 .goldValue = 1,
17 },
18 };
19
20 Enemy enemies[ENEMY_MAX_COUNT];
21 int enemyCount = 0;
22
23 SpriteUnit enemySprites[] = {
24 [ENEMY_TYPE_MINION] = {
25 .srcRect = {0, 16, 16, 16},
26 .offset = {8.0f, 0.0f},
27 .frameCount = 6,
28 .frameDuration = 0.1f,
29 },
30 };
31
32 void EnemyInit()
33 {
34 for (int i = 0; i < ENEMY_MAX_COUNT; i++)
35 {
36 enemies[i] = (Enemy){0};
37 }
38 enemyCount = 0;
39 }
40
41 float EnemyGetCurrentMaxSpeed(Enemy *enemy)
42 {
43 return enemyClassConfigs[enemy->enemyType].speed;
44 }
45
46 float EnemyGetMaxHealth(Enemy *enemy)
47 {
48 return enemyClassConfigs[enemy->enemyType].health;
49 }
50
51 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY)
52 {
53 int16_t castleX = 0;
54 int16_t castleY = 0;
55 int16_t dx = castleX - currentX;
56 int16_t dy = castleY - currentY;
57 if (dx == 0 && dy == 0)
58 {
59 *nextX = currentX;
60 *nextY = currentY;
61 return 1;
62 }
63 Vector2 gradient = PathFindingGetGradient((Vector3){currentX, 0, currentY});
64
65 if (gradient.x == 0 && gradient.y == 0)
66 {
67 *nextX = currentX;
68 *nextY = currentY;
69 return 1;
70 }
71
72 if (fabsf(gradient.x) > fabsf(gradient.y))
73 {
74 *nextX = currentX + (int16_t)(gradient.x > 0.0f ? 1 : -1);
75 *nextY = currentY;
76 return 0;
77 }
78 *nextX = currentX;
79 *nextY = currentY + (int16_t)(gradient.y > 0.0f ? 1 : -1);
80 return 0;
81 }
82
83
84 // this function predicts the movement of the unit for the next deltaT seconds
85 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount)
86 {
87 const float pointReachedDistance = 0.25f;
88 const float pointReachedDistance2 = pointReachedDistance * pointReachedDistance;
89 const float maxSimStepTime = 0.015625f;
90
91 float maxAcceleration = enemyClassConfigs[enemy->enemyType].maxAcceleration;
92 float maxSpeed = EnemyGetCurrentMaxSpeed(enemy);
93 int16_t nextX = enemy->nextX;
94 int16_t nextY = enemy->nextY;
95 Vector2 position = enemy->simPosition;
96 int passedCount = 0;
97 for (float t = 0.0f; t < deltaT; t += maxSimStepTime)
98 {
99 float stepTime = fminf(deltaT - t, maxSimStepTime);
100 Vector2 target = (Vector2){nextX, nextY};
101 float speed = Vector2Length(*velocity);
102 // draw the target position for debugging
103 DrawCubeWires((Vector3){target.x, 0.2f, target.y}, 0.1f, 0.4f, 0.1f, RED);
104 Vector2 lookForwardPos = Vector2Add(position, Vector2Scale(*velocity, speed));
105 if (Vector2DistanceSqr(target, lookForwardPos) <= pointReachedDistance2)
106 {
107 // we reached the target position, let's move to the next waypoint
108 EnemyGetNextPosition(nextX, nextY, &nextX, &nextY);
109 target = (Vector2){nextX, nextY};
110 // track how many waypoints we passed
111 passedCount++;
112 }
113
114 // acceleration towards the target
115 Vector2 unitDirection = Vector2Normalize(Vector2Subtract(target, lookForwardPos));
116 Vector2 acceleration = Vector2Scale(unitDirection, maxAcceleration * stepTime);
117 *velocity = Vector2Add(*velocity, acceleration);
118
119 // limit the speed to the maximum speed
120 if (speed > maxSpeed)
121 {
122 *velocity = Vector2Scale(*velocity, maxSpeed / speed);
123 }
124
125 // move the enemy
126 position = Vector2Add(position, Vector2Scale(*velocity, stepTime));
127 }
128
129 if (waypointPassedCount)
130 {
131 (*waypointPassedCount) = passedCount;
132 }
133
134 return position;
135 }
136
137 void EnemyDraw()
138 {
139 for (int i = 0; i < enemyCount; i++)
140 {
141 Enemy enemy = enemies[i];
142 if (enemy.enemyType == ENEMY_TYPE_NONE)
143 {
144 continue;
145 }
146
147 Vector2 position = EnemyGetPosition(&enemy, gameTime.time - enemy.startMovingTime, &enemy.simVelocity, 0);
148
149 // don't draw any trails for now; might replace this with footprints later
150 // if (enemy.movePathCount > 0)
151 // {
152 // Vector3 p = {enemy.movePath[0].x, 0.2f, enemy.movePath[0].y};
153 // DrawLine3D(p, (Vector3){position.x, 0.2f, position.y}, GREEN);
154 // }
155 // for (int j = 1; j < enemy.movePathCount; j++)
156 // {
157 // Vector3 p = {enemy.movePath[j - 1].x, 0.2f, enemy.movePath[j - 1].y};
158 // Vector3 q = {enemy.movePath[j].x, 0.2f, enemy.movePath[j].y};
159 // DrawLine3D(p, q, GREEN);
160 // }
161
162 switch (enemy.enemyType)
163 {
164 case ENEMY_TYPE_MINION:
165 DrawSpriteUnit(enemySprites[ENEMY_TYPE_MINION], (Vector3){position.x, 0.0f, position.y},
166 enemy.walkedDistance, 0, 0);
167 break;
168 }
169 }
170 }
171
172 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource)
173 {
174 // damage the tower
175 float explosionDamge = enemyClassConfigs[enemy->enemyType].explosionDamage;
176 float explosionRange = enemyClassConfigs[enemy->enemyType].explosionRange;
177 float explosionPushbackPower = enemyClassConfigs[enemy->enemyType].explosionPushbackPower;
178 float explosionRange2 = explosionRange * explosionRange;
179 tower->damage += enemyClassConfigs[enemy->enemyType].explosionDamage;
180 // explode the enemy
181 if (tower->damage >= TowerGetMaxHealth(tower))
182 {
183 tower->towerType = TOWER_TYPE_NONE;
184 }
185
186 ParticleAdd(PARTICLE_TYPE_EXPLOSION,
187 explosionSource,
188 (Vector3){0, 0.1f, 0}, 1.0f);
189
190 enemy->enemyType = ENEMY_TYPE_NONE;
191
192 // push back enemies & dealing damage
193 for (int i = 0; i < enemyCount; i++)
194 {
195 Enemy *other = &enemies[i];
196 if (other->enemyType == ENEMY_TYPE_NONE)
197 {
198 continue;
199 }
200 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, other->simPosition);
201 if (distanceSqr > 0 && distanceSqr < explosionRange2)
202 {
203 Vector2 direction = Vector2Normalize(Vector2Subtract(other->simPosition, enemy->simPosition));
204 other->simPosition = Vector2Add(other->simPosition, Vector2Scale(direction, explosionPushbackPower));
205 EnemyAddDamage(other, explosionDamge);
206 }
207 }
208 }
209
210 void EnemyUpdate()
211 {
212 const float castleX = 0;
213 const float castleY = 0;
214 const float maxPathDistance2 = 0.25f * 0.25f;
215
216 for (int i = 0; i < enemyCount; i++)
217 {
218 Enemy *enemy = &enemies[i];
219 if (enemy->enemyType == ENEMY_TYPE_NONE)
220 {
221 continue;
222 }
223
224 int waypointPassedCount = 0;
225 Vector2 prevPosition = enemy->simPosition;
226 enemy->simPosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &enemy->simVelocity, &waypointPassedCount);
227 enemy->startMovingTime = gameTime.time;
228 enemy->walkedDistance += Vector2Distance(prevPosition, enemy->simPosition);
229 // track path of unit
230 if (enemy->movePathCount == 0 || Vector2DistanceSqr(enemy->simPosition, enemy->movePath[0]) > maxPathDistance2)
231 {
232 for (int j = ENEMY_MAX_PATH_COUNT - 1; j > 0; j--)
233 {
234 enemy->movePath[j] = enemy->movePath[j - 1];
235 }
236 enemy->movePath[0] = enemy->simPosition;
237 if (++enemy->movePathCount > ENEMY_MAX_PATH_COUNT)
238 {
239 enemy->movePathCount = ENEMY_MAX_PATH_COUNT;
240 }
241 }
242
243 if (waypointPassedCount > 0)
244 {
245 enemy->currentX = enemy->nextX;
246 enemy->currentY = enemy->nextY;
247 if (EnemyGetNextPosition(enemy->currentX, enemy->currentY, &enemy->nextX, &enemy->nextY) &&
248 Vector2DistanceSqr(enemy->simPosition, (Vector2){castleX, castleY}) <= 0.25f * 0.25f)
249 {
250 // enemy reached the castle; remove it
251 enemy->enemyType = ENEMY_TYPE_NONE;
252 continue;
253 }
254 }
255 }
256
257 // handle collisions between enemies
258 for (int i = 0; i < enemyCount - 1; i++)
259 {
260 Enemy *enemyA = &enemies[i];
261 if (enemyA->enemyType == ENEMY_TYPE_NONE)
262 {
263 continue;
264 }
265 for (int j = i + 1; j < enemyCount; j++)
266 {
267 Enemy *enemyB = &enemies[j];
268 if (enemyB->enemyType == ENEMY_TYPE_NONE)
269 {
270 continue;
271 }
272 float distanceSqr = Vector2DistanceSqr(enemyA->simPosition, enemyB->simPosition);
273 float radiusA = enemyClassConfigs[enemyA->enemyType].radius;
274 float radiusB = enemyClassConfigs[enemyB->enemyType].radius;
275 float radiusSum = radiusA + radiusB;
276 if (distanceSqr < radiusSum * radiusSum && distanceSqr > 0.001f)
277 {
278 // collision
279 float distance = sqrtf(distanceSqr);
280 float overlap = radiusSum - distance;
281 // move the enemies apart, but softly; if we have a clog of enemies,
282 // moving them perfectly apart can cause them to jitter
283 float positionCorrection = overlap / 5.0f;
284 Vector2 direction = (Vector2){
285 (enemyB->simPosition.x - enemyA->simPosition.x) / distance * positionCorrection,
286 (enemyB->simPosition.y - enemyA->simPosition.y) / distance * positionCorrection};
287 enemyA->simPosition = Vector2Subtract(enemyA->simPosition, direction);
288 enemyB->simPosition = Vector2Add(enemyB->simPosition, direction);
289 }
290 }
291 }
292
293 // handle collisions between enemies and towers
294 for (int i = 0; i < enemyCount; i++)
295 {
296 Enemy *enemy = &enemies[i];
297 if (enemy->enemyType == ENEMY_TYPE_NONE)
298 {
299 continue;
300 }
301 enemy->contactTime -= gameTime.deltaTime;
302 if (enemy->contactTime < 0.0f)
303 {
304 enemy->contactTime = 0.0f;
305 }
306
307 float enemyRadius = enemyClassConfigs[enemy->enemyType].radius;
308 // linear search over towers; could be optimized by using path finding tower map,
309 // but for now, we keep it simple
310 for (int j = 0; j < towerCount; j++)
311 {
312 Tower *tower = &towers[j];
313 if (tower->towerType == TOWER_TYPE_NONE)
314 {
315 continue;
316 }
317 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){tower->x, tower->y});
318 float combinedRadius = enemyRadius + 0.708; // sqrt(0.5^2 + 0.5^2), corner-center distance of square with side length 1
319 if (distanceSqr > combinedRadius * combinedRadius)
320 {
321 continue;
322 }
323 // potential collision; square / circle intersection
324 float dx = tower->x - enemy->simPosition.x;
325 float dy = tower->y - enemy->simPosition.y;
326 float absDx = fabsf(dx);
327 float absDy = fabsf(dy);
328 Vector3 contactPoint = {0};
329 if (absDx <= 0.5f && absDx <= absDy) {
330 // vertical collision; push the enemy out horizontally
331 float overlap = enemyRadius + 0.5f - absDy;
332 if (overlap < 0.0f)
333 {
334 continue;
335 }
336 float direction = dy > 0.0f ? -1.0f : 1.0f;
337 enemy->simPosition.y += direction * overlap;
338 contactPoint = (Vector3){enemy->simPosition.x, 0.2f, tower->y + direction * 0.5f};
339 }
340 else if (absDy <= 0.5f && absDy <= absDx)
341 {
342 // horizontal collision; push the enemy out vertically
343 float overlap = enemyRadius + 0.5f - absDx;
344 if (overlap < 0.0f)
345 {
346 continue;
347 }
348 float direction = dx > 0.0f ? -1.0f : 1.0f;
349 enemy->simPosition.x += direction * overlap;
350 contactPoint = (Vector3){tower->x + direction * 0.5f, 0.2f, enemy->simPosition.y};
351 }
352 else
353 {
354 // possible collision with a corner
355 float cornerDX = dx > 0.0f ? -0.5f : 0.5f;
356 float cornerDY = dy > 0.0f ? -0.5f : 0.5f;
357 float cornerX = tower->x + cornerDX;
358 float cornerY = tower->y + cornerDY;
359 float cornerDistanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){cornerX, cornerY});
360 if (cornerDistanceSqr > enemyRadius * enemyRadius)
361 {
362 continue;
363 }
364 // push the enemy out along the diagonal
365 float cornerDistance = sqrtf(cornerDistanceSqr);
366 float overlap = enemyRadius - cornerDistance;
367 float directionX = cornerDistance > 0.0f ? (cornerX - enemy->simPosition.x) / cornerDistance : -cornerDX;
368 float directionY = cornerDistance > 0.0f ? (cornerY - enemy->simPosition.y) / cornerDistance : -cornerDY;
369 enemy->simPosition.x -= directionX * overlap;
370 enemy->simPosition.y -= directionY * overlap;
371 contactPoint = (Vector3){cornerX, 0.2f, cornerY};
372 }
373
374 if (enemyClassConfigs[enemy->enemyType].explosionDamage > 0.0f)
375 {
376 enemy->contactTime += gameTime.deltaTime * 2.0f; // * 2 to undo the subtraction above
377 if (enemy->contactTime >= enemyClassConfigs[enemy->enemyType].requiredContactTime)
378 {
379 EnemyTriggerExplode(enemy, tower, contactPoint);
380 }
381 }
382 }
383 }
384 }
385
386 EnemyId EnemyGetId(Enemy *enemy)
387 {
388 return (EnemyId){enemy - enemies, enemy->generation};
389 }
390
391 Enemy *EnemyTryResolve(EnemyId enemyId)
392 {
393 if (enemyId.index >= ENEMY_MAX_COUNT)
394 {
395 return 0;
396 }
397 Enemy *enemy = &enemies[enemyId.index];
398 if (enemy->generation != enemyId.generation || enemy->enemyType == ENEMY_TYPE_NONE)
399 {
400 return 0;
401 }
402 return enemy;
403 }
404
405 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY)
406 {
407 Enemy *spawn = 0;
408 for (int i = 0; i < enemyCount; i++)
409 {
410 Enemy *enemy = &enemies[i];
411 if (enemy->enemyType == ENEMY_TYPE_NONE)
412 {
413 spawn = enemy;
414 break;
415 }
416 }
417
418 if (enemyCount < ENEMY_MAX_COUNT && !spawn)
419 {
420 spawn = &enemies[enemyCount++];
421 }
422
423 if (spawn)
424 {
425 spawn->currentX = currentX;
426 spawn->currentY = currentY;
427 spawn->nextX = currentX;
428 spawn->nextY = currentY;
429 spawn->simPosition = (Vector2){currentX, currentY};
430 spawn->simVelocity = (Vector2){0, 0};
431 spawn->enemyType = enemyType;
432 spawn->startMovingTime = gameTime.time;
433 spawn->damage = 0.0f;
434 spawn->futureDamage = 0.0f;
435 spawn->generation++;
436 spawn->movePathCount = 0;
437 spawn->walkedDistance = 0.0f;
438 }
439
440 return spawn;
441 }
442
443 int EnemyAddDamage(Enemy *enemy, float damage)
444 {
445 enemy->damage += damage;
446 if (enemy->damage >= EnemyGetMaxHealth(enemy))
447 {
448 currentLevel->playerGold += enemyClassConfigs[enemy->enemyType].goldValue;
449 enemy->enemyType = ENEMY_TYPE_NONE;
450 return 1;
451 }
452
453 return 0;
454 }
455
456 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range)
457 {
458 int16_t castleX = 0;
459 int16_t castleY = 0;
460 Enemy* closest = 0;
461 int16_t closestDistance = 0;
462 float range2 = range * range;
463 for (int i = 0; i < enemyCount; i++)
464 {
465 Enemy* enemy = &enemies[i];
466 if (enemy->enemyType == ENEMY_TYPE_NONE)
467 {
468 continue;
469 }
470 float maxHealth = EnemyGetMaxHealth(enemy);
471 if (enemy->futureDamage >= maxHealth)
472 {
473 // ignore enemies that will die soon
474 continue;
475 }
476 int16_t dx = castleX - enemy->currentX;
477 int16_t dy = castleY - enemy->currentY;
478 int16_t distance = abs(dx) + abs(dy);
479 if (!closest || distance < closestDistance)
480 {
481 float tdx = towerX - enemy->currentX;
482 float tdy = towerY - enemy->currentY;
483 float tdistance2 = tdx * tdx + tdy * tdy;
484 if (tdistance2 <= range2)
485 {
486 closest = enemy;
487 closestDistance = distance;
488 }
489 }
490 }
491 return closest;
492 }
493
494 int EnemyCount()
495 {
496 int count = 0;
497 for (int i = 0; i < enemyCount; i++)
498 {
499 if (enemies[i].enemyType != ENEMY_TYPE_NONE)
500 {
501 count++;
502 }
503 }
504 return count;
505 }
506
507 void EnemyDrawHealthbars(Camera3D camera)
508 {
509 for (int i = 0; i < enemyCount; i++)
510 {
511 Enemy *enemy = &enemies[i];
512 if (enemy->enemyType == ENEMY_TYPE_NONE || enemy->damage == 0.0f)
513 {
514 continue;
515 }
516 Vector3 position = (Vector3){enemy->simPosition.x, 0.5f, enemy->simPosition.y};
517 float maxHealth = EnemyGetMaxHealth(enemy);
518 float health = maxHealth - enemy->damage;
519 float healthRatio = health / maxHealth;
520
521 DrawHealthBar(camera, position, healthRatio, GREEN, 15.0f);
522 }
523 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 // The queue is a simple array of nodes, we add nodes to the end and remove
5 // nodes from the front. We keep the array around to avoid unnecessary allocations
6 static PathfindingNode *pathfindingNodeQueue = 0;
7 static int pathfindingNodeQueueCount = 0;
8 static int pathfindingNodeQueueCapacity = 0;
9
10 // The pathfinding map stores the distances from the castle to each cell in the map.
11 static PathfindingMap pathfindingMap = {0};
12
13 void PathfindingMapInit(int width, int height, Vector3 translate, float scale)
14 {
15 // transforming between map space and world space allows us to adapt
16 // position and scale of the map without changing the pathfinding data
17 pathfindingMap.toWorldSpace = MatrixTranslate(translate.x, translate.y, translate.z);
18 pathfindingMap.toWorldSpace = MatrixMultiply(pathfindingMap.toWorldSpace, MatrixScale(scale, scale, scale));
19 pathfindingMap.toMapSpace = MatrixInvert(pathfindingMap.toWorldSpace);
20 pathfindingMap.width = width;
21 pathfindingMap.height = height;
22 pathfindingMap.scale = scale;
23 pathfindingMap.distances = (float *)MemAlloc(width * height * sizeof(float));
24 for (int i = 0; i < width * height; i++)
25 {
26 pathfindingMap.distances[i] = -1.0f;
27 }
28
29 pathfindingMap.towerIndex = (long *)MemAlloc(width * height * sizeof(long));
30 pathfindingMap.deltaSrc = (DeltaSrc *)MemAlloc(width * height * sizeof(DeltaSrc));
31 }
32
33 static void PathFindingNodePush(int16_t x, int16_t y, int16_t fromX, int16_t fromY, float distance)
34 {
35 if (pathfindingNodeQueueCount >= pathfindingNodeQueueCapacity)
36 {
37 pathfindingNodeQueueCapacity = pathfindingNodeQueueCapacity == 0 ? 256 : pathfindingNodeQueueCapacity * 2;
38 // we use MemAlloc/MemRealloc to allocate memory for the queue
39 // I am not entirely sure if MemRealloc allows passing a null pointer
40 // so we check if the pointer is null and use MemAlloc in that case
41 if (pathfindingNodeQueue == 0)
42 {
43 pathfindingNodeQueue = (PathfindingNode *)MemAlloc(pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
44 }
45 else
46 {
47 pathfindingNodeQueue = (PathfindingNode *)MemRealloc(pathfindingNodeQueue, pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
48 }
49 }
50
51 PathfindingNode *node = &pathfindingNodeQueue[pathfindingNodeQueueCount++];
52 node->x = x;
53 node->y = y;
54 node->fromX = fromX;
55 node->fromY = fromY;
56 node->distance = distance;
57 }
58
59 static PathfindingNode *PathFindingNodePop()
60 {
61 if (pathfindingNodeQueueCount == 0)
62 {
63 return 0;
64 }
65 // we return the first node in the queue; we want to return a pointer to the node
66 // so we can return 0 if the queue is empty.
67 // We should _not_ return a pointer to the element in the list, because the list
68 // may be reallocated and the pointer would become invalid. Or the
69 // popped element is overwritten by the next push operation.
70 // Using static here means that the variable is permanently allocated.
71 static PathfindingNode node;
72 node = pathfindingNodeQueue[0];
73 // we shift all nodes one position to the front
74 for (int i = 1; i < pathfindingNodeQueueCount; i++)
75 {
76 pathfindingNodeQueue[i - 1] = pathfindingNodeQueue[i];
77 }
78 --pathfindingNodeQueueCount;
79 return &node;
80 }
81
82 float PathFindingGetDistance(int mapX, int mapY)
83 {
84 if (mapX < 0 || mapX >= pathfindingMap.width || mapY < 0 || mapY >= pathfindingMap.height)
85 {
86 // when outside the map, we return the manhattan distance to the castle (0,0)
87 return fabsf((float)mapX) + fabsf((float)mapY);
88 }
89
90 return pathfindingMap.distances[mapY * pathfindingMap.width + mapX];
91 }
92
93 // transform a world position to a map position in the array;
94 // returns true if the position is inside the map
95 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY)
96 {
97 Vector3 mapPosition = Vector3Transform(worldPosition, pathfindingMap.toMapSpace);
98 *mapX = (int16_t)mapPosition.x;
99 *mapY = (int16_t)mapPosition.z;
100 return *mapX >= 0 && *mapX < pathfindingMap.width && *mapY >= 0 && *mapY < pathfindingMap.height;
101 }
102
103 void PathFindingMapUpdate()
104 {
105 const int castleX = 0, castleY = 0;
106 int16_t castleMapX, castleMapY;
107 if (!PathFindingFromWorldToMapPosition((Vector3){castleX, 0.0f, castleY}, &castleMapX, &castleMapY))
108 {
109 return;
110 }
111 int width = pathfindingMap.width, height = pathfindingMap.height;
112
113 // reset the distances to -1
114 for (int i = 0; i < width * height; i++)
115 {
116 pathfindingMap.distances[i] = -1.0f;
117 }
118 // reset the tower indices
119 for (int i = 0; i < width * height; i++)
120 {
121 pathfindingMap.towerIndex[i] = -1;
122 }
123 // reset the delta src
124 for (int i = 0; i < width * height; i++)
125 {
126 pathfindingMap.deltaSrc[i].x = 0;
127 pathfindingMap.deltaSrc[i].y = 0;
128 }
129
130 for (int i = 0; i < towerCount; i++)
131 {
132 Tower *tower = &towers[i];
133 if (tower->towerType == TOWER_TYPE_NONE || tower->towerType == TOWER_TYPE_BASE)
134 {
135 continue;
136 }
137 int16_t mapX, mapY;
138 // technically, if the tower cell scale is not in sync with the pathfinding map scale,
139 // this would not work correctly and needs to be refined to allow towers covering multiple cells
140 // or having multiple towers in one cell; for simplicity, we assume that the tower covers exactly
141 // one cell. For now.
142 if (!PathFindingFromWorldToMapPosition((Vector3){tower->x, 0.0f, tower->y}, &mapX, &mapY))
143 {
144 continue;
145 }
146 int index = mapY * width + mapX;
147 pathfindingMap.towerIndex[index] = i;
148 }
149
150 // we start at the castle and add the castle to the queue
151 pathfindingMap.maxDistance = 0.0f;
152 pathfindingNodeQueueCount = 0;
153 PathFindingNodePush(castleMapX, castleMapY, castleMapX, castleMapY, 0.0f);
154 PathfindingNode *node = 0;
155 while ((node = PathFindingNodePop()))
156 {
157 if (node->x < 0 || node->x >= width || node->y < 0 || node->y >= height)
158 {
159 continue;
160 }
161 int index = node->y * width + node->x;
162 if (pathfindingMap.distances[index] >= 0 && pathfindingMap.distances[index] <= node->distance)
163 {
164 continue;
165 }
166
167 int deltaX = node->x - node->fromX;
168 int deltaY = node->y - node->fromY;
169 // even if the cell is blocked by a tower, we still may want to store the direction
170 // (though this might not be needed, IDK right now)
171 pathfindingMap.deltaSrc[index].x = (char) deltaX;
172 pathfindingMap.deltaSrc[index].y = (char) deltaY;
173
174 // we skip nodes that are blocked by towers
175 if (pathfindingMap.towerIndex[index] >= 0)
176 {
177 node->distance += 8.0f;
178 }
179 pathfindingMap.distances[index] = node->distance;
180 pathfindingMap.maxDistance = fmaxf(pathfindingMap.maxDistance, node->distance);
181 PathFindingNodePush(node->x, node->y + 1, node->x, node->y, node->distance + 1.0f);
182 PathFindingNodePush(node->x, node->y - 1, node->x, node->y, node->distance + 1.0f);
183 PathFindingNodePush(node->x + 1, node->y, node->x, node->y, node->distance + 1.0f);
184 PathFindingNodePush(node->x - 1, node->y, node->x, node->y, node->distance + 1.0f);
185 }
186 }
187
188 void PathFindingMapDraw()
189 {
190 float cellSize = pathfindingMap.scale * 0.9f;
191 float highlightDistance = fmodf(GetTime() * 4.0f, pathfindingMap.maxDistance);
192 for (int x = 0; x < pathfindingMap.width; x++)
193 {
194 for (int y = 0; y < pathfindingMap.height; y++)
195 {
196 float distance = pathfindingMap.distances[y * pathfindingMap.width + x];
197 float colorV = distance < 0 ? 0 : fminf(distance / pathfindingMap.maxDistance, 1.0f);
198 Color color = distance < 0 ? BLUE : (Color){fminf(colorV, 1.0f) * 255, 0, 0, 255};
199 Vector3 position = Vector3Transform((Vector3){x, -0.25f, y}, pathfindingMap.toWorldSpace);
200 // animate the distance "wave" to show how the pathfinding algorithm expands
201 // from the castle
202 if (distance + 0.5f > highlightDistance && distance - 0.5f < highlightDistance)
203 {
204 color = BLACK;
205 }
206 DrawCube(position, cellSize, 0.1f, cellSize, color);
207 }
208 }
209 }
210
211 Vector2 PathFindingGetGradient(Vector3 world)
212 {
213 int16_t mapX, mapY;
214 if (PathFindingFromWorldToMapPosition(world, &mapX, &mapY))
215 {
216 DeltaSrc delta = pathfindingMap.deltaSrc[mapY * pathfindingMap.width + mapX];
217 return (Vector2){(float)-delta.x, (float)-delta.y};
218 }
219 // fallback to a simple gradient calculation
220 float n = PathFindingGetDistance(mapX, mapY - 1);
221 float s = PathFindingGetDistance(mapX, mapY + 1);
222 float w = PathFindingGetDistance(mapX - 1, mapY);
223 float e = PathFindingGetDistance(mapX + 1, mapY);
224 return (Vector2){w - e + 0.25f, n - s + 0.125f};
225 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static Projectile projectiles[PROJECTILE_MAX_COUNT];
5 static int projectileCount = 0;
6
7 void ProjectileInit()
8 {
9 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
10 {
11 projectiles[i] = (Projectile){0};
12 }
13 }
14
15 void ProjectileDraw()
16 {
17 for (int i = 0; i < projectileCount; i++)
18 {
19 Projectile projectile = projectiles[i];
20 if (projectile.projectileType == PROJECTILE_TYPE_NONE)
21 {
22 continue;
23 }
24 float transition = (gameTime.time - projectile.shootTime) / (projectile.arrivalTime - projectile.shootTime);
25 if (transition >= 1.0f)
26 {
27 continue;
28 }
29 for (float transitionOffset = 0.0f; transitionOffset < 1.0f; transitionOffset += 0.1f)
30 {
31 float t = transition + transitionOffset * 0.3f;
32 if (t > 1.0f)
33 {
34 break;
35 }
36 Vector3 position = Vector3Lerp(projectile.position, projectile.target, t);
37 Color color = RED;
38 if (projectile.projectileType == PROJECTILE_TYPE_ARROW)
39 {
40 // make tip red but quickly fade to brown
41 color = ColorLerp(BROWN, RED, transitionOffset * transitionOffset);
42 // fake a ballista flight path using parabola equation
43 float parabolaT = t - 0.5f;
44 parabolaT = 1.0f - 4.0f * parabolaT * parabolaT;
45 position.y += 0.15f * parabolaT * projectile.distance;
46 }
47
48 float size = 0.06f * (transitionOffset + 0.25f);
49 DrawCube(position, size, size, size, color);
50 }
51 }
52 }
53
54 void ProjectileUpdate()
55 {
56 for (int i = 0; i < projectileCount; i++)
57 {
58 Projectile *projectile = &projectiles[i];
59 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
60 {
61 continue;
62 }
63 float transition = (gameTime.time - projectile->shootTime) / (projectile->arrivalTime - projectile->shootTime);
64 if (transition >= 1.0f)
65 {
66 projectile->projectileType = PROJECTILE_TYPE_NONE;
67 Enemy *enemy = EnemyTryResolve(projectile->targetEnemy);
68 if (enemy)
69 {
70 EnemyAddDamage(enemy, projectile->damage);
71 }
72 continue;
73 }
74 }
75 }
76
77 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, float damage)
78 {
79 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
80 {
81 Projectile *projectile = &projectiles[i];
82 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
83 {
84 projectile->projectileType = projectileType;
85 projectile->shootTime = gameTime.time;
86 float distance = Vector3Distance(position, target);
87 projectile->arrivalTime = gameTime.time + distance / speed;
88 projectile->damage = damage;
89 projectile->position = position;
90 projectile->target = target;
91 projectile->directionNormal = Vector3Scale(Vector3Subtract(target, position), 1.0f / distance);
92 projectile->distance = distance;
93 projectile->targetEnemy = EnemyGetId(enemy);
94 projectileCount = projectileCount <= i ? i + 1 : projectileCount;
95 return projectile;
96 }
97 }
98 return 0;
99 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static Particle particles[PARTICLE_MAX_COUNT];
5 static int particleCount = 0;
6
7 void ParticleInit()
8 {
9 for (int i = 0; i < PARTICLE_MAX_COUNT; i++)
10 {
11 particles[i] = (Particle){0};
12 }
13 particleCount = 0;
14 }
15
16 static void DrawExplosionParticle(Particle *particle, float transition)
17 {
18 float size = 1.2f * (1.0f - transition);
19 Color startColor = WHITE;
20 Color endColor = RED;
21 Color color = ColorLerp(startColor, endColor, transition);
22 DrawCube(particle->position, size, size, size, color);
23 }
24
25 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, float lifetime)
26 {
27 if (particleCount >= PARTICLE_MAX_COUNT)
28 {
29 return;
30 }
31
32 int index = -1;
33 for (int i = 0; i < particleCount; i++)
34 {
35 if (particles[i].particleType == PARTICLE_TYPE_NONE)
36 {
37 index = i;
38 break;
39 }
40 }
41
42 if (index == -1)
43 {
44 index = particleCount++;
45 }
46
47 Particle *particle = &particles[index];
48 particle->particleType = particleType;
49 particle->spawnTime = gameTime.time;
50 particle->lifetime = lifetime;
51 particle->position = position;
52 particle->velocity = velocity;
53 }
54
55 void ParticleUpdate()
56 {
57 for (int i = 0; i < particleCount; i++)
58 {
59 Particle *particle = &particles[i];
60 if (particle->particleType == PARTICLE_TYPE_NONE)
61 {
62 continue;
63 }
64
65 float age = gameTime.time - particle->spawnTime;
66
67 if (particle->lifetime > age)
68 {
69 particle->position = Vector3Add(particle->position, Vector3Scale(particle->velocity, gameTime.deltaTime));
70 }
71 else {
72 particle->particleType = PARTICLE_TYPE_NONE;
73 }
74 }
75 }
76
77 void ParticleDraw()
78 {
79 for (int i = 0; i < particleCount; i++)
80 {
81 Particle particle = particles[i];
82 if (particle.particleType == PARTICLE_TYPE_NONE)
83 {
84 continue;
85 }
86
87 float age = gameTime.time - particle.spawnTime;
88 float transition = age / particle.lifetime;
89 switch (particle.particleType)
90 {
91 case PARTICLE_TYPE_EXPLOSION:
92 DrawExplosionParticle(&particle, transition);
93 break;
94 default:
95 DrawCube(particle.position, 0.3f, 0.5f, 0.3f, RED);
96 break;
97 }
98 }
99 }
1 #include "raylib.h"
2 #include "preferred_size.h"
3
4 // Since the canvas size is not known at compile time, we need to query it at runtime;
5 // the following platform specific code obtains the canvas size and we will use this
6 // size as the preferred size for the window at init time. We're ignoring here the
7 // possibility of the canvas size changing during runtime - this would require to
8 // poll the canvas size in the game loop or establishing a callback to be notified
9
10 #ifdef PLATFORM_WEB
11 #include <emscripten.h>
12 EMSCRIPTEN_RESULT emscripten_get_element_css_size(const char *target, double *width, double *height);
13
14 void GetPreferredSize(int *screenWidth, int *screenHeight)
15 {
16 double canvasWidth, canvasHeight;
17 emscripten_get_element_css_size("#" CANVAS_NAME, &canvasWidth, &canvasHeight);
18 *screenWidth = (int)canvasWidth;
19 *screenHeight = (int)canvasHeight;
20 TraceLog(LOG_INFO, "preferred size for %s: %d %d", CANVAS_NAME, *screenWidth, *screenHeight);
21 }
22
23 int IsPaused()
24 {
25 const char *js = "(function(){\n"
26 " var canvas = document.getElementById(\"" CANVAS_NAME "\");\n"
27 " var rect = canvas.getBoundingClientRect();\n"
28 " var isVisible = (\n"
29 " rect.top >= 0 &&\n"
30 " rect.left >= 0 &&\n"
31 " rect.bottom <= (window.innerHeight || document.documentElement.clientHeight) &&\n"
32 " rect.right <= (window.innerWidth || document.documentElement.clientWidth)\n"
33 " );\n"
34 " return isVisible ? 0 : 1;\n"
35 "})()";
36 return emscripten_run_script_int(js);
37 }
38
39 #else
40 void GetPreferredSize(int *screenWidth, int *screenHeight)
41 {
42 *screenWidth = 600;
43 *screenHeight = 240;
44 }
45 int IsPaused()
46 {
47 return 0;
48 }
49 #endif
1 #ifndef PREFERRED_SIZE_H
2 #define PREFERRED_SIZE_H
3
4 void GetPreferredSize(int *screenWidth, int *screenHeight);
5 int IsPaused();
6
7 #endif
The two towers are now in game with just a few changes to the existing code. They are just static boxes so far without any functionality:
The next step is to make the towers functional. When looking at the code, we see that the tower system uses only a few functions and quite a lot of hardcoded values to retrieve configuration values for the tower types, like range and damage.
Having function getters for values is not a bad approach - I think they could be useful when the towers have levels and upgrades. However, it would be nice to have a configuration struct for the tower types. This trades a bit of flexibility for a bit of clarity and ease of use. So let's refactor the tower system a little and set up a configuration for all tower types.
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 //# Variables
7 GUIState guiState = {0};
8 GameTime gameTime = {0};
9
10 Model floorTileAModel = {0};
11 Model floorTileBModel = {0};
12 Model treeModel[2] = {0};
13 Model firTreeModel[2] = {0};
14 Model rockModels[5] = {0};
15 Model grassPatchModel[1] = {0};
16
17 Texture2D palette, spriteSheet;
18
19 Level levels[] = {
20 [0] = {
21 .state = LEVEL_STATE_BUILDING,
22 .initialGold = 20,
23 .waves[0] = {
24 .enemyType = ENEMY_TYPE_MINION,
25 .wave = 0,
26 .count = 10,
27 .interval = 2.5f,
28 .delay = 1.0f,
29 .spawnPosition = {0, 6},
30 },
31 .waves[1] = {
32 .enemyType = ENEMY_TYPE_MINION,
33 .wave = 1,
34 .count = 20,
35 .interval = 1.5f,
36 .delay = 1.0f,
37 .spawnPosition = {0, 6},
38 },
39 .waves[2] = {
40 .enemyType = ENEMY_TYPE_MINION,
41 .wave = 2,
42 .count = 30,
43 .interval = 1.2f,
44 .delay = 1.0f,
45 .spawnPosition = {0, 6},
46 }
47 },
48 };
49
50 Level *currentLevel = levels;
51
52 //# Game
53
54 static Model LoadGLBModel(char *filename)
55 {
56 Model model = LoadModel(TextFormat("data/%s.glb",filename));
57 if (model.materialCount > 1)
58 {
59 model.materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
60 }
61 return model;
62 }
63
64 void LoadAssets()
65 {
66 // load a sprite sheet that contains all units
67 spriteSheet = LoadTexture("data/spritesheet.png");
68 SetTextureFilter(spriteSheet, TEXTURE_FILTER_BILINEAR);
69
70 // we'll use a palette texture to colorize the all buildings and environment art
71 palette = LoadTexture("data/palette.png");
72 // The texture uses gradients on very small space, so we'll enable bilinear filtering
73 SetTextureFilter(palette, TEXTURE_FILTER_BILINEAR);
74
75 floorTileAModel = LoadGLBModel("floor-tile-a");
76 floorTileBModel = LoadGLBModel("floor-tile-b");
77 treeModel[0] = LoadGLBModel("leaftree-large-1-a");
78 treeModel[1] = LoadGLBModel("leaftree-large-1-b");
79 firTreeModel[0] = LoadGLBModel("firtree-1-a");
80 firTreeModel[1] = LoadGLBModel("firtree-1-b");
81 rockModels[0] = LoadGLBModel("rock-1");
82 rockModels[1] = LoadGLBModel("rock-2");
83 rockModels[2] = LoadGLBModel("rock-3");
84 rockModels[3] = LoadGLBModel("rock-4");
85 rockModels[4] = LoadGLBModel("rock-5");
86 grassPatchModel[0] = LoadGLBModel("grass-patch-1");
87 }
88
89 void InitLevel(Level *level)
90 {
91 level->seed = (int)(GetTime() * 100.0f);
92
93 TowerInit();
94 EnemyInit();
95 ProjectileInit();
96 ParticleInit();
97 TowerTryAdd(TOWER_TYPE_BASE, 0, 0);
98
99 level->placementMode = 0;
100 level->state = LEVEL_STATE_BUILDING;
101 level->nextState = LEVEL_STATE_NONE;
102 level->playerGold = level->initialGold;
103 level->currentWave = 0;
104
105 Camera *camera = &level->camera;
106 camera->position = (Vector3){4.0f, 8.0f, 8.0f};
107 camera->target = (Vector3){0.0f, 0.0f, 0.0f};
108 camera->up = (Vector3){0.0f, 1.0f, 0.0f};
109 camera->fovy = 10.0f;
110 camera->projection = CAMERA_ORTHOGRAPHIC;
111 }
112
113 void DrawLevelHud(Level *level)
114 {
115 const char *text = TextFormat("Gold: %d", level->playerGold);
116 Font font = GetFontDefault();
117 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 120, 10}, font.baseSize * 2.0f, 2.0f, BLACK);
118 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 122, 8}, font.baseSize * 2.0f, 2.0f, YELLOW);
119 }
120
121 void DrawLevelReportLostWave(Level *level)
122 {
123 BeginMode3D(level->camera);
124 DrawLevelGround(level);
125 TowerDraw();
126 EnemyDraw();
127 ProjectileDraw();
128 ParticleDraw();
129 guiState.isBlocked = 0;
130 EndMode3D();
131
132 TowerDrawHealthBars(level->camera);
133
134 const char *text = "Wave lost";
135 int textWidth = MeasureText(text, 20);
136 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
137
138 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
139 {
140 level->nextState = LEVEL_STATE_RESET;
141 }
142 }
143
144 int HasLevelNextWave(Level *level)
145 {
146 for (int i = 0; i < 10; i++)
147 {
148 EnemyWave *wave = &level->waves[i];
149 if (wave->wave == level->currentWave)
150 {
151 return 1;
152 }
153 }
154 return 0;
155 }
156
157 void DrawLevelReportWonWave(Level *level)
158 {
159 BeginMode3D(level->camera);
160 DrawLevelGround(level);
161 TowerDraw();
162 EnemyDraw();
163 ProjectileDraw();
164 ParticleDraw();
165 guiState.isBlocked = 0;
166 EndMode3D();
167
168 TowerDrawHealthBars(level->camera);
169
170 const char *text = "Wave won";
171 int textWidth = MeasureText(text, 20);
172 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
173
174
175 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
176 {
177 level->nextState = LEVEL_STATE_RESET;
178 }
179
180 if (HasLevelNextWave(level))
181 {
182 if (Button("Prepare for next wave", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
183 {
184 level->nextState = LEVEL_STATE_BUILDING;
185 }
186 }
187 else {
188 if (Button("Level won", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
189 {
190 level->nextState = LEVEL_STATE_WON_LEVEL;
191 }
192 }
193 }
194
195 void DrawBuildingBuildButton(Level *level, int x, int y, int width, int height, uint8_t towerType, const char *name)
196 {
197 static ButtonState buttonStates[8] = {0};
198 int cost = GetTowerCosts(towerType);
199 const char *text = TextFormat("%s: %d", name, cost);
200 buttonStates[towerType].isSelected = level->placementMode == towerType;
201 buttonStates[towerType].isDisabled = level->playerGold < cost;
202 if (Button(text, x, y, width, height, &buttonStates[towerType]))
203 {
204 level->placementMode = buttonStates[towerType].isSelected ? 0 : towerType;
205 }
206 }
207
208 float GetRandomFloat(float min, float max)
209 {
210 int random = GetRandomValue(0, 0xfffffff);
211 return ((float)random / (float)0xfffffff) * (max - min) + min;
212 }
213
214 void DrawLevelGround(Level *level)
215 {
216 // draw checkerboard ground pattern
217 for (int x = -5; x <= 5; x += 1)
218 {
219 for (int y = -5; y <= 5; y += 1)
220 {
221 Model *model = (x + y) % 2 == 0 ? &floorTileAModel : &floorTileBModel;
222 DrawModel(*model, (Vector3){x, 0.0f, y}, 1.0f, WHITE);
223 }
224 }
225
226 int oldSeed = GetRandomValue(0, 0xfffffff);
227 SetRandomSeed(level->seed);
228 // increase probability for trees via duplicated entries
229 Model borderModels[64];
230 int maxRockCount = GetRandomValue(2, 6);
231 int maxTreeCount = GetRandomValue(10, 20);
232 int maxFirTreeCount = GetRandomValue(5, 10);
233 int maxLeafTreeCount = maxTreeCount - maxFirTreeCount;
234 int grassPatchCount = GetRandomValue(5, 30);
235
236 int modelCount = 0;
237 for (int i = 0; i < maxRockCount && modelCount < 63; i++)
238 {
239 borderModels[modelCount++] = rockModels[GetRandomValue(0, 5)];
240 }
241 for (int i = 0; i < maxLeafTreeCount && modelCount < 63; i++)
242 {
243 borderModels[modelCount++] = treeModel[GetRandomValue(0, 1)];
244 }
245 for (int i = 0; i < maxFirTreeCount && modelCount < 63; i++)
246 {
247 borderModels[modelCount++] = firTreeModel[GetRandomValue(0, 1)];
248 }
249 for (int i = 0; i < grassPatchCount && modelCount < 63; i++)
250 {
251 borderModels[modelCount++] = grassPatchModel[0];
252 }
253
254 // draw some objects around the border of the map
255 Vector3 up = {0, 1, 0};
256 // a pseudo random number generator to get the same result every time
257 const float wiggle = 0.75f;
258 const int layerCount = 3;
259 for (int layer = 0; layer < layerCount; layer++)
260 {
261 int layerPos = 6 + layer;
262 for (int x = -6 + layer; x <= 6 + layer; x += 1)
263 {
264 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
265 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, -layerPos + GetRandomFloat(0.0f, wiggle)},
266 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
267 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
268 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, layerPos + GetRandomFloat(0.0f, wiggle)},
269 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
270 }
271
272 for (int z = -5 + layer; z <= 5 + layer; z += 1)
273 {
274 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
275 (Vector3){-layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
276 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
277 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
278 (Vector3){layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
279 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
280 }
281 }
282
283 SetRandomSeed(oldSeed);
284 }
285
286 void DrawLevelBuildingState(Level *level)
287 {
288 BeginMode3D(level->camera);
289 DrawLevelGround(level);
290 TowerDraw();
291 EnemyDraw();
292 ProjectileDraw();
293 ParticleDraw();
294
295 Ray ray = GetScreenToWorldRay(GetMousePosition(), level->camera);
296 float planeDistance = ray.position.y / -ray.direction.y;
297 float planeX = ray.direction.x * planeDistance + ray.position.x;
298 float planeY = ray.direction.z * planeDistance + ray.position.z;
299 int16_t mapX = (int16_t)floorf(planeX + 0.5f);
300 int16_t mapY = (int16_t)floorf(planeY + 0.5f);
301 if (level->placementMode && !guiState.isBlocked && mapX >= -5 && mapX <= 5 && mapY >= -5 && mapY <= 5)
302 {
303 DrawCubeWires((Vector3){mapX, 0.2f, mapY}, 1.0f, 0.4f, 1.0f, RED);
304 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
305 {
306 if (TowerTryAdd(level->placementMode, mapX, mapY))
307 {
308 level->playerGold -= GetTowerCosts(level->placementMode);
309 level->placementMode = TOWER_TYPE_NONE;
310 }
311 }
312 }
313
314 guiState.isBlocked = 0;
315
316 EndMode3D();
317
318 TowerDrawHealthBars(level->camera);
319
320 static ButtonState buildWallButtonState = {0};
321 static ButtonState buildGunButtonState = {0};
322 buildWallButtonState.isSelected = level->placementMode == TOWER_TYPE_WALL;
323 buildGunButtonState.isSelected = level->placementMode == TOWER_TYPE_ARCHER;
324
325 DrawBuildingBuildButton(level, 10, 10, 110, 30, TOWER_TYPE_WALL, "Wall");
326 DrawBuildingBuildButton(level, 10, 50, 110, 30, TOWER_TYPE_ARCHER, "Archer");
327 DrawBuildingBuildButton(level, 10, 90, 110, 30, TOWER_TYPE_BALLISTA, "Ballista");
328 DrawBuildingBuildButton(level, 10, 130, 110, 30, TOWER_TYPE_CATAPULT, "Catapult");
329
330 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
331 {
332 level->nextState = LEVEL_STATE_RESET;
333 }
334
335 if (Button("Begin waves", GetScreenWidth() - 160, GetScreenHeight() - 40, 160, 30, 0))
336 {
337 level->nextState = LEVEL_STATE_BATTLE;
338 }
339
340 const char *text = "Building phase";
341 int textWidth = MeasureText(text, 20);
342 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
343 }
344
345 void InitBattleStateConditions(Level *level)
346 {
347 level->state = LEVEL_STATE_BATTLE;
348 level->nextState = LEVEL_STATE_NONE;
349 level->waveEndTimer = 0.0f;
350 for (int i = 0; i < 10; i++)
351 {
352 EnemyWave *wave = &level->waves[i];
353 wave->spawned = 0;
354 wave->timeToSpawnNext = wave->delay;
355 }
356 }
357
358 void DrawLevelBattleState(Level *level)
359 {
360 BeginMode3D(level->camera);
361 DrawLevelGround(level);
362 TowerDraw();
363 EnemyDraw();
364 ProjectileDraw();
365 ParticleDraw();
366 guiState.isBlocked = 0;
367 EndMode3D();
368
369 EnemyDrawHealthbars(level->camera);
370 TowerDrawHealthBars(level->camera);
371
372 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
373 {
374 level->nextState = LEVEL_STATE_RESET;
375 }
376
377 int maxCount = 0;
378 int remainingCount = 0;
379 for (int i = 0; i < 10; i++)
380 {
381 EnemyWave *wave = &level->waves[i];
382 if (wave->wave != level->currentWave)
383 {
384 continue;
385 }
386 maxCount += wave->count;
387 remainingCount += wave->count - wave->spawned;
388 }
389 int aliveCount = EnemyCount();
390 remainingCount += aliveCount;
391
392 const char *text = TextFormat("Battle phase: %03d%%", 100 - remainingCount * 100 / maxCount);
393 int textWidth = MeasureText(text, 20);
394 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
395 }
396
397 void DrawLevel(Level *level)
398 {
399 switch (level->state)
400 {
401 case LEVEL_STATE_BUILDING: DrawLevelBuildingState(level); break;
402 case LEVEL_STATE_BATTLE: DrawLevelBattleState(level); break;
403 case LEVEL_STATE_WON_WAVE: DrawLevelReportWonWave(level); break;
404 case LEVEL_STATE_LOST_WAVE: DrawLevelReportLostWave(level); break;
405 default: break;
406 }
407
408 DrawLevelHud(level);
409 }
410
411 void UpdateLevel(Level *level)
412 {
413 if (level->state == LEVEL_STATE_BATTLE)
414 {
415 int activeWaves = 0;
416 for (int i = 0; i < 10; i++)
417 {
418 EnemyWave *wave = &level->waves[i];
419 if (wave->spawned >= wave->count || wave->wave != level->currentWave)
420 {
421 continue;
422 }
423 activeWaves++;
424 wave->timeToSpawnNext -= gameTime.deltaTime;
425 if (wave->timeToSpawnNext <= 0.0f)
426 {
427 Enemy *enemy = EnemyTryAdd(wave->enemyType, wave->spawnPosition.x, wave->spawnPosition.y);
428 if (enemy)
429 {
430 wave->timeToSpawnNext = wave->interval;
431 wave->spawned++;
432 }
433 }
434 }
435 if (GetTowerByType(TOWER_TYPE_BASE) == 0) {
436 level->waveEndTimer += gameTime.deltaTime;
437 if (level->waveEndTimer >= 2.0f)
438 {
439 level->nextState = LEVEL_STATE_LOST_WAVE;
440 }
441 }
442 else if (activeWaves == 0 && EnemyCount() == 0)
443 {
444 level->waveEndTimer += gameTime.deltaTime;
445 if (level->waveEndTimer >= 2.0f)
446 {
447 level->nextState = LEVEL_STATE_WON_WAVE;
448 }
449 }
450 }
451
452 PathFindingMapUpdate();
453 EnemyUpdate();
454 TowerUpdate();
455 ProjectileUpdate();
456 ParticleUpdate();
457
458 if (level->nextState == LEVEL_STATE_RESET)
459 {
460 InitLevel(level);
461 }
462
463 if (level->nextState == LEVEL_STATE_BATTLE)
464 {
465 InitBattleStateConditions(level);
466 }
467
468 if (level->nextState == LEVEL_STATE_WON_WAVE)
469 {
470 level->currentWave++;
471 level->state = LEVEL_STATE_WON_WAVE;
472 }
473
474 if (level->nextState == LEVEL_STATE_LOST_WAVE)
475 {
476 level->state = LEVEL_STATE_LOST_WAVE;
477 }
478
479 if (level->nextState == LEVEL_STATE_BUILDING)
480 {
481 level->state = LEVEL_STATE_BUILDING;
482 }
483
484 if (level->nextState == LEVEL_STATE_WON_LEVEL)
485 {
486 // make something of this later
487 InitLevel(level);
488 }
489
490 level->nextState = LEVEL_STATE_NONE;
491 }
492
493 float nextSpawnTime = 0.0f;
494
495 void ResetGame()
496 {
497 InitLevel(currentLevel);
498 }
499
500 void InitGame()
501 {
502 TowerInit();
503 EnemyInit();
504 ProjectileInit();
505 ParticleInit();
506 PathfindingMapInit(20, 20, (Vector3){-10.0f, 0.0f, -10.0f}, 1.0f);
507
508 currentLevel = levels;
509 InitLevel(currentLevel);
510 }
511
512 //# Immediate GUI functions
513
514 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth)
515 {
516 const float healthBarHeight = 6.0f;
517 const float healthBarOffset = 15.0f;
518 const float inset = 2.0f;
519 const float innerWidth = healthBarWidth - inset * 2;
520 const float innerHeight = healthBarHeight - inset * 2;
521
522 Vector2 screenPos = GetWorldToScreen(position, camera);
523 float centerX = screenPos.x - healthBarWidth * 0.5f;
524 float topY = screenPos.y - healthBarOffset;
525 DrawRectangle(centerX, topY, healthBarWidth, healthBarHeight, BLACK);
526 float healthWidth = innerWidth * healthRatio;
527 DrawRectangle(centerX + inset, topY + inset, healthWidth, innerHeight, barColor);
528 }
529
530 int Button(const char *text, int x, int y, int width, int height, ButtonState *state)
531 {
532 Rectangle bounds = {x, y, width, height};
533 int isPressed = 0;
534 int isSelected = state && state->isSelected;
535 int isDisabled = state && state->isDisabled;
536 if (CheckCollisionPointRec(GetMousePosition(), bounds) && !guiState.isBlocked && !isDisabled)
537 {
538 Color color = isSelected ? DARKGRAY : GRAY;
539 DrawRectangle(x, y, width, height, color);
540 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
541 {
542 isPressed = 1;
543 }
544 guiState.isBlocked = 1;
545 }
546 else
547 {
548 Color color = isSelected ? WHITE : LIGHTGRAY;
549 DrawRectangle(x, y, width, height, color);
550 }
551 Font font = GetFontDefault();
552 Vector2 textSize = MeasureTextEx(font, text, font.baseSize * 2.0f, 1);
553 Color textColor = isDisabled ? GRAY : BLACK;
554 DrawTextEx(font, text, (Vector2){x + width / 2 - textSize.x / 2, y + height / 2 - textSize.y / 2}, font.baseSize * 2.0f, 1, textColor);
555 return isPressed;
556 }
557
558 //# Main game loop
559
560 void GameUpdate()
561 {
562 float dt = GetFrameTime();
563 // cap maximum delta time to 0.1 seconds to prevent large time steps
564 if (dt > 0.1f) dt = 0.1f;
565 gameTime.time += dt;
566 gameTime.deltaTime = dt;
567
568 UpdateLevel(currentLevel);
569 }
570
571 int main(void)
572 {
573 int screenWidth, screenHeight;
574 GetPreferredSize(&screenWidth, &screenHeight);
575 InitWindow(screenWidth, screenHeight, "Tower defense");
576 SetTargetFPS(30);
577
578 LoadAssets();
579 InitGame();
580
581 while (!WindowShouldClose())
582 {
583 if (IsPaused()) {
584 // canvas is not visible in browser - do nothing
585 continue;
586 }
587
588 BeginDrawing();
589 ClearBackground((Color){0x4E, 0x63, 0x26, 0xFF});
590
591 GameUpdate();
592 DrawLevel(currentLevel);
593
594 EndDrawing();
595 }
596
597 CloseWindow();
598
599 return 0;
600 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static TowerTypeConfig towerTypeConfigs[TOWER_TYPE_COUNT] = {
5 [TOWER_TYPE_BASE] = {
6 .maxHealth = 10,
7 },
8 [TOWER_TYPE_ARCHER] = {
9 .cooldown = 0.5f,
10 .damage = 3.0f,
11 .range = 3.0f,
12 .cost = 6,
13 .maxHealth = 10,
14 .projectileSpeed = 4.0f,
15 .projectileType = PROJECTILE_TYPE_ARROW,
16 },
17 [TOWER_TYPE_BALLISTA] = {
18 .cooldown = 1.5f,
19 .damage = 6.0f,
20 .range = 6.0f,
21 .cost = 9,
22 .maxHealth = 10,
23 .projectileSpeed = 6.0f,
24 .projectileType = PROJECTILE_TYPE_ARROW,
25 },
26 [TOWER_TYPE_CATAPULT] = {
27 .cooldown = 1.7f,
28 .damage = 2.0f,
29 .range = 5.0f,
30 .areaDamageRadius = 1.0f,
31 .cost = 10,
32 .maxHealth = 10,
33 .projectileSpeed = 3.0f,
34 .projectileType = PROJECTILE_TYPE_ARROW,
35 },
36 [TOWER_TYPE_WALL] = {
37 .cost = 2,
38 .maxHealth = 10,
39 },
40 };
41
42 Tower towers[TOWER_MAX_COUNT];
43 int towerCount = 0;
44
45 Model towerModels[TOWER_TYPE_COUNT];
46
47 // definition of our archer unit
48 SpriteUnit archerUnit = {
49 .srcRect = {0, 0, 16, 16},
50 .offset = {7, 1},
51 .frameCount = 1,
52 .frameDuration = 0.0f,
53 .srcWeaponIdleRect = {16, 0, 6, 16},
54 .srcWeaponIdleOffset = {8, 0},
55 .srcWeaponCooldownRect = {22, 0, 11, 16},
56 .srcWeaponCooldownOffset = {10, 0},
57 };
58
59 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase)
60 {
61 float xScale = flip ? -1.0f : 1.0f;
62 Camera3D camera = currentLevel->camera;
63 float size = 0.5f;
64 Vector2 offset = (Vector2){ unit.offset.x / 16.0f * size, unit.offset.y / 16.0f * size * xScale };
65 Vector2 scale = (Vector2){ unit.srcRect.width / 16.0f * size, unit.srcRect.height / 16.0f * size };
66 // we want the sprite to face the camera, so we need to calculate the up vector
67 Vector3 forward = Vector3Subtract(camera.target, camera.position);
68 Vector3 up = {0, 1, 0};
69 Vector3 right = Vector3CrossProduct(forward, up);
70 up = Vector3Normalize(Vector3CrossProduct(right, forward));
71
72 Rectangle srcRect = unit.srcRect;
73 if (unit.frameCount > 1)
74 {
75 srcRect.x += (int)(t / unit.frameDuration) % unit.frameCount * srcRect.width;
76 }
77 if (flip)
78 {
79 srcRect.x += srcRect.width;
80 srcRect.width = -srcRect.width;
81 }
82 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
83
84 if (phase == SPRITE_UNIT_PHASE_WEAPON_COOLDOWN && unit.srcWeaponCooldownRect.width > 0)
85 {
86 offset = (Vector2){ unit.srcWeaponCooldownOffset.x / 16.0f * size, unit.srcWeaponCooldownOffset.y / 16.0f * size };
87 scale = (Vector2){ unit.srcWeaponCooldownRect.width / 16.0f * size, unit.srcWeaponCooldownRect.height / 16.0f * size };
88 srcRect = unit.srcWeaponCooldownRect;
89 if (flip)
90 {
91 // position.x = flip * scale.x * 0.5f;
92 srcRect.x += srcRect.width;
93 srcRect.width = -srcRect.width;
94 offset.x = scale.x - offset.x;
95 }
96 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
97 }
98 else if (phase == SPRITE_UNIT_PHASE_WEAPON_IDLE && unit.srcWeaponIdleRect.width > 0)
99 {
100 offset = (Vector2){ unit.srcWeaponIdleOffset.x / 16.0f * size, unit.srcWeaponIdleOffset.y / 16.0f * size };
101 scale = (Vector2){ unit.srcWeaponIdleRect.width / 16.0f * size, unit.srcWeaponIdleRect.height / 16.0f * size };
102 srcRect = unit.srcWeaponIdleRect;
103 if (flip)
104 {
105 // position.x = flip * scale.x * 0.5f;
106 srcRect.x += srcRect.width;
107 srcRect.width = -srcRect.width;
108 offset.x = scale.x - offset.x;
109 }
110 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
111 }
112 }
113
114 void TowerInit()
115 {
116 for (int i = 0; i < TOWER_MAX_COUNT; i++)
117 {
118 towers[i] = (Tower){0};
119 }
120 towerCount = 0;
121
122 towerModels[TOWER_TYPE_BASE] = LoadModel("data/keep.glb");
123 towerModels[TOWER_TYPE_WALL] = LoadModel("data/wall-0000.glb");
124
125 for (int i = 0; i < TOWER_TYPE_COUNT; i++)
126 {
127 if (towerModels[i].materials)
128 {
129 // assign the palette texture to the material of the model (0 is not used afaik)
130 towerModels[i].materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
131 }
132 }
133 }
134
135 static void TowerGunUpdate(Tower *tower)
136 {
137 TowerTypeConfig config = towerTypeConfigs[tower->towerType];
138 if (tower->cooldown <= 0.0f)
139 {
140 Enemy *enemy = EnemyGetClosestToCastle(tower->x, tower->y, config.range);
141 if (enemy)
142 {
143 tower->cooldown = config.cooldown;
144 // shoot the enemy; determine future position of the enemy
145 float bulletSpeed = config.projectileSpeed;
146 float bulletDamage = config.damage;
147 Vector2 velocity = enemy->simVelocity;
148 Vector2 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &velocity, 0);
149 Vector2 towerPosition = {tower->x, tower->y};
150 float eta = Vector2Distance(towerPosition, futurePosition) / bulletSpeed;
151 for (int i = 0; i < 8; i++) {
152 velocity = enemy->simVelocity;
153 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime + eta, &velocity, 0);
154 float distance = Vector2Distance(towerPosition, futurePosition);
155 float eta2 = distance / bulletSpeed;
156 if (fabs(eta - eta2) < 0.01f) {
157 break;
158 }
159 eta = (eta2 + eta) * 0.5f;
160 }
161 ProjectileTryAdd(PROJECTILE_TYPE_ARROW, enemy,
162 (Vector3){towerPosition.x, 1.33f, towerPosition.y},
163 (Vector3){futurePosition.x, 0.25f, futurePosition.y},
164 bulletSpeed, bulletDamage);
165 enemy->futureDamage += bulletDamage;
166 tower->lastTargetPosition = futurePosition;
167 }
168 }
169 else
170 {
171 tower->cooldown -= gameTime.deltaTime;
172 }
173 }
174
175 Tower *TowerGetAt(int16_t x, int16_t y)
176 {
177 for (int i = 0; i < towerCount; i++)
178 {
179 if (towers[i].x == x && towers[i].y == y && towers[i].towerType != TOWER_TYPE_NONE)
180 {
181 return &towers[i];
182 }
183 }
184 return 0;
185 }
186
187 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y)
188 {
189 if (towerCount >= TOWER_MAX_COUNT)
190 {
191 return 0;
192 }
193
194 Tower *tower = TowerGetAt(x, y);
195 if (tower)
196 {
197 return 0;
198 }
199
200 tower = &towers[towerCount++];
201 tower->x = x;
202 tower->y = y;
203 tower->towerType = towerType;
204 tower->cooldown = 0.0f;
205 tower->damage = 0.0f;
206 return tower;
207 }
208
209 Tower *GetTowerByType(uint8_t towerType)
210 {
211 for (int i = 0; i < towerCount; i++)
212 {
213 if (towers[i].towerType == towerType)
214 {
215 return &towers[i];
216 }
217 }
218 return 0;
219 }
220
221 int GetTowerCosts(uint8_t towerType)
222 {
223 return towerTypeConfigs[towerType].cost;
224 }
225
226 float TowerGetMaxHealth(Tower *tower)
227 {
228 return towerTypeConfigs[tower->towerType].maxHealth;
229 }
230
231 void TowerDraw()
232 {
233 for (int i = 0; i < towerCount; i++)
234 {
235 Tower tower = towers[i];
236 if (tower.towerType == TOWER_TYPE_NONE)
237 {
238 continue;
239 }
240
241 switch (tower.towerType)
242 {
243 case TOWER_TYPE_ARCHER:
244 {
245 Vector2 screenPosTower = GetWorldToScreen((Vector3){tower.x, 0.0f, tower.y}, currentLevel->camera);
246 Vector2 screenPosTarget = GetWorldToScreen((Vector3){tower.lastTargetPosition.x, 0.0f, tower.lastTargetPosition.y}, currentLevel->camera);
247 DrawModel(towerModels[TOWER_TYPE_WALL], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
248 DrawSpriteUnit(archerUnit, (Vector3){tower.x, 1.0f, tower.y}, 0, screenPosTarget.x > screenPosTower.x,
249 tower.cooldown > 0.2f ? SPRITE_UNIT_PHASE_WEAPON_COOLDOWN : SPRITE_UNIT_PHASE_WEAPON_IDLE);
250 }
251 break;
252 case TOWER_TYPE_BALLISTA:
253 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, BROWN);
254 break;
255 case TOWER_TYPE_CATAPULT:
256 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, DARKGRAY);
257 break;
258 default:
259 if (towerModels[tower.towerType].materials)
260 {
261 DrawModel(towerModels[tower.towerType], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
262 } else {
263 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, LIGHTGRAY);
264 }
265 break;
266 }
267 }
268 }
269
270 void TowerUpdate()
271 {
272 for (int i = 0; i < towerCount; i++)
273 {
274 Tower *tower = &towers[i];
275 switch (tower->towerType)
276 {
277 case TOWER_TYPE_CATAPULT:
278 case TOWER_TYPE_BALLISTA:
279 case TOWER_TYPE_ARCHER:
280 TowerGunUpdate(tower);
281 break;
282 }
283 }
284 }
285
286 void TowerDrawHealthBars(Camera3D camera)
287 {
288 for (int i = 0; i < towerCount; i++)
289 {
290 Tower *tower = &towers[i];
291 if (tower->towerType == TOWER_TYPE_NONE || tower->damage <= 0.0f)
292 {
293 continue;
294 }
295
296 Vector3 position = (Vector3){tower->x, 0.5f, tower->y};
297 float maxHealth = TowerGetMaxHealth(tower);
298 float health = maxHealth - tower->damage;
299 float healthRatio = health / maxHealth;
300
301 DrawHealthBar(camera, position, healthRatio, GREEN, 35.0f);
302 }
303 }
1 #ifndef TD_TUT_2_MAIN_H
2 #define TD_TUT_2_MAIN_H
3
4 #include <inttypes.h>
5
6 #include "raylib.h"
7 #include "preferred_size.h"
8
9 //# Declarations
10
11 #define ENEMY_MAX_PATH_COUNT 8
12 #define ENEMY_MAX_COUNT 400
13 #define ENEMY_TYPE_NONE 0
14 #define ENEMY_TYPE_MINION 1
15
16 #define PARTICLE_MAX_COUNT 400
17 #define PARTICLE_TYPE_NONE 0
18 #define PARTICLE_TYPE_EXPLOSION 1
19
20 typedef struct Particle
21 {
22 uint8_t particleType;
23 float spawnTime;
24 float lifetime;
25 Vector3 position;
26 Vector3 velocity;
27 } Particle;
28
29 #define TOWER_MAX_COUNT 400
30 enum TowerType
31 {
32 TOWER_TYPE_NONE,
33 TOWER_TYPE_BASE,
34 TOWER_TYPE_ARCHER,
35 TOWER_TYPE_BALLISTA,
36 TOWER_TYPE_CATAPULT,
37 TOWER_TYPE_WALL,
38 TOWER_TYPE_COUNT
39 };
40
41 typedef struct TowerTypeConfig
42 {
43 float cooldown;
44 float damage;
45 float range;
46 float areaDamageRadius;
47 float projectileSpeed;
48 uint8_t cost;
49 uint8_t projectileType;
50 uint16_t maxHealth;
51 } TowerTypeConfig;
52
53 typedef struct Tower
54 {
55 int16_t x, y;
56 uint8_t towerType;
57 Vector2 lastTargetPosition;
58 float cooldown;
59 float damage;
60 } Tower;
61
62 typedef struct GameTime
63 {
64 float time;
65 float deltaTime;
66 } GameTime;
67
68 typedef struct ButtonState {
69 char isSelected;
70 char isDisabled;
71 } ButtonState;
72
73 typedef struct GUIState {
74 int isBlocked;
75 } GUIState;
76
77 typedef enum LevelState
78 {
79 LEVEL_STATE_NONE,
80 LEVEL_STATE_BUILDING,
81 LEVEL_STATE_BATTLE,
82 LEVEL_STATE_WON_WAVE,
83 LEVEL_STATE_LOST_WAVE,
84 LEVEL_STATE_WON_LEVEL,
85 LEVEL_STATE_RESET,
86 } LevelState;
87
88 typedef struct EnemyWave {
89 uint8_t enemyType;
90 uint8_t wave;
91 uint16_t count;
92 float interval;
93 float delay;
94 Vector2 spawnPosition;
95
96 uint16_t spawned;
97 float timeToSpawnNext;
98 } EnemyWave;
99
100 typedef struct Level
101 {
102 int seed;
103 LevelState state;
104 LevelState nextState;
105 Camera3D camera;
106 int placementMode;
107
108 int initialGold;
109 int playerGold;
110
111 EnemyWave waves[10];
112 int currentWave;
113 float waveEndTimer;
114 } Level;
115
116 typedef struct DeltaSrc
117 {
118 char x, y;
119 } DeltaSrc;
120
121 typedef struct PathfindingMap
122 {
123 int width, height;
124 float scale;
125 float *distances;
126 long *towerIndex;
127 DeltaSrc *deltaSrc;
128 float maxDistance;
129 Matrix toMapSpace;
130 Matrix toWorldSpace;
131 } PathfindingMap;
132
133 // when we execute the pathfinding algorithm, we need to store the active nodes
134 // in a queue. Each node has a position, a distance from the start, and the
135 // position of the node that we came from.
136 typedef struct PathfindingNode
137 {
138 int16_t x, y, fromX, fromY;
139 float distance;
140 } PathfindingNode;
141
142 typedef struct EnemyId
143 {
144 uint16_t index;
145 uint16_t generation;
146 } EnemyId;
147
148 typedef struct EnemyClassConfig
149 {
150 float speed;
151 float health;
152 float radius;
153 float maxAcceleration;
154 float requiredContactTime;
155 float explosionDamage;
156 float explosionRange;
157 float explosionPushbackPower;
158 int goldValue;
159 } EnemyClassConfig;
160
161 typedef struct Enemy
162 {
163 int16_t currentX, currentY;
164 int16_t nextX, nextY;
165 Vector2 simPosition;
166 Vector2 simVelocity;
167 uint16_t generation;
168 float walkedDistance;
169 float startMovingTime;
170 float damage, futureDamage;
171 float contactTime;
172 uint8_t enemyType;
173 uint8_t movePathCount;
174 Vector2 movePath[ENEMY_MAX_PATH_COUNT];
175 } Enemy;
176
177 // a unit that uses sprites to be drawn
178 #define SPRITE_UNIT_PHASE_WEAPON_IDLE 0
179 #define SPRITE_UNIT_PHASE_WEAPON_COOLDOWN 1
180 typedef struct SpriteUnit
181 {
182 Rectangle srcRect;
183 Vector2 offset;
184 int frameCount;
185 float frameDuration;
186 Rectangle srcWeaponIdleRect;
187 Vector2 srcWeaponIdleOffset;
188 Rectangle srcWeaponCooldownRect;
189 Vector2 srcWeaponCooldownOffset;
190 } SpriteUnit;
191
192 #define PROJECTILE_MAX_COUNT 1200
193 #define PROJECTILE_TYPE_NONE 0
194 #define PROJECTILE_TYPE_ARROW 1
195
196 typedef struct Projectile
197 {
198 uint8_t projectileType;
199 float shootTime;
200 float arrivalTime;
201 float distance;
202 float damage;
203 Vector3 position;
204 Vector3 target;
205 Vector3 directionNormal;
206 EnemyId targetEnemy;
207 } Projectile;
208
209 //# Function declarations
210 float TowerGetMaxHealth(Tower *tower);
211 int Button(const char *text, int x, int y, int width, int height, ButtonState *state);
212 int EnemyAddDamage(Enemy *enemy, float damage);
213
214 //# Enemy functions
215 void EnemyInit();
216 void EnemyDraw();
217 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource);
218 void EnemyUpdate();
219 float EnemyGetCurrentMaxSpeed(Enemy *enemy);
220 float EnemyGetMaxHealth(Enemy *enemy);
221 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY);
222 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount);
223 EnemyId EnemyGetId(Enemy *enemy);
224 Enemy *EnemyTryResolve(EnemyId enemyId);
225 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY);
226 int EnemyAddDamage(Enemy *enemy, float damage);
227 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range);
228 int EnemyCount();
229 void EnemyDrawHealthbars(Camera3D camera);
230
231 //# Tower functions
232 void TowerInit();
233 Tower *TowerGetAt(int16_t x, int16_t y);
234 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y);
235 Tower *GetTowerByType(uint8_t towerType);
236 int GetTowerCosts(uint8_t towerType);
237 float TowerGetMaxHealth(Tower *tower);
238 void TowerDraw();
239 void TowerUpdate();
240 void TowerDrawHealthBars(Camera3D camera);
241 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase);
242
243 //# Particles
244 void ParticleInit();
245 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, float lifetime);
246 void ParticleUpdate();
247 void ParticleDraw();
248
249 //# Projectiles
250 void ProjectileInit();
251 void ProjectileDraw();
252 void ProjectileUpdate();
253 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, float damage);
254
255 //# Pathfinding map
256 void PathfindingMapInit(int width, int height, Vector3 translate, float scale);
257 float PathFindingGetDistance(int mapX, int mapY);
258 Vector2 PathFindingGetGradient(Vector3 world);
259 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY);
260 void PathFindingMapUpdate();
261 void PathFindingMapDraw();
262
263 //# UI
264 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth);
265
266 //# Level
267 void DrawLevelGround(Level *level);
268
269 //# variables
270 extern Level *currentLevel;
271 extern Enemy enemies[ENEMY_MAX_COUNT];
272 extern int enemyCount;
273 extern EnemyClassConfig enemyClassConfigs[];
274
275 extern GUIState guiState;
276 extern GameTime gameTime;
277 extern Tower towers[TOWER_MAX_COUNT];
278 extern int towerCount;
279
280 extern Texture2D palette, spriteSheet;
281
282 #endif
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static Projectile projectiles[PROJECTILE_MAX_COUNT];
5 static int projectileCount = 0;
6
7 void ProjectileInit()
8 {
9 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
10 {
11 projectiles[i] = (Projectile){0};
12 }
13 }
14
15 void ProjectileDraw()
16 {
17 for (int i = 0; i < projectileCount; i++)
18 {
19 Projectile projectile = projectiles[i];
20 if (projectile.projectileType == PROJECTILE_TYPE_NONE)
21 {
22 continue;
23 }
24 float transition = (gameTime.time - projectile.shootTime) / (projectile.arrivalTime - projectile.shootTime);
25 if (transition >= 1.0f)
26 {
27 continue;
28 }
29 for (float transitionOffset = 0.0f; transitionOffset < 1.0f; transitionOffset += 0.1f)
30 {
31 float t = transition + transitionOffset * 0.3f;
32 if (t > 1.0f)
33 {
34 break;
35 }
36 Vector3 position = Vector3Lerp(projectile.position, projectile.target, t);
37 Color color = RED;
38 if (projectile.projectileType == PROJECTILE_TYPE_ARROW)
39 {
40 // make tip red but quickly fade to brown
41 color = ColorLerp(BROWN, RED, transitionOffset * transitionOffset);
42 // fake a ballista flight path using parabola equation
43 float parabolaT = t - 0.5f;
44 parabolaT = 1.0f - 4.0f * parabolaT * parabolaT;
45 position.y += 0.15f * parabolaT * projectile.distance;
46 }
47
48 float size = 0.06f * (transitionOffset + 0.25f);
49 DrawCube(position, size, size, size, color);
50 }
51 }
52 }
53
54 void ProjectileUpdate()
55 {
56 for (int i = 0; i < projectileCount; i++)
57 {
58 Projectile *projectile = &projectiles[i];
59 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
60 {
61 continue;
62 }
63 float transition = (gameTime.time - projectile->shootTime) / (projectile->arrivalTime - projectile->shootTime);
64 if (transition >= 1.0f)
65 {
66 projectile->projectileType = PROJECTILE_TYPE_NONE;
67 Enemy *enemy = EnemyTryResolve(projectile->targetEnemy);
68 if (enemy)
69 {
70 EnemyAddDamage(enemy, projectile->damage);
71 }
72 continue;
73 }
74 }
75 }
76
77 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, float damage)
78 {
79 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
80 {
81 Projectile *projectile = &projectiles[i];
82 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
83 {
84 projectile->projectileType = projectileType;
85 projectile->shootTime = gameTime.time;
86 float distance = Vector3Distance(position, target);
87 projectile->arrivalTime = gameTime.time + distance / speed;
88 projectile->damage = damage;
89 projectile->position = position;
90 projectile->target = target;
91 projectile->directionNormal = Vector3Scale(Vector3Subtract(target, position), 1.0f / distance);
92 projectile->distance = distance;
93 projectile->targetEnemy = EnemyGetId(enemy);
94 projectileCount = projectileCount <= i ? i + 1 : projectileCount;
95 return projectile;
96 }
97 }
98 return 0;
99 }
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 EnemyClassConfig enemyClassConfigs[] = {
7 [ENEMY_TYPE_MINION] = {
8 .health = 10.0f,
9 .speed = 0.6f,
10 .radius = 0.25f,
11 .maxAcceleration = 1.0f,
12 .explosionDamage = 1.0f,
13 .requiredContactTime = 0.5f,
14 .explosionRange = 1.0f,
15 .explosionPushbackPower = 0.25f,
16 .goldValue = 1,
17 },
18 };
19
20 Enemy enemies[ENEMY_MAX_COUNT];
21 int enemyCount = 0;
22
23 SpriteUnit enemySprites[] = {
24 [ENEMY_TYPE_MINION] = {
25 .srcRect = {0, 16, 16, 16},
26 .offset = {8.0f, 0.0f},
27 .frameCount = 6,
28 .frameDuration = 0.1f,
29 },
30 };
31
32 void EnemyInit()
33 {
34 for (int i = 0; i < ENEMY_MAX_COUNT; i++)
35 {
36 enemies[i] = (Enemy){0};
37 }
38 enemyCount = 0;
39 }
40
41 float EnemyGetCurrentMaxSpeed(Enemy *enemy)
42 {
43 return enemyClassConfigs[enemy->enemyType].speed;
44 }
45
46 float EnemyGetMaxHealth(Enemy *enemy)
47 {
48 return enemyClassConfigs[enemy->enemyType].health;
49 }
50
51 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY)
52 {
53 int16_t castleX = 0;
54 int16_t castleY = 0;
55 int16_t dx = castleX - currentX;
56 int16_t dy = castleY - currentY;
57 if (dx == 0 && dy == 0)
58 {
59 *nextX = currentX;
60 *nextY = currentY;
61 return 1;
62 }
63 Vector2 gradient = PathFindingGetGradient((Vector3){currentX, 0, currentY});
64
65 if (gradient.x == 0 && gradient.y == 0)
66 {
67 *nextX = currentX;
68 *nextY = currentY;
69 return 1;
70 }
71
72 if (fabsf(gradient.x) > fabsf(gradient.y))
73 {
74 *nextX = currentX + (int16_t)(gradient.x > 0.0f ? 1 : -1);
75 *nextY = currentY;
76 return 0;
77 }
78 *nextX = currentX;
79 *nextY = currentY + (int16_t)(gradient.y > 0.0f ? 1 : -1);
80 return 0;
81 }
82
83
84 // this function predicts the movement of the unit for the next deltaT seconds
85 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount)
86 {
87 const float pointReachedDistance = 0.25f;
88 const float pointReachedDistance2 = pointReachedDistance * pointReachedDistance;
89 const float maxSimStepTime = 0.015625f;
90
91 float maxAcceleration = enemyClassConfigs[enemy->enemyType].maxAcceleration;
92 float maxSpeed = EnemyGetCurrentMaxSpeed(enemy);
93 int16_t nextX = enemy->nextX;
94 int16_t nextY = enemy->nextY;
95 Vector2 position = enemy->simPosition;
96 int passedCount = 0;
97 for (float t = 0.0f; t < deltaT; t += maxSimStepTime)
98 {
99 float stepTime = fminf(deltaT - t, maxSimStepTime);
100 Vector2 target = (Vector2){nextX, nextY};
101 float speed = Vector2Length(*velocity);
102 // draw the target position for debugging
103 DrawCubeWires((Vector3){target.x, 0.2f, target.y}, 0.1f, 0.4f, 0.1f, RED);
104 Vector2 lookForwardPos = Vector2Add(position, Vector2Scale(*velocity, speed));
105 if (Vector2DistanceSqr(target, lookForwardPos) <= pointReachedDistance2)
106 {
107 // we reached the target position, let's move to the next waypoint
108 EnemyGetNextPosition(nextX, nextY, &nextX, &nextY);
109 target = (Vector2){nextX, nextY};
110 // track how many waypoints we passed
111 passedCount++;
112 }
113
114 // acceleration towards the target
115 Vector2 unitDirection = Vector2Normalize(Vector2Subtract(target, lookForwardPos));
116 Vector2 acceleration = Vector2Scale(unitDirection, maxAcceleration * stepTime);
117 *velocity = Vector2Add(*velocity, acceleration);
118
119 // limit the speed to the maximum speed
120 if (speed > maxSpeed)
121 {
122 *velocity = Vector2Scale(*velocity, maxSpeed / speed);
123 }
124
125 // move the enemy
126 position = Vector2Add(position, Vector2Scale(*velocity, stepTime));
127 }
128
129 if (waypointPassedCount)
130 {
131 (*waypointPassedCount) = passedCount;
132 }
133
134 return position;
135 }
136
137 void EnemyDraw()
138 {
139 for (int i = 0; i < enemyCount; i++)
140 {
141 Enemy enemy = enemies[i];
142 if (enemy.enemyType == ENEMY_TYPE_NONE)
143 {
144 continue;
145 }
146
147 Vector2 position = EnemyGetPosition(&enemy, gameTime.time - enemy.startMovingTime, &enemy.simVelocity, 0);
148
149 // don't draw any trails for now; might replace this with footprints later
150 // if (enemy.movePathCount > 0)
151 // {
152 // Vector3 p = {enemy.movePath[0].x, 0.2f, enemy.movePath[0].y};
153 // DrawLine3D(p, (Vector3){position.x, 0.2f, position.y}, GREEN);
154 // }
155 // for (int j = 1; j < enemy.movePathCount; j++)
156 // {
157 // Vector3 p = {enemy.movePath[j - 1].x, 0.2f, enemy.movePath[j - 1].y};
158 // Vector3 q = {enemy.movePath[j].x, 0.2f, enemy.movePath[j].y};
159 // DrawLine3D(p, q, GREEN);
160 // }
161
162 switch (enemy.enemyType)
163 {
164 case ENEMY_TYPE_MINION:
165 DrawSpriteUnit(enemySprites[ENEMY_TYPE_MINION], (Vector3){position.x, 0.0f, position.y},
166 enemy.walkedDistance, 0, 0);
167 break;
168 }
169 }
170 }
171
172 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource)
173 {
174 // damage the tower
175 float explosionDamge = enemyClassConfigs[enemy->enemyType].explosionDamage;
176 float explosionRange = enemyClassConfigs[enemy->enemyType].explosionRange;
177 float explosionPushbackPower = enemyClassConfigs[enemy->enemyType].explosionPushbackPower;
178 float explosionRange2 = explosionRange * explosionRange;
179 tower->damage += enemyClassConfigs[enemy->enemyType].explosionDamage;
180 // explode the enemy
181 if (tower->damage >= TowerGetMaxHealth(tower))
182 {
183 tower->towerType = TOWER_TYPE_NONE;
184 }
185
186 ParticleAdd(PARTICLE_TYPE_EXPLOSION,
187 explosionSource,
188 (Vector3){0, 0.1f, 0}, 1.0f);
189
190 enemy->enemyType = ENEMY_TYPE_NONE;
191
192 // push back enemies & dealing damage
193 for (int i = 0; i < enemyCount; i++)
194 {
195 Enemy *other = &enemies[i];
196 if (other->enemyType == ENEMY_TYPE_NONE)
197 {
198 continue;
199 }
200 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, other->simPosition);
201 if (distanceSqr > 0 && distanceSqr < explosionRange2)
202 {
203 Vector2 direction = Vector2Normalize(Vector2Subtract(other->simPosition, enemy->simPosition));
204 other->simPosition = Vector2Add(other->simPosition, Vector2Scale(direction, explosionPushbackPower));
205 EnemyAddDamage(other, explosionDamge);
206 }
207 }
208 }
209
210 void EnemyUpdate()
211 {
212 const float castleX = 0;
213 const float castleY = 0;
214 const float maxPathDistance2 = 0.25f * 0.25f;
215
216 for (int i = 0; i < enemyCount; i++)
217 {
218 Enemy *enemy = &enemies[i];
219 if (enemy->enemyType == ENEMY_TYPE_NONE)
220 {
221 continue;
222 }
223
224 int waypointPassedCount = 0;
225 Vector2 prevPosition = enemy->simPosition;
226 enemy->simPosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &enemy->simVelocity, &waypointPassedCount);
227 enemy->startMovingTime = gameTime.time;
228 enemy->walkedDistance += Vector2Distance(prevPosition, enemy->simPosition);
229 // track path of unit
230 if (enemy->movePathCount == 0 || Vector2DistanceSqr(enemy->simPosition, enemy->movePath[0]) > maxPathDistance2)
231 {
232 for (int j = ENEMY_MAX_PATH_COUNT - 1; j > 0; j--)
233 {
234 enemy->movePath[j] = enemy->movePath[j - 1];
235 }
236 enemy->movePath[0] = enemy->simPosition;
237 if (++enemy->movePathCount > ENEMY_MAX_PATH_COUNT)
238 {
239 enemy->movePathCount = ENEMY_MAX_PATH_COUNT;
240 }
241 }
242
243 if (waypointPassedCount > 0)
244 {
245 enemy->currentX = enemy->nextX;
246 enemy->currentY = enemy->nextY;
247 if (EnemyGetNextPosition(enemy->currentX, enemy->currentY, &enemy->nextX, &enemy->nextY) &&
248 Vector2DistanceSqr(enemy->simPosition, (Vector2){castleX, castleY}) <= 0.25f * 0.25f)
249 {
250 // enemy reached the castle; remove it
251 enemy->enemyType = ENEMY_TYPE_NONE;
252 continue;
253 }
254 }
255 }
256
257 // handle collisions between enemies
258 for (int i = 0; i < enemyCount - 1; i++)
259 {
260 Enemy *enemyA = &enemies[i];
261 if (enemyA->enemyType == ENEMY_TYPE_NONE)
262 {
263 continue;
264 }
265 for (int j = i + 1; j < enemyCount; j++)
266 {
267 Enemy *enemyB = &enemies[j];
268 if (enemyB->enemyType == ENEMY_TYPE_NONE)
269 {
270 continue;
271 }
272 float distanceSqr = Vector2DistanceSqr(enemyA->simPosition, enemyB->simPosition);
273 float radiusA = enemyClassConfigs[enemyA->enemyType].radius;
274 float radiusB = enemyClassConfigs[enemyB->enemyType].radius;
275 float radiusSum = radiusA + radiusB;
276 if (distanceSqr < radiusSum * radiusSum && distanceSqr > 0.001f)
277 {
278 // collision
279 float distance = sqrtf(distanceSqr);
280 float overlap = radiusSum - distance;
281 // move the enemies apart, but softly; if we have a clog of enemies,
282 // moving them perfectly apart can cause them to jitter
283 float positionCorrection = overlap / 5.0f;
284 Vector2 direction = (Vector2){
285 (enemyB->simPosition.x - enemyA->simPosition.x) / distance * positionCorrection,
286 (enemyB->simPosition.y - enemyA->simPosition.y) / distance * positionCorrection};
287 enemyA->simPosition = Vector2Subtract(enemyA->simPosition, direction);
288 enemyB->simPosition = Vector2Add(enemyB->simPosition, direction);
289 }
290 }
291 }
292
293 // handle collisions between enemies and towers
294 for (int i = 0; i < enemyCount; i++)
295 {
296 Enemy *enemy = &enemies[i];
297 if (enemy->enemyType == ENEMY_TYPE_NONE)
298 {
299 continue;
300 }
301 enemy->contactTime -= gameTime.deltaTime;
302 if (enemy->contactTime < 0.0f)
303 {
304 enemy->contactTime = 0.0f;
305 }
306
307 float enemyRadius = enemyClassConfigs[enemy->enemyType].radius;
308 // linear search over towers; could be optimized by using path finding tower map,
309 // but for now, we keep it simple
310 for (int j = 0; j < towerCount; j++)
311 {
312 Tower *tower = &towers[j];
313 if (tower->towerType == TOWER_TYPE_NONE)
314 {
315 continue;
316 }
317 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){tower->x, tower->y});
318 float combinedRadius = enemyRadius + 0.708; // sqrt(0.5^2 + 0.5^2), corner-center distance of square with side length 1
319 if (distanceSqr > combinedRadius * combinedRadius)
320 {
321 continue;
322 }
323 // potential collision; square / circle intersection
324 float dx = tower->x - enemy->simPosition.x;
325 float dy = tower->y - enemy->simPosition.y;
326 float absDx = fabsf(dx);
327 float absDy = fabsf(dy);
328 Vector3 contactPoint = {0};
329 if (absDx <= 0.5f && absDx <= absDy) {
330 // vertical collision; push the enemy out horizontally
331 float overlap = enemyRadius + 0.5f - absDy;
332 if (overlap < 0.0f)
333 {
334 continue;
335 }
336 float direction = dy > 0.0f ? -1.0f : 1.0f;
337 enemy->simPosition.y += direction * overlap;
338 contactPoint = (Vector3){enemy->simPosition.x, 0.2f, tower->y + direction * 0.5f};
339 }
340 else if (absDy <= 0.5f && absDy <= absDx)
341 {
342 // horizontal collision; push the enemy out vertically
343 float overlap = enemyRadius + 0.5f - absDx;
344 if (overlap < 0.0f)
345 {
346 continue;
347 }
348 float direction = dx > 0.0f ? -1.0f : 1.0f;
349 enemy->simPosition.x += direction * overlap;
350 contactPoint = (Vector3){tower->x + direction * 0.5f, 0.2f, enemy->simPosition.y};
351 }
352 else
353 {
354 // possible collision with a corner
355 float cornerDX = dx > 0.0f ? -0.5f : 0.5f;
356 float cornerDY = dy > 0.0f ? -0.5f : 0.5f;
357 float cornerX = tower->x + cornerDX;
358 float cornerY = tower->y + cornerDY;
359 float cornerDistanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){cornerX, cornerY});
360 if (cornerDistanceSqr > enemyRadius * enemyRadius)
361 {
362 continue;
363 }
364 // push the enemy out along the diagonal
365 float cornerDistance = sqrtf(cornerDistanceSqr);
366 float overlap = enemyRadius - cornerDistance;
367 float directionX = cornerDistance > 0.0f ? (cornerX - enemy->simPosition.x) / cornerDistance : -cornerDX;
368 float directionY = cornerDistance > 0.0f ? (cornerY - enemy->simPosition.y) / cornerDistance : -cornerDY;
369 enemy->simPosition.x -= directionX * overlap;
370 enemy->simPosition.y -= directionY * overlap;
371 contactPoint = (Vector3){cornerX, 0.2f, cornerY};
372 }
373
374 if (enemyClassConfigs[enemy->enemyType].explosionDamage > 0.0f)
375 {
376 enemy->contactTime += gameTime.deltaTime * 2.0f; // * 2 to undo the subtraction above
377 if (enemy->contactTime >= enemyClassConfigs[enemy->enemyType].requiredContactTime)
378 {
379 EnemyTriggerExplode(enemy, tower, contactPoint);
380 }
381 }
382 }
383 }
384 }
385
386 EnemyId EnemyGetId(Enemy *enemy)
387 {
388 return (EnemyId){enemy - enemies, enemy->generation};
389 }
390
391 Enemy *EnemyTryResolve(EnemyId enemyId)
392 {
393 if (enemyId.index >= ENEMY_MAX_COUNT)
394 {
395 return 0;
396 }
397 Enemy *enemy = &enemies[enemyId.index];
398 if (enemy->generation != enemyId.generation || enemy->enemyType == ENEMY_TYPE_NONE)
399 {
400 return 0;
401 }
402 return enemy;
403 }
404
405 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY)
406 {
407 Enemy *spawn = 0;
408 for (int i = 0; i < enemyCount; i++)
409 {
410 Enemy *enemy = &enemies[i];
411 if (enemy->enemyType == ENEMY_TYPE_NONE)
412 {
413 spawn = enemy;
414 break;
415 }
416 }
417
418 if (enemyCount < ENEMY_MAX_COUNT && !spawn)
419 {
420 spawn = &enemies[enemyCount++];
421 }
422
423 if (spawn)
424 {
425 spawn->currentX = currentX;
426 spawn->currentY = currentY;
427 spawn->nextX = currentX;
428 spawn->nextY = currentY;
429 spawn->simPosition = (Vector2){currentX, currentY};
430 spawn->simVelocity = (Vector2){0, 0};
431 spawn->enemyType = enemyType;
432 spawn->startMovingTime = gameTime.time;
433 spawn->damage = 0.0f;
434 spawn->futureDamage = 0.0f;
435 spawn->generation++;
436 spawn->movePathCount = 0;
437 spawn->walkedDistance = 0.0f;
438 }
439
440 return spawn;
441 }
442
443 int EnemyAddDamage(Enemy *enemy, float damage)
444 {
445 enemy->damage += damage;
446 if (enemy->damage >= EnemyGetMaxHealth(enemy))
447 {
448 currentLevel->playerGold += enemyClassConfigs[enemy->enemyType].goldValue;
449 enemy->enemyType = ENEMY_TYPE_NONE;
450 return 1;
451 }
452
453 return 0;
454 }
455
456 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range)
457 {
458 int16_t castleX = 0;
459 int16_t castleY = 0;
460 Enemy* closest = 0;
461 int16_t closestDistance = 0;
462 float range2 = range * range;
463 for (int i = 0; i < enemyCount; i++)
464 {
465 Enemy* enemy = &enemies[i];
466 if (enemy->enemyType == ENEMY_TYPE_NONE)
467 {
468 continue;
469 }
470 float maxHealth = EnemyGetMaxHealth(enemy);
471 if (enemy->futureDamage >= maxHealth)
472 {
473 // ignore enemies that will die soon
474 continue;
475 }
476 int16_t dx = castleX - enemy->currentX;
477 int16_t dy = castleY - enemy->currentY;
478 int16_t distance = abs(dx) + abs(dy);
479 if (!closest || distance < closestDistance)
480 {
481 float tdx = towerX - enemy->currentX;
482 float tdy = towerY - enemy->currentY;
483 float tdistance2 = tdx * tdx + tdy * tdy;
484 if (tdistance2 <= range2)
485 {
486 closest = enemy;
487 closestDistance = distance;
488 }
489 }
490 }
491 return closest;
492 }
493
494 int EnemyCount()
495 {
496 int count = 0;
497 for (int i = 0; i < enemyCount; i++)
498 {
499 if (enemies[i].enemyType != ENEMY_TYPE_NONE)
500 {
501 count++;
502 }
503 }
504 return count;
505 }
506
507 void EnemyDrawHealthbars(Camera3D camera)
508 {
509 for (int i = 0; i < enemyCount; i++)
510 {
511 Enemy *enemy = &enemies[i];
512 if (enemy->enemyType == ENEMY_TYPE_NONE || enemy->damage == 0.0f)
513 {
514 continue;
515 }
516 Vector3 position = (Vector3){enemy->simPosition.x, 0.5f, enemy->simPosition.y};
517 float maxHealth = EnemyGetMaxHealth(enemy);
518 float health = maxHealth - enemy->damage;
519 float healthRatio = health / maxHealth;
520
521 DrawHealthBar(camera, position, healthRatio, GREEN, 15.0f);
522 }
523 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 // The queue is a simple array of nodes, we add nodes to the end and remove
5 // nodes from the front. We keep the array around to avoid unnecessary allocations
6 static PathfindingNode *pathfindingNodeQueue = 0;
7 static int pathfindingNodeQueueCount = 0;
8 static int pathfindingNodeQueueCapacity = 0;
9
10 // The pathfinding map stores the distances from the castle to each cell in the map.
11 static PathfindingMap pathfindingMap = {0};
12
13 void PathfindingMapInit(int width, int height, Vector3 translate, float scale)
14 {
15 // transforming between map space and world space allows us to adapt
16 // position and scale of the map without changing the pathfinding data
17 pathfindingMap.toWorldSpace = MatrixTranslate(translate.x, translate.y, translate.z);
18 pathfindingMap.toWorldSpace = MatrixMultiply(pathfindingMap.toWorldSpace, MatrixScale(scale, scale, scale));
19 pathfindingMap.toMapSpace = MatrixInvert(pathfindingMap.toWorldSpace);
20 pathfindingMap.width = width;
21 pathfindingMap.height = height;
22 pathfindingMap.scale = scale;
23 pathfindingMap.distances = (float *)MemAlloc(width * height * sizeof(float));
24 for (int i = 0; i < width * height; i++)
25 {
26 pathfindingMap.distances[i] = -1.0f;
27 }
28
29 pathfindingMap.towerIndex = (long *)MemAlloc(width * height * sizeof(long));
30 pathfindingMap.deltaSrc = (DeltaSrc *)MemAlloc(width * height * sizeof(DeltaSrc));
31 }
32
33 static void PathFindingNodePush(int16_t x, int16_t y, int16_t fromX, int16_t fromY, float distance)
34 {
35 if (pathfindingNodeQueueCount >= pathfindingNodeQueueCapacity)
36 {
37 pathfindingNodeQueueCapacity = pathfindingNodeQueueCapacity == 0 ? 256 : pathfindingNodeQueueCapacity * 2;
38 // we use MemAlloc/MemRealloc to allocate memory for the queue
39 // I am not entirely sure if MemRealloc allows passing a null pointer
40 // so we check if the pointer is null and use MemAlloc in that case
41 if (pathfindingNodeQueue == 0)
42 {
43 pathfindingNodeQueue = (PathfindingNode *)MemAlloc(pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
44 }
45 else
46 {
47 pathfindingNodeQueue = (PathfindingNode *)MemRealloc(pathfindingNodeQueue, pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
48 }
49 }
50
51 PathfindingNode *node = &pathfindingNodeQueue[pathfindingNodeQueueCount++];
52 node->x = x;
53 node->y = y;
54 node->fromX = fromX;
55 node->fromY = fromY;
56 node->distance = distance;
57 }
58
59 static PathfindingNode *PathFindingNodePop()
60 {
61 if (pathfindingNodeQueueCount == 0)
62 {
63 return 0;
64 }
65 // we return the first node in the queue; we want to return a pointer to the node
66 // so we can return 0 if the queue is empty.
67 // We should _not_ return a pointer to the element in the list, because the list
68 // may be reallocated and the pointer would become invalid. Or the
69 // popped element is overwritten by the next push operation.
70 // Using static here means that the variable is permanently allocated.
71 static PathfindingNode node;
72 node = pathfindingNodeQueue[0];
73 // we shift all nodes one position to the front
74 for (int i = 1; i < pathfindingNodeQueueCount; i++)
75 {
76 pathfindingNodeQueue[i - 1] = pathfindingNodeQueue[i];
77 }
78 --pathfindingNodeQueueCount;
79 return &node;
80 }
81
82 float PathFindingGetDistance(int mapX, int mapY)
83 {
84 if (mapX < 0 || mapX >= pathfindingMap.width || mapY < 0 || mapY >= pathfindingMap.height)
85 {
86 // when outside the map, we return the manhattan distance to the castle (0,0)
87 return fabsf((float)mapX) + fabsf((float)mapY);
88 }
89
90 return pathfindingMap.distances[mapY * pathfindingMap.width + mapX];
91 }
92
93 // transform a world position to a map position in the array;
94 // returns true if the position is inside the map
95 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY)
96 {
97 Vector3 mapPosition = Vector3Transform(worldPosition, pathfindingMap.toMapSpace);
98 *mapX = (int16_t)mapPosition.x;
99 *mapY = (int16_t)mapPosition.z;
100 return *mapX >= 0 && *mapX < pathfindingMap.width && *mapY >= 0 && *mapY < pathfindingMap.height;
101 }
102
103 void PathFindingMapUpdate()
104 {
105 const int castleX = 0, castleY = 0;
106 int16_t castleMapX, castleMapY;
107 if (!PathFindingFromWorldToMapPosition((Vector3){castleX, 0.0f, castleY}, &castleMapX, &castleMapY))
108 {
109 return;
110 }
111 int width = pathfindingMap.width, height = pathfindingMap.height;
112
113 // reset the distances to -1
114 for (int i = 0; i < width * height; i++)
115 {
116 pathfindingMap.distances[i] = -1.0f;
117 }
118 // reset the tower indices
119 for (int i = 0; i < width * height; i++)
120 {
121 pathfindingMap.towerIndex[i] = -1;
122 }
123 // reset the delta src
124 for (int i = 0; i < width * height; i++)
125 {
126 pathfindingMap.deltaSrc[i].x = 0;
127 pathfindingMap.deltaSrc[i].y = 0;
128 }
129
130 for (int i = 0; i < towerCount; i++)
131 {
132 Tower *tower = &towers[i];
133 if (tower->towerType == TOWER_TYPE_NONE || tower->towerType == TOWER_TYPE_BASE)
134 {
135 continue;
136 }
137 int16_t mapX, mapY;
138 // technically, if the tower cell scale is not in sync with the pathfinding map scale,
139 // this would not work correctly and needs to be refined to allow towers covering multiple cells
140 // or having multiple towers in one cell; for simplicity, we assume that the tower covers exactly
141 // one cell. For now.
142 if (!PathFindingFromWorldToMapPosition((Vector3){tower->x, 0.0f, tower->y}, &mapX, &mapY))
143 {
144 continue;
145 }
146 int index = mapY * width + mapX;
147 pathfindingMap.towerIndex[index] = i;
148 }
149
150 // we start at the castle and add the castle to the queue
151 pathfindingMap.maxDistance = 0.0f;
152 pathfindingNodeQueueCount = 0;
153 PathFindingNodePush(castleMapX, castleMapY, castleMapX, castleMapY, 0.0f);
154 PathfindingNode *node = 0;
155 while ((node = PathFindingNodePop()))
156 {
157 if (node->x < 0 || node->x >= width || node->y < 0 || node->y >= height)
158 {
159 continue;
160 }
161 int index = node->y * width + node->x;
162 if (pathfindingMap.distances[index] >= 0 && pathfindingMap.distances[index] <= node->distance)
163 {
164 continue;
165 }
166
167 int deltaX = node->x - node->fromX;
168 int deltaY = node->y - node->fromY;
169 // even if the cell is blocked by a tower, we still may want to store the direction
170 // (though this might not be needed, IDK right now)
171 pathfindingMap.deltaSrc[index].x = (char) deltaX;
172 pathfindingMap.deltaSrc[index].y = (char) deltaY;
173
174 // we skip nodes that are blocked by towers
175 if (pathfindingMap.towerIndex[index] >= 0)
176 {
177 node->distance += 8.0f;
178 }
179 pathfindingMap.distances[index] = node->distance;
180 pathfindingMap.maxDistance = fmaxf(pathfindingMap.maxDistance, node->distance);
181 PathFindingNodePush(node->x, node->y + 1, node->x, node->y, node->distance + 1.0f);
182 PathFindingNodePush(node->x, node->y - 1, node->x, node->y, node->distance + 1.0f);
183 PathFindingNodePush(node->x + 1, node->y, node->x, node->y, node->distance + 1.0f);
184 PathFindingNodePush(node->x - 1, node->y, node->x, node->y, node->distance + 1.0f);
185 }
186 }
187
188 void PathFindingMapDraw()
189 {
190 float cellSize = pathfindingMap.scale * 0.9f;
191 float highlightDistance = fmodf(GetTime() * 4.0f, pathfindingMap.maxDistance);
192 for (int x = 0; x < pathfindingMap.width; x++)
193 {
194 for (int y = 0; y < pathfindingMap.height; y++)
195 {
196 float distance = pathfindingMap.distances[y * pathfindingMap.width + x];
197 float colorV = distance < 0 ? 0 : fminf(distance / pathfindingMap.maxDistance, 1.0f);
198 Color color = distance < 0 ? BLUE : (Color){fminf(colorV, 1.0f) * 255, 0, 0, 255};
199 Vector3 position = Vector3Transform((Vector3){x, -0.25f, y}, pathfindingMap.toWorldSpace);
200 // animate the distance "wave" to show how the pathfinding algorithm expands
201 // from the castle
202 if (distance + 0.5f > highlightDistance && distance - 0.5f < highlightDistance)
203 {
204 color = BLACK;
205 }
206 DrawCube(position, cellSize, 0.1f, cellSize, color);
207 }
208 }
209 }
210
211 Vector2 PathFindingGetGradient(Vector3 world)
212 {
213 int16_t mapX, mapY;
214 if (PathFindingFromWorldToMapPosition(world, &mapX, &mapY))
215 {
216 DeltaSrc delta = pathfindingMap.deltaSrc[mapY * pathfindingMap.width + mapX];
217 return (Vector2){(float)-delta.x, (float)-delta.y};
218 }
219 // fallback to a simple gradient calculation
220 float n = PathFindingGetDistance(mapX, mapY - 1);
221 float s = PathFindingGetDistance(mapX, mapY + 1);
222 float w = PathFindingGetDistance(mapX - 1, mapY);
223 float e = PathFindingGetDistance(mapX + 1, mapY);
224 return (Vector2){w - e + 0.25f, n - s + 0.125f};
225 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static Particle particles[PARTICLE_MAX_COUNT];
5 static int particleCount = 0;
6
7 void ParticleInit()
8 {
9 for (int i = 0; i < PARTICLE_MAX_COUNT; i++)
10 {
11 particles[i] = (Particle){0};
12 }
13 particleCount = 0;
14 }
15
16 static void DrawExplosionParticle(Particle *particle, float transition)
17 {
18 float size = 1.2f * (1.0f - transition);
19 Color startColor = WHITE;
20 Color endColor = RED;
21 Color color = ColorLerp(startColor, endColor, transition);
22 DrawCube(particle->position, size, size, size, color);
23 }
24
25 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, float lifetime)
26 {
27 if (particleCount >= PARTICLE_MAX_COUNT)
28 {
29 return;
30 }
31
32 int index = -1;
33 for (int i = 0; i < particleCount; i++)
34 {
35 if (particles[i].particleType == PARTICLE_TYPE_NONE)
36 {
37 index = i;
38 break;
39 }
40 }
41
42 if (index == -1)
43 {
44 index = particleCount++;
45 }
46
47 Particle *particle = &particles[index];
48 particle->particleType = particleType;
49 particle->spawnTime = gameTime.time;
50 particle->lifetime = lifetime;
51 particle->position = position;
52 particle->velocity = velocity;
53 }
54
55 void ParticleUpdate()
56 {
57 for (int i = 0; i < particleCount; i++)
58 {
59 Particle *particle = &particles[i];
60 if (particle->particleType == PARTICLE_TYPE_NONE)
61 {
62 continue;
63 }
64
65 float age = gameTime.time - particle->spawnTime;
66
67 if (particle->lifetime > age)
68 {
69 particle->position = Vector3Add(particle->position, Vector3Scale(particle->velocity, gameTime.deltaTime));
70 }
71 else {
72 particle->particleType = PARTICLE_TYPE_NONE;
73 }
74 }
75 }
76
77 void ParticleDraw()
78 {
79 for (int i = 0; i < particleCount; i++)
80 {
81 Particle particle = particles[i];
82 if (particle.particleType == PARTICLE_TYPE_NONE)
83 {
84 continue;
85 }
86
87 float age = gameTime.time - particle.spawnTime;
88 float transition = age / particle.lifetime;
89 switch (particle.particleType)
90 {
91 case PARTICLE_TYPE_EXPLOSION:
92 DrawExplosionParticle(&particle, transition);
93 break;
94 default:
95 DrawCube(particle.position, 0.3f, 0.5f, 0.3f, RED);
96 break;
97 }
98 }
99 }
1 #include "raylib.h"
2 #include "preferred_size.h"
3
4 // Since the canvas size is not known at compile time, we need to query it at runtime;
5 // the following platform specific code obtains the canvas size and we will use this
6 // size as the preferred size for the window at init time. We're ignoring here the
7 // possibility of the canvas size changing during runtime - this would require to
8 // poll the canvas size in the game loop or establishing a callback to be notified
9
10 #ifdef PLATFORM_WEB
11 #include <emscripten.h>
12 EMSCRIPTEN_RESULT emscripten_get_element_css_size(const char *target, double *width, double *height);
13
14 void GetPreferredSize(int *screenWidth, int *screenHeight)
15 {
16 double canvasWidth, canvasHeight;
17 emscripten_get_element_css_size("#" CANVAS_NAME, &canvasWidth, &canvasHeight);
18 *screenWidth = (int)canvasWidth;
19 *screenHeight = (int)canvasHeight;
20 TraceLog(LOG_INFO, "preferred size for %s: %d %d", CANVAS_NAME, *screenWidth, *screenHeight);
21 }
22
23 int IsPaused()
24 {
25 const char *js = "(function(){\n"
26 " var canvas = document.getElementById(\"" CANVAS_NAME "\");\n"
27 " var rect = canvas.getBoundingClientRect();\n"
28 " var isVisible = (\n"
29 " rect.top >= 0 &&\n"
30 " rect.left >= 0 &&\n"
31 " rect.bottom <= (window.innerHeight || document.documentElement.clientHeight) &&\n"
32 " rect.right <= (window.innerWidth || document.documentElement.clientWidth)\n"
33 " );\n"
34 " return isVisible ? 0 : 1;\n"
35 "})()";
36 return emscripten_run_script_int(js);
37 }
38
39 #else
40 void GetPreferredSize(int *screenWidth, int *screenHeight)
41 {
42 *screenWidth = 600;
43 *screenHeight = 240;
44 }
45 int IsPaused()
46 {
47 return 0;
48 }
49 #endif
1 #ifndef PREFERRED_SIZE_H
2 #define PREFERRED_SIZE_H
3
4 void GetPreferredSize(int *screenWidth, int *screenHeight);
5 int IsPaused();
6
7 #endif
This was fairly simple to do and adding the tower is easy too. The catapult tower is also working as well - after all, with the new structure, it was a matter of adding a the configuration and handling the tower type in the tower update function.
While I don't want to add graphics in this part, we can at least adjust the projectile effect so the catapult tower shoots a projectile that flies in a high arc while the ballista tower shoots in an almost straight line. For that change, we only need to create new projectile types and adjust the projectile system:
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 //# Variables
7 GUIState guiState = {0};
8 GameTime gameTime = {0};
9
10 Model floorTileAModel = {0};
11 Model floorTileBModel = {0};
12 Model treeModel[2] = {0};
13 Model firTreeModel[2] = {0};
14 Model rockModels[5] = {0};
15 Model grassPatchModel[1] = {0};
16
17 Texture2D palette, spriteSheet;
18
19 Level levels[] = {
20 [0] = {
21 .state = LEVEL_STATE_BUILDING,
22 .initialGold = 20,
23 .waves[0] = {
24 .enemyType = ENEMY_TYPE_MINION,
25 .wave = 0,
26 .count = 10,
27 .interval = 2.5f,
28 .delay = 1.0f,
29 .spawnPosition = {0, 6},
30 },
31 .waves[1] = {
32 .enemyType = ENEMY_TYPE_MINION,
33 .wave = 1,
34 .count = 20,
35 .interval = 1.5f,
36 .delay = 1.0f,
37 .spawnPosition = {0, 6},
38 },
39 .waves[2] = {
40 .enemyType = ENEMY_TYPE_MINION,
41 .wave = 2,
42 .count = 30,
43 .interval = 1.2f,
44 .delay = 1.0f,
45 .spawnPosition = {0, 6},
46 }
47 },
48 };
49
50 Level *currentLevel = levels;
51
52 //# Game
53
54 static Model LoadGLBModel(char *filename)
55 {
56 Model model = LoadModel(TextFormat("data/%s.glb",filename));
57 if (model.materialCount > 1)
58 {
59 model.materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
60 }
61 return model;
62 }
63
64 void LoadAssets()
65 {
66 // load a sprite sheet that contains all units
67 spriteSheet = LoadTexture("data/spritesheet.png");
68 SetTextureFilter(spriteSheet, TEXTURE_FILTER_BILINEAR);
69
70 // we'll use a palette texture to colorize the all buildings and environment art
71 palette = LoadTexture("data/palette.png");
72 // The texture uses gradients on very small space, so we'll enable bilinear filtering
73 SetTextureFilter(palette, TEXTURE_FILTER_BILINEAR);
74
75 floorTileAModel = LoadGLBModel("floor-tile-a");
76 floorTileBModel = LoadGLBModel("floor-tile-b");
77 treeModel[0] = LoadGLBModel("leaftree-large-1-a");
78 treeModel[1] = LoadGLBModel("leaftree-large-1-b");
79 firTreeModel[0] = LoadGLBModel("firtree-1-a");
80 firTreeModel[1] = LoadGLBModel("firtree-1-b");
81 rockModels[0] = LoadGLBModel("rock-1");
82 rockModels[1] = LoadGLBModel("rock-2");
83 rockModels[2] = LoadGLBModel("rock-3");
84 rockModels[3] = LoadGLBModel("rock-4");
85 rockModels[4] = LoadGLBModel("rock-5");
86 grassPatchModel[0] = LoadGLBModel("grass-patch-1");
87 }
88
89 void InitLevel(Level *level)
90 {
91 level->seed = (int)(GetTime() * 100.0f);
92
93 TowerInit();
94 EnemyInit();
95 ProjectileInit();
96 ParticleInit();
97 TowerTryAdd(TOWER_TYPE_BASE, 0, 0);
98
99 level->placementMode = 0;
100 level->state = LEVEL_STATE_BUILDING;
101 level->nextState = LEVEL_STATE_NONE;
102 level->playerGold = level->initialGold;
103 level->currentWave = 0;
104
105 Camera *camera = &level->camera;
106 camera->position = (Vector3){4.0f, 8.0f, 8.0f};
107 camera->target = (Vector3){0.0f, 0.0f, 0.0f};
108 camera->up = (Vector3){0.0f, 1.0f, 0.0f};
109 camera->fovy = 10.0f;
110 camera->projection = CAMERA_ORTHOGRAPHIC;
111 }
112
113 void DrawLevelHud(Level *level)
114 {
115 const char *text = TextFormat("Gold: %d", level->playerGold);
116 Font font = GetFontDefault();
117 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 120, 10}, font.baseSize * 2.0f, 2.0f, BLACK);
118 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 122, 8}, font.baseSize * 2.0f, 2.0f, YELLOW);
119 }
120
121 void DrawLevelReportLostWave(Level *level)
122 {
123 BeginMode3D(level->camera);
124 DrawLevelGround(level);
125 TowerDraw();
126 EnemyDraw();
127 ProjectileDraw();
128 ParticleDraw();
129 guiState.isBlocked = 0;
130 EndMode3D();
131
132 TowerDrawHealthBars(level->camera);
133
134 const char *text = "Wave lost";
135 int textWidth = MeasureText(text, 20);
136 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
137
138 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
139 {
140 level->nextState = LEVEL_STATE_RESET;
141 }
142 }
143
144 int HasLevelNextWave(Level *level)
145 {
146 for (int i = 0; i < 10; i++)
147 {
148 EnemyWave *wave = &level->waves[i];
149 if (wave->wave == level->currentWave)
150 {
151 return 1;
152 }
153 }
154 return 0;
155 }
156
157 void DrawLevelReportWonWave(Level *level)
158 {
159 BeginMode3D(level->camera);
160 DrawLevelGround(level);
161 TowerDraw();
162 EnemyDraw();
163 ProjectileDraw();
164 ParticleDraw();
165 guiState.isBlocked = 0;
166 EndMode3D();
167
168 TowerDrawHealthBars(level->camera);
169
170 const char *text = "Wave won";
171 int textWidth = MeasureText(text, 20);
172 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
173
174
175 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
176 {
177 level->nextState = LEVEL_STATE_RESET;
178 }
179
180 if (HasLevelNextWave(level))
181 {
182 if (Button("Prepare for next wave", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
183 {
184 level->nextState = LEVEL_STATE_BUILDING;
185 }
186 }
187 else {
188 if (Button("Level won", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
189 {
190 level->nextState = LEVEL_STATE_WON_LEVEL;
191 }
192 }
193 }
194
195 void DrawBuildingBuildButton(Level *level, int x, int y, int width, int height, uint8_t towerType, const char *name)
196 {
197 static ButtonState buttonStates[8] = {0};
198 int cost = GetTowerCosts(towerType);
199 const char *text = TextFormat("%s: %d", name, cost);
200 buttonStates[towerType].isSelected = level->placementMode == towerType;
201 buttonStates[towerType].isDisabled = level->playerGold < cost;
202 if (Button(text, x, y, width, height, &buttonStates[towerType]))
203 {
204 level->placementMode = buttonStates[towerType].isSelected ? 0 : towerType;
205 }
206 }
207
208 float GetRandomFloat(float min, float max)
209 {
210 int random = GetRandomValue(0, 0xfffffff);
211 return ((float)random / (float)0xfffffff) * (max - min) + min;
212 }
213
214 void DrawLevelGround(Level *level)
215 {
216 // draw checkerboard ground pattern
217 for (int x = -5; x <= 5; x += 1)
218 {
219 for (int y = -5; y <= 5; y += 1)
220 {
221 Model *model = (x + y) % 2 == 0 ? &floorTileAModel : &floorTileBModel;
222 DrawModel(*model, (Vector3){x, 0.0f, y}, 1.0f, WHITE);
223 }
224 }
225
226 int oldSeed = GetRandomValue(0, 0xfffffff);
227 SetRandomSeed(level->seed);
228 // increase probability for trees via duplicated entries
229 Model borderModels[64];
230 int maxRockCount = GetRandomValue(2, 6);
231 int maxTreeCount = GetRandomValue(10, 20);
232 int maxFirTreeCount = GetRandomValue(5, 10);
233 int maxLeafTreeCount = maxTreeCount - maxFirTreeCount;
234 int grassPatchCount = GetRandomValue(5, 30);
235
236 int modelCount = 0;
237 for (int i = 0; i < maxRockCount && modelCount < 63; i++)
238 {
239 borderModels[modelCount++] = rockModels[GetRandomValue(0, 5)];
240 }
241 for (int i = 0; i < maxLeafTreeCount && modelCount < 63; i++)
242 {
243 borderModels[modelCount++] = treeModel[GetRandomValue(0, 1)];
244 }
245 for (int i = 0; i < maxFirTreeCount && modelCount < 63; i++)
246 {
247 borderModels[modelCount++] = firTreeModel[GetRandomValue(0, 1)];
248 }
249 for (int i = 0; i < grassPatchCount && modelCount < 63; i++)
250 {
251 borderModels[modelCount++] = grassPatchModel[0];
252 }
253
254 // draw some objects around the border of the map
255 Vector3 up = {0, 1, 0};
256 // a pseudo random number generator to get the same result every time
257 const float wiggle = 0.75f;
258 const int layerCount = 3;
259 for (int layer = 0; layer < layerCount; layer++)
260 {
261 int layerPos = 6 + layer;
262 for (int x = -6 + layer; x <= 6 + layer; x += 1)
263 {
264 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
265 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, -layerPos + GetRandomFloat(0.0f, wiggle)},
266 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
267 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
268 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, layerPos + GetRandomFloat(0.0f, wiggle)},
269 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
270 }
271
272 for (int z = -5 + layer; z <= 5 + layer; z += 1)
273 {
274 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
275 (Vector3){-layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
276 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
277 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
278 (Vector3){layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
279 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
280 }
281 }
282
283 SetRandomSeed(oldSeed);
284 }
285
286 void DrawLevelBuildingState(Level *level)
287 {
288 BeginMode3D(level->camera);
289 DrawLevelGround(level);
290 TowerDraw();
291 EnemyDraw();
292 ProjectileDraw();
293 ParticleDraw();
294
295 Ray ray = GetScreenToWorldRay(GetMousePosition(), level->camera);
296 float planeDistance = ray.position.y / -ray.direction.y;
297 float planeX = ray.direction.x * planeDistance + ray.position.x;
298 float planeY = ray.direction.z * planeDistance + ray.position.z;
299 int16_t mapX = (int16_t)floorf(planeX + 0.5f);
300 int16_t mapY = (int16_t)floorf(planeY + 0.5f);
301 if (level->placementMode && !guiState.isBlocked && mapX >= -5 && mapX <= 5 && mapY >= -5 && mapY <= 5)
302 {
303 DrawCubeWires((Vector3){mapX, 0.2f, mapY}, 1.0f, 0.4f, 1.0f, RED);
304 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
305 {
306 if (TowerTryAdd(level->placementMode, mapX, mapY))
307 {
308 level->playerGold -= GetTowerCosts(level->placementMode);
309 level->placementMode = TOWER_TYPE_NONE;
310 }
311 }
312 }
313
314 guiState.isBlocked = 0;
315
316 EndMode3D();
317
318 TowerDrawHealthBars(level->camera);
319
320 static ButtonState buildWallButtonState = {0};
321 static ButtonState buildGunButtonState = {0};
322 buildWallButtonState.isSelected = level->placementMode == TOWER_TYPE_WALL;
323 buildGunButtonState.isSelected = level->placementMode == TOWER_TYPE_ARCHER;
324
325 DrawBuildingBuildButton(level, 10, 10, 110, 30, TOWER_TYPE_WALL, "Wall");
326 DrawBuildingBuildButton(level, 10, 50, 110, 30, TOWER_TYPE_ARCHER, "Archer");
327 DrawBuildingBuildButton(level, 10, 90, 110, 30, TOWER_TYPE_BALLISTA, "Ballista");
328 DrawBuildingBuildButton(level, 10, 130, 110, 30, TOWER_TYPE_CATAPULT, "Catapult");
329
330 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
331 {
332 level->nextState = LEVEL_STATE_RESET;
333 }
334
335 if (Button("Begin waves", GetScreenWidth() - 160, GetScreenHeight() - 40, 160, 30, 0))
336 {
337 level->nextState = LEVEL_STATE_BATTLE;
338 }
339
340 const char *text = "Building phase";
341 int textWidth = MeasureText(text, 20);
342 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
343 }
344
345 void InitBattleStateConditions(Level *level)
346 {
347 level->state = LEVEL_STATE_BATTLE;
348 level->nextState = LEVEL_STATE_NONE;
349 level->waveEndTimer = 0.0f;
350 for (int i = 0; i < 10; i++)
351 {
352 EnemyWave *wave = &level->waves[i];
353 wave->spawned = 0;
354 wave->timeToSpawnNext = wave->delay;
355 }
356 }
357
358 void DrawLevelBattleState(Level *level)
359 {
360 BeginMode3D(level->camera);
361 DrawLevelGround(level);
362 TowerDraw();
363 EnemyDraw();
364 ProjectileDraw();
365 ParticleDraw();
366 guiState.isBlocked = 0;
367 EndMode3D();
368
369 EnemyDrawHealthbars(level->camera);
370 TowerDrawHealthBars(level->camera);
371
372 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
373 {
374 level->nextState = LEVEL_STATE_RESET;
375 }
376
377 int maxCount = 0;
378 int remainingCount = 0;
379 for (int i = 0; i < 10; i++)
380 {
381 EnemyWave *wave = &level->waves[i];
382 if (wave->wave != level->currentWave)
383 {
384 continue;
385 }
386 maxCount += wave->count;
387 remainingCount += wave->count - wave->spawned;
388 }
389 int aliveCount = EnemyCount();
390 remainingCount += aliveCount;
391
392 const char *text = TextFormat("Battle phase: %03d%%", 100 - remainingCount * 100 / maxCount);
393 int textWidth = MeasureText(text, 20);
394 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
395 }
396
397 void DrawLevel(Level *level)
398 {
399 switch (level->state)
400 {
401 case LEVEL_STATE_BUILDING: DrawLevelBuildingState(level); break;
402 case LEVEL_STATE_BATTLE: DrawLevelBattleState(level); break;
403 case LEVEL_STATE_WON_WAVE: DrawLevelReportWonWave(level); break;
404 case LEVEL_STATE_LOST_WAVE: DrawLevelReportLostWave(level); break;
405 default: break;
406 }
407
408 DrawLevelHud(level);
409 }
410
411 void UpdateLevel(Level *level)
412 {
413 if (level->state == LEVEL_STATE_BATTLE)
414 {
415 int activeWaves = 0;
416 for (int i = 0; i < 10; i++)
417 {
418 EnemyWave *wave = &level->waves[i];
419 if (wave->spawned >= wave->count || wave->wave != level->currentWave)
420 {
421 continue;
422 }
423 activeWaves++;
424 wave->timeToSpawnNext -= gameTime.deltaTime;
425 if (wave->timeToSpawnNext <= 0.0f)
426 {
427 Enemy *enemy = EnemyTryAdd(wave->enemyType, wave->spawnPosition.x, wave->spawnPosition.y);
428 if (enemy)
429 {
430 wave->timeToSpawnNext = wave->interval;
431 wave->spawned++;
432 }
433 }
434 }
435 if (GetTowerByType(TOWER_TYPE_BASE) == 0) {
436 level->waveEndTimer += gameTime.deltaTime;
437 if (level->waveEndTimer >= 2.0f)
438 {
439 level->nextState = LEVEL_STATE_LOST_WAVE;
440 }
441 }
442 else if (activeWaves == 0 && EnemyCount() == 0)
443 {
444 level->waveEndTimer += gameTime.deltaTime;
445 if (level->waveEndTimer >= 2.0f)
446 {
447 level->nextState = LEVEL_STATE_WON_WAVE;
448 }
449 }
450 }
451
452 PathFindingMapUpdate();
453 EnemyUpdate();
454 TowerUpdate();
455 ProjectileUpdate();
456 ParticleUpdate();
457
458 if (level->nextState == LEVEL_STATE_RESET)
459 {
460 InitLevel(level);
461 }
462
463 if (level->nextState == LEVEL_STATE_BATTLE)
464 {
465 InitBattleStateConditions(level);
466 }
467
468 if (level->nextState == LEVEL_STATE_WON_WAVE)
469 {
470 level->currentWave++;
471 level->state = LEVEL_STATE_WON_WAVE;
472 }
473
474 if (level->nextState == LEVEL_STATE_LOST_WAVE)
475 {
476 level->state = LEVEL_STATE_LOST_WAVE;
477 }
478
479 if (level->nextState == LEVEL_STATE_BUILDING)
480 {
481 level->state = LEVEL_STATE_BUILDING;
482 }
483
484 if (level->nextState == LEVEL_STATE_WON_LEVEL)
485 {
486 // make something of this later
487 InitLevel(level);
488 }
489
490 level->nextState = LEVEL_STATE_NONE;
491 }
492
493 float nextSpawnTime = 0.0f;
494
495 void ResetGame()
496 {
497 InitLevel(currentLevel);
498 }
499
500 void InitGame()
501 {
502 TowerInit();
503 EnemyInit();
504 ProjectileInit();
505 ParticleInit();
506 PathfindingMapInit(20, 20, (Vector3){-10.0f, 0.0f, -10.0f}, 1.0f);
507
508 currentLevel = levels;
509 InitLevel(currentLevel);
510 }
511
512 //# Immediate GUI functions
513
514 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth)
515 {
516 const float healthBarHeight = 6.0f;
517 const float healthBarOffset = 15.0f;
518 const float inset = 2.0f;
519 const float innerWidth = healthBarWidth - inset * 2;
520 const float innerHeight = healthBarHeight - inset * 2;
521
522 Vector2 screenPos = GetWorldToScreen(position, camera);
523 float centerX = screenPos.x - healthBarWidth * 0.5f;
524 float topY = screenPos.y - healthBarOffset;
525 DrawRectangle(centerX, topY, healthBarWidth, healthBarHeight, BLACK);
526 float healthWidth = innerWidth * healthRatio;
527 DrawRectangle(centerX + inset, topY + inset, healthWidth, innerHeight, barColor);
528 }
529
530 int Button(const char *text, int x, int y, int width, int height, ButtonState *state)
531 {
532 Rectangle bounds = {x, y, width, height};
533 int isPressed = 0;
534 int isSelected = state && state->isSelected;
535 int isDisabled = state && state->isDisabled;
536 if (CheckCollisionPointRec(GetMousePosition(), bounds) && !guiState.isBlocked && !isDisabled)
537 {
538 Color color = isSelected ? DARKGRAY : GRAY;
539 DrawRectangle(x, y, width, height, color);
540 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
541 {
542 isPressed = 1;
543 }
544 guiState.isBlocked = 1;
545 }
546 else
547 {
548 Color color = isSelected ? WHITE : LIGHTGRAY;
549 DrawRectangle(x, y, width, height, color);
550 }
551 Font font = GetFontDefault();
552 Vector2 textSize = MeasureTextEx(font, text, font.baseSize * 2.0f, 1);
553 Color textColor = isDisabled ? GRAY : BLACK;
554 DrawTextEx(font, text, (Vector2){x + width / 2 - textSize.x / 2, y + height / 2 - textSize.y / 2}, font.baseSize * 2.0f, 1, textColor);
555 return isPressed;
556 }
557
558 //# Main game loop
559
560 void GameUpdate()
561 {
562 float dt = GetFrameTime();
563 // cap maximum delta time to 0.1 seconds to prevent large time steps
564 if (dt > 0.1f) dt = 0.1f;
565 gameTime.time += dt;
566 gameTime.deltaTime = dt;
567
568 UpdateLevel(currentLevel);
569 }
570
571 int main(void)
572 {
573 int screenWidth, screenHeight;
574 GetPreferredSize(&screenWidth, &screenHeight);
575 InitWindow(screenWidth, screenHeight, "Tower defense");
576 SetTargetFPS(30);
577
578 LoadAssets();
579 InitGame();
580
581 while (!WindowShouldClose())
582 {
583 if (IsPaused()) {
584 // canvas is not visible in browser - do nothing
585 continue;
586 }
587
588 BeginDrawing();
589 ClearBackground((Color){0x4E, 0x63, 0x26, 0xFF});
590
591 GameUpdate();
592 DrawLevel(currentLevel);
593
594 EndDrawing();
595 }
596
597 CloseWindow();
598
599 return 0;
600 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static TowerTypeConfig towerTypeConfigs[TOWER_TYPE_COUNT] = {
5 [TOWER_TYPE_BASE] = {
6 .maxHealth = 10,
7 },
8 [TOWER_TYPE_ARCHER] = {
9 .cooldown = 0.5f,
10 .damage = 3.0f,
11 .range = 3.0f,
12 .cost = 6,
13 .maxHealth = 10,
14 .projectileSpeed = 4.0f,
15 .projectileType = PROJECTILE_TYPE_ARROW,
16 },
17 [TOWER_TYPE_BALLISTA] = {
18 .cooldown = 1.5f,
19 .damage = 6.0f,
20 .range = 6.0f,
21 .cost = 9,
22 .maxHealth = 10,
23 .projectileSpeed = 10.0f,
24 .projectileType = PROJECTILE_TYPE_BALLISTA,
25 },
26 [TOWER_TYPE_CATAPULT] = {
27 .cooldown = 1.7f,
28 .damage = 2.0f,
29 .range = 5.0f,
30 .areaDamageRadius = 1.0f,
31 .cost = 10,
32 .maxHealth = 10,
33 .projectileSpeed = 3.0f,
34 .projectileType = PROJECTILE_TYPE_CATAPULT,
35 },
36 [TOWER_TYPE_WALL] = {
37 .cost = 2,
38 .maxHealth = 10,
39 },
40 };
41
42 Tower towers[TOWER_MAX_COUNT];
43 int towerCount = 0;
44
45 Model towerModels[TOWER_TYPE_COUNT];
46
47 // definition of our archer unit
48 SpriteUnit archerUnit = {
49 .srcRect = {0, 0, 16, 16},
50 .offset = {7, 1},
51 .frameCount = 1,
52 .frameDuration = 0.0f,
53 .srcWeaponIdleRect = {16, 0, 6, 16},
54 .srcWeaponIdleOffset = {8, 0},
55 .srcWeaponCooldownRect = {22, 0, 11, 16},
56 .srcWeaponCooldownOffset = {10, 0},
57 };
58
59 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase)
60 {
61 float xScale = flip ? -1.0f : 1.0f;
62 Camera3D camera = currentLevel->camera;
63 float size = 0.5f;
64 Vector2 offset = (Vector2){ unit.offset.x / 16.0f * size, unit.offset.y / 16.0f * size * xScale };
65 Vector2 scale = (Vector2){ unit.srcRect.width / 16.0f * size, unit.srcRect.height / 16.0f * size };
66 // we want the sprite to face the camera, so we need to calculate the up vector
67 Vector3 forward = Vector3Subtract(camera.target, camera.position);
68 Vector3 up = {0, 1, 0};
69 Vector3 right = Vector3CrossProduct(forward, up);
70 up = Vector3Normalize(Vector3CrossProduct(right, forward));
71
72 Rectangle srcRect = unit.srcRect;
73 if (unit.frameCount > 1)
74 {
75 srcRect.x += (int)(t / unit.frameDuration) % unit.frameCount * srcRect.width;
76 }
77 if (flip)
78 {
79 srcRect.x += srcRect.width;
80 srcRect.width = -srcRect.width;
81 }
82 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
83
84 if (phase == SPRITE_UNIT_PHASE_WEAPON_COOLDOWN && unit.srcWeaponCooldownRect.width > 0)
85 {
86 offset = (Vector2){ unit.srcWeaponCooldownOffset.x / 16.0f * size, unit.srcWeaponCooldownOffset.y / 16.0f * size };
87 scale = (Vector2){ unit.srcWeaponCooldownRect.width / 16.0f * size, unit.srcWeaponCooldownRect.height / 16.0f * size };
88 srcRect = unit.srcWeaponCooldownRect;
89 if (flip)
90 {
91 // position.x = flip * scale.x * 0.5f;
92 srcRect.x += srcRect.width;
93 srcRect.width = -srcRect.width;
94 offset.x = scale.x - offset.x;
95 }
96 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
97 }
98 else if (phase == SPRITE_UNIT_PHASE_WEAPON_IDLE && unit.srcWeaponIdleRect.width > 0)
99 {
100 offset = (Vector2){ unit.srcWeaponIdleOffset.x / 16.0f * size, unit.srcWeaponIdleOffset.y / 16.0f * size };
101 scale = (Vector2){ unit.srcWeaponIdleRect.width / 16.0f * size, unit.srcWeaponIdleRect.height / 16.0f * size };
102 srcRect = unit.srcWeaponIdleRect;
103 if (flip)
104 {
105 // position.x = flip * scale.x * 0.5f;
106 srcRect.x += srcRect.width;
107 srcRect.width = -srcRect.width;
108 offset.x = scale.x - offset.x;
109 }
110 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
111 }
112 }
113
114 void TowerInit()
115 {
116 for (int i = 0; i < TOWER_MAX_COUNT; i++)
117 {
118 towers[i] = (Tower){0};
119 }
120 towerCount = 0;
121
122 towerModels[TOWER_TYPE_BASE] = LoadModel("data/keep.glb");
123 towerModels[TOWER_TYPE_WALL] = LoadModel("data/wall-0000.glb");
124
125 for (int i = 0; i < TOWER_TYPE_COUNT; i++)
126 {
127 if (towerModels[i].materials)
128 {
129 // assign the palette texture to the material of the model (0 is not used afaik)
130 towerModels[i].materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
131 }
132 }
133 }
134
135 static void TowerGunUpdate(Tower *tower)
136 {
137 TowerTypeConfig config = towerTypeConfigs[tower->towerType];
138 if (tower->cooldown <= 0.0f)
139 {
140 Enemy *enemy = EnemyGetClosestToCastle(tower->x, tower->y, config.range);
141 if (enemy)
142 {
143 tower->cooldown = config.cooldown;
144 // shoot the enemy; determine future position of the enemy
145 float bulletSpeed = config.projectileSpeed;
146 float bulletDamage = config.damage;
147 Vector2 velocity = enemy->simVelocity;
148 Vector2 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &velocity, 0);
149 Vector2 towerPosition = {tower->x, tower->y};
150 float eta = Vector2Distance(towerPosition, futurePosition) / bulletSpeed;
151 for (int i = 0; i < 8; i++) {
152 velocity = enemy->simVelocity;
153 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime + eta, &velocity, 0);
154 float distance = Vector2Distance(towerPosition, futurePosition);
155 float eta2 = distance / bulletSpeed;
156 if (fabs(eta - eta2) < 0.01f) {
157 break;
158 }
159 eta = (eta2 + eta) * 0.5f;
160 }
161
162 ProjectileTryAdd(config.projectileType, enemy,
163 (Vector3){towerPosition.x, 1.33f, towerPosition.y},
164 (Vector3){futurePosition.x, 0.25f, futurePosition.y},
165 bulletSpeed, bulletDamage);
166 enemy->futureDamage += bulletDamage;
167 tower->lastTargetPosition = futurePosition;
168 }
169 }
170 else
171 {
172 tower->cooldown -= gameTime.deltaTime;
173 }
174 }
175
176 Tower *TowerGetAt(int16_t x, int16_t y)
177 {
178 for (int i = 0; i < towerCount; i++)
179 {
180 if (towers[i].x == x && towers[i].y == y && towers[i].towerType != TOWER_TYPE_NONE)
181 {
182 return &towers[i];
183 }
184 }
185 return 0;
186 }
187
188 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y)
189 {
190 if (towerCount >= TOWER_MAX_COUNT)
191 {
192 return 0;
193 }
194
195 Tower *tower = TowerGetAt(x, y);
196 if (tower)
197 {
198 return 0;
199 }
200
201 tower = &towers[towerCount++];
202 tower->x = x;
203 tower->y = y;
204 tower->towerType = towerType;
205 tower->cooldown = 0.0f;
206 tower->damage = 0.0f;
207 return tower;
208 }
209
210 Tower *GetTowerByType(uint8_t towerType)
211 {
212 for (int i = 0; i < towerCount; i++)
213 {
214 if (towers[i].towerType == towerType)
215 {
216 return &towers[i];
217 }
218 }
219 return 0;
220 }
221
222 int GetTowerCosts(uint8_t towerType)
223 {
224 return towerTypeConfigs[towerType].cost;
225 }
226
227 float TowerGetMaxHealth(Tower *tower)
228 {
229 return towerTypeConfigs[tower->towerType].maxHealth;
230 }
231
232 void TowerDraw()
233 {
234 for (int i = 0; i < towerCount; i++)
235 {
236 Tower tower = towers[i];
237 if (tower.towerType == TOWER_TYPE_NONE)
238 {
239 continue;
240 }
241
242 switch (tower.towerType)
243 {
244 case TOWER_TYPE_ARCHER:
245 {
246 Vector2 screenPosTower = GetWorldToScreen((Vector3){tower.x, 0.0f, tower.y}, currentLevel->camera);
247 Vector2 screenPosTarget = GetWorldToScreen((Vector3){tower.lastTargetPosition.x, 0.0f, tower.lastTargetPosition.y}, currentLevel->camera);
248 DrawModel(towerModels[TOWER_TYPE_WALL], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
249 DrawSpriteUnit(archerUnit, (Vector3){tower.x, 1.0f, tower.y}, 0, screenPosTarget.x > screenPosTower.x,
250 tower.cooldown > 0.2f ? SPRITE_UNIT_PHASE_WEAPON_COOLDOWN : SPRITE_UNIT_PHASE_WEAPON_IDLE);
251 }
252 break;
253 case TOWER_TYPE_BALLISTA:
254 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, BROWN);
255 break;
256 case TOWER_TYPE_CATAPULT:
257 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, DARKGRAY);
258 break;
259 default:
260 if (towerModels[tower.towerType].materials)
261 {
262 DrawModel(towerModels[tower.towerType], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
263 } else {
264 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, LIGHTGRAY);
265 }
266 break;
267 }
268 }
269 }
270
271 void TowerUpdate()
272 {
273 for (int i = 0; i < towerCount; i++)
274 {
275 Tower *tower = &towers[i];
276 switch (tower->towerType)
277 {
278 case TOWER_TYPE_CATAPULT:
279 case TOWER_TYPE_BALLISTA:
280 case TOWER_TYPE_ARCHER:
281 TowerGunUpdate(tower);
282 break;
283 }
284 }
285 }
286
287 void TowerDrawHealthBars(Camera3D camera)
288 {
289 for (int i = 0; i < towerCount; i++)
290 {
291 Tower *tower = &towers[i];
292 if (tower->towerType == TOWER_TYPE_NONE || tower->damage <= 0.0f)
293 {
294 continue;
295 }
296
297 Vector3 position = (Vector3){tower->x, 0.5f, tower->y};
298 float maxHealth = TowerGetMaxHealth(tower);
299 float health = maxHealth - tower->damage;
300 float healthRatio = health / maxHealth;
301
302 DrawHealthBar(camera, position, healthRatio, GREEN, 35.0f);
303 }
304 }
1 #ifndef TD_TUT_2_MAIN_H
2 #define TD_TUT_2_MAIN_H
3
4 #include <inttypes.h>
5
6 #include "raylib.h"
7 #include "preferred_size.h"
8
9 //# Declarations
10
11 #define ENEMY_MAX_PATH_COUNT 8
12 #define ENEMY_MAX_COUNT 400
13 #define ENEMY_TYPE_NONE 0
14 #define ENEMY_TYPE_MINION 1
15
16 #define PARTICLE_MAX_COUNT 400
17 #define PARTICLE_TYPE_NONE 0
18 #define PARTICLE_TYPE_EXPLOSION 1
19
20 typedef struct Particle
21 {
22 uint8_t particleType;
23 float spawnTime;
24 float lifetime;
25 Vector3 position;
26 Vector3 velocity;
27 } Particle;
28
29 #define TOWER_MAX_COUNT 400
30 enum TowerType
31 {
32 TOWER_TYPE_NONE,
33 TOWER_TYPE_BASE,
34 TOWER_TYPE_ARCHER,
35 TOWER_TYPE_BALLISTA,
36 TOWER_TYPE_CATAPULT,
37 TOWER_TYPE_WALL,
38 TOWER_TYPE_COUNT
39 };
40
41 typedef struct TowerTypeConfig
42 {
43 float cooldown;
44 float damage;
45 float range;
46 float areaDamageRadius;
47 float projectileSpeed;
48 uint8_t cost;
49 uint8_t projectileType;
50 uint16_t maxHealth;
51 } TowerTypeConfig;
52
53 typedef struct Tower
54 {
55 int16_t x, y;
56 uint8_t towerType;
57 Vector2 lastTargetPosition;
58 float cooldown;
59 float damage;
60 } Tower;
61
62 typedef struct GameTime
63 {
64 float time;
65 float deltaTime;
66 } GameTime;
67
68 typedef struct ButtonState {
69 char isSelected;
70 char isDisabled;
71 } ButtonState;
72
73 typedef struct GUIState {
74 int isBlocked;
75 } GUIState;
76
77 typedef enum LevelState
78 {
79 LEVEL_STATE_NONE,
80 LEVEL_STATE_BUILDING,
81 LEVEL_STATE_BATTLE,
82 LEVEL_STATE_WON_WAVE,
83 LEVEL_STATE_LOST_WAVE,
84 LEVEL_STATE_WON_LEVEL,
85 LEVEL_STATE_RESET,
86 } LevelState;
87
88 typedef struct EnemyWave {
89 uint8_t enemyType;
90 uint8_t wave;
91 uint16_t count;
92 float interval;
93 float delay;
94 Vector2 spawnPosition;
95
96 uint16_t spawned;
97 float timeToSpawnNext;
98 } EnemyWave;
99
100 typedef struct Level
101 {
102 int seed;
103 LevelState state;
104 LevelState nextState;
105 Camera3D camera;
106 int placementMode;
107
108 int initialGold;
109 int playerGold;
110
111 EnemyWave waves[10];
112 int currentWave;
113 float waveEndTimer;
114 } Level;
115
116 typedef struct DeltaSrc
117 {
118 char x, y;
119 } DeltaSrc;
120
121 typedef struct PathfindingMap
122 {
123 int width, height;
124 float scale;
125 float *distances;
126 long *towerIndex;
127 DeltaSrc *deltaSrc;
128 float maxDistance;
129 Matrix toMapSpace;
130 Matrix toWorldSpace;
131 } PathfindingMap;
132
133 // when we execute the pathfinding algorithm, we need to store the active nodes
134 // in a queue. Each node has a position, a distance from the start, and the
135 // position of the node that we came from.
136 typedef struct PathfindingNode
137 {
138 int16_t x, y, fromX, fromY;
139 float distance;
140 } PathfindingNode;
141
142 typedef struct EnemyId
143 {
144 uint16_t index;
145 uint16_t generation;
146 } EnemyId;
147
148 typedef struct EnemyClassConfig
149 {
150 float speed;
151 float health;
152 float radius;
153 float maxAcceleration;
154 float requiredContactTime;
155 float explosionDamage;
156 float explosionRange;
157 float explosionPushbackPower;
158 int goldValue;
159 } EnemyClassConfig;
160
161 typedef struct Enemy
162 {
163 int16_t currentX, currentY;
164 int16_t nextX, nextY;
165 Vector2 simPosition;
166 Vector2 simVelocity;
167 uint16_t generation;
168 float walkedDistance;
169 float startMovingTime;
170 float damage, futureDamage;
171 float contactTime;
172 uint8_t enemyType;
173 uint8_t movePathCount;
174 Vector2 movePath[ENEMY_MAX_PATH_COUNT];
175 } Enemy;
176
177 // a unit that uses sprites to be drawn
178 #define SPRITE_UNIT_PHASE_WEAPON_IDLE 0
179 #define SPRITE_UNIT_PHASE_WEAPON_COOLDOWN 1
180 typedef struct SpriteUnit
181 {
182 Rectangle srcRect;
183 Vector2 offset;
184 int frameCount;
185 float frameDuration;
186 Rectangle srcWeaponIdleRect;
187 Vector2 srcWeaponIdleOffset;
188 Rectangle srcWeaponCooldownRect;
189 Vector2 srcWeaponCooldownOffset;
190 } SpriteUnit;
191
192 #define PROJECTILE_MAX_COUNT 1200
193 #define PROJECTILE_TYPE_NONE 0
194 #define PROJECTILE_TYPE_ARROW 1
195 #define PROJECTILE_TYPE_CATAPULT 2
196 #define PROJECTILE_TYPE_BALLISTA 3
197
198 typedef struct Projectile
199 {
200 uint8_t projectileType;
201 float shootTime;
202 float arrivalTime;
203 float distance;
204 float damage;
205 Vector3 position;
206 Vector3 target;
207 Vector3 directionNormal;
208 EnemyId targetEnemy;
209 } Projectile;
210
211 //# Function declarations
212 float TowerGetMaxHealth(Tower *tower);
213 int Button(const char *text, int x, int y, int width, int height, ButtonState *state);
214 int EnemyAddDamage(Enemy *enemy, float damage);
215
216 //# Enemy functions
217 void EnemyInit();
218 void EnemyDraw();
219 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource);
220 void EnemyUpdate();
221 float EnemyGetCurrentMaxSpeed(Enemy *enemy);
222 float EnemyGetMaxHealth(Enemy *enemy);
223 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY);
224 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount);
225 EnemyId EnemyGetId(Enemy *enemy);
226 Enemy *EnemyTryResolve(EnemyId enemyId);
227 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY);
228 int EnemyAddDamage(Enemy *enemy, float damage);
229 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range);
230 int EnemyCount();
231 void EnemyDrawHealthbars(Camera3D camera);
232
233 //# Tower functions
234 void TowerInit();
235 Tower *TowerGetAt(int16_t x, int16_t y);
236 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y);
237 Tower *GetTowerByType(uint8_t towerType);
238 int GetTowerCosts(uint8_t towerType);
239 float TowerGetMaxHealth(Tower *tower);
240 void TowerDraw();
241 void TowerUpdate();
242 void TowerDrawHealthBars(Camera3D camera);
243 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase);
244
245 //# Particles
246 void ParticleInit();
247 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, float lifetime);
248 void ParticleUpdate();
249 void ParticleDraw();
250
251 //# Projectiles
252 void ProjectileInit();
253 void ProjectileDraw();
254 void ProjectileUpdate();
255 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, float damage);
256
257 //# Pathfinding map
258 void PathfindingMapInit(int width, int height, Vector3 translate, float scale);
259 float PathFindingGetDistance(int mapX, int mapY);
260 Vector2 PathFindingGetGradient(Vector3 world);
261 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY);
262 void PathFindingMapUpdate();
263 void PathFindingMapDraw();
264
265 //# UI
266 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth);
267
268 //# Level
269 void DrawLevelGround(Level *level);
270
271 //# variables
272 extern Level *currentLevel;
273 extern Enemy enemies[ENEMY_MAX_COUNT];
274 extern int enemyCount;
275 extern EnemyClassConfig enemyClassConfigs[];
276
277 extern GUIState guiState;
278 extern GameTime gameTime;
279 extern Tower towers[TOWER_MAX_COUNT];
280 extern int towerCount;
281
282 extern Texture2D palette, spriteSheet;
283
284 #endif
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static Projectile projectiles[PROJECTILE_MAX_COUNT];
5 static int projectileCount = 0;
6
7 typedef struct ProjectileConfig
8 {
9 float arcFactor;
10 Color color;
11 Color trailColor;
12 } ProjectileConfig;
13
14 ProjectileConfig projectileConfigs[] = {
15 [PROJECTILE_TYPE_ARROW] = {
16 .arcFactor = 0.15f,
17 .color = RED,
18 .trailColor = BROWN,
19 },
20 [PROJECTILE_TYPE_CATAPULT] = {
21 .arcFactor = 0.5f,
22 .color = RED,
23 .trailColor = GRAY,
24 },
25 [PROJECTILE_TYPE_BALLISTA] = {
26 .arcFactor = 0.025f,
27 .color = RED,
28 .trailColor = BROWN,
29 },
30 };
31
32 void ProjectileInit()
33 {
34 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
35 {
36 projectiles[i] = (Projectile){0};
37 }
38 }
39
40 void ProjectileDraw()
41 {
42 for (int i = 0; i < projectileCount; i++)
43 {
44 Projectile projectile = projectiles[i];
45 if (projectile.projectileType == PROJECTILE_TYPE_NONE)
46 {
47 continue;
48 }
49 float transition = (gameTime.time - projectile.shootTime) / (projectile.arrivalTime - projectile.shootTime);
50 if (transition >= 1.0f)
51 {
52 continue;
53 }
54
55 ProjectileConfig config = projectileConfigs[projectile.projectileType];
56 for (float transitionOffset = 0.0f; transitionOffset < 1.0f; transitionOffset += 0.1f)
57 {
58 float t = transition + transitionOffset * 0.3f;
59 if (t > 1.0f)
60 {
61 break;
62 }
63 Vector3 position = Vector3Lerp(projectile.position, projectile.target, t);
64 Color color = config.color;
65 color = ColorLerp(config.trailColor, config.color, transitionOffset * transitionOffset);
66 // fake a ballista flight path using parabola equation
67 float parabolaT = t - 0.5f;
68 parabolaT = 1.0f - 4.0f * parabolaT * parabolaT;
69 position.y += config.arcFactor * parabolaT * projectile.distance;
70
71 float size = 0.06f * (transitionOffset + 0.25f);
72 DrawCube(position, size, size, size, color);
73 }
74 }
75 }
76
77 void ProjectileUpdate()
78 {
79 for (int i = 0; i < projectileCount; i++)
80 {
81 Projectile *projectile = &projectiles[i];
82 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
83 {
84 continue;
85 }
86 float transition = (gameTime.time - projectile->shootTime) / (projectile->arrivalTime - projectile->shootTime);
87 if (transition >= 1.0f)
88 {
89 projectile->projectileType = PROJECTILE_TYPE_NONE;
90 Enemy *enemy = EnemyTryResolve(projectile->targetEnemy);
91 if (enemy)
92 {
93 EnemyAddDamage(enemy, projectile->damage);
94 }
95 continue;
96 }
97 }
98 }
99
100 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, float damage)
101 {
102 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
103 {
104 Projectile *projectile = &projectiles[i];
105 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
106 {
107 projectile->projectileType = projectileType;
108 projectile->shootTime = gameTime.time;
109 float distance = Vector3Distance(position, target);
110 projectile->arrivalTime = gameTime.time + distance / speed;
111 projectile->damage = damage;
112 projectile->position = position;
113 projectile->target = target;
114 projectile->directionNormal = Vector3Scale(Vector3Subtract(target, position), 1.0f / distance);
115 projectile->distance = distance;
116 projectile->targetEnemy = EnemyGetId(enemy);
117 projectileCount = projectileCount <= i ? i + 1 : projectileCount;
118 return projectile;
119 }
120 }
121 return 0;
122 }
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 EnemyClassConfig enemyClassConfigs[] = {
7 [ENEMY_TYPE_MINION] = {
8 .health = 10.0f,
9 .speed = 0.6f,
10 .radius = 0.25f,
11 .maxAcceleration = 1.0f,
12 .explosionDamage = 1.0f,
13 .requiredContactTime = 0.5f,
14 .explosionRange = 1.0f,
15 .explosionPushbackPower = 0.25f,
16 .goldValue = 1,
17 },
18 };
19
20 Enemy enemies[ENEMY_MAX_COUNT];
21 int enemyCount = 0;
22
23 SpriteUnit enemySprites[] = {
24 [ENEMY_TYPE_MINION] = {
25 .srcRect = {0, 16, 16, 16},
26 .offset = {8.0f, 0.0f},
27 .frameCount = 6,
28 .frameDuration = 0.1f,
29 },
30 };
31
32 void EnemyInit()
33 {
34 for (int i = 0; i < ENEMY_MAX_COUNT; i++)
35 {
36 enemies[i] = (Enemy){0};
37 }
38 enemyCount = 0;
39 }
40
41 float EnemyGetCurrentMaxSpeed(Enemy *enemy)
42 {
43 return enemyClassConfigs[enemy->enemyType].speed;
44 }
45
46 float EnemyGetMaxHealth(Enemy *enemy)
47 {
48 return enemyClassConfigs[enemy->enemyType].health;
49 }
50
51 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY)
52 {
53 int16_t castleX = 0;
54 int16_t castleY = 0;
55 int16_t dx = castleX - currentX;
56 int16_t dy = castleY - currentY;
57 if (dx == 0 && dy == 0)
58 {
59 *nextX = currentX;
60 *nextY = currentY;
61 return 1;
62 }
63 Vector2 gradient = PathFindingGetGradient((Vector3){currentX, 0, currentY});
64
65 if (gradient.x == 0 && gradient.y == 0)
66 {
67 *nextX = currentX;
68 *nextY = currentY;
69 return 1;
70 }
71
72 if (fabsf(gradient.x) > fabsf(gradient.y))
73 {
74 *nextX = currentX + (int16_t)(gradient.x > 0.0f ? 1 : -1);
75 *nextY = currentY;
76 return 0;
77 }
78 *nextX = currentX;
79 *nextY = currentY + (int16_t)(gradient.y > 0.0f ? 1 : -1);
80 return 0;
81 }
82
83
84 // this function predicts the movement of the unit for the next deltaT seconds
85 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount)
86 {
87 const float pointReachedDistance = 0.25f;
88 const float pointReachedDistance2 = pointReachedDistance * pointReachedDistance;
89 const float maxSimStepTime = 0.015625f;
90
91 float maxAcceleration = enemyClassConfigs[enemy->enemyType].maxAcceleration;
92 float maxSpeed = EnemyGetCurrentMaxSpeed(enemy);
93 int16_t nextX = enemy->nextX;
94 int16_t nextY = enemy->nextY;
95 Vector2 position = enemy->simPosition;
96 int passedCount = 0;
97 for (float t = 0.0f; t < deltaT; t += maxSimStepTime)
98 {
99 float stepTime = fminf(deltaT - t, maxSimStepTime);
100 Vector2 target = (Vector2){nextX, nextY};
101 float speed = Vector2Length(*velocity);
102 // draw the target position for debugging
103 DrawCubeWires((Vector3){target.x, 0.2f, target.y}, 0.1f, 0.4f, 0.1f, RED);
104 Vector2 lookForwardPos = Vector2Add(position, Vector2Scale(*velocity, speed));
105 if (Vector2DistanceSqr(target, lookForwardPos) <= pointReachedDistance2)
106 {
107 // we reached the target position, let's move to the next waypoint
108 EnemyGetNextPosition(nextX, nextY, &nextX, &nextY);
109 target = (Vector2){nextX, nextY};
110 // track how many waypoints we passed
111 passedCount++;
112 }
113
114 // acceleration towards the target
115 Vector2 unitDirection = Vector2Normalize(Vector2Subtract(target, lookForwardPos));
116 Vector2 acceleration = Vector2Scale(unitDirection, maxAcceleration * stepTime);
117 *velocity = Vector2Add(*velocity, acceleration);
118
119 // limit the speed to the maximum speed
120 if (speed > maxSpeed)
121 {
122 *velocity = Vector2Scale(*velocity, maxSpeed / speed);
123 }
124
125 // move the enemy
126 position = Vector2Add(position, Vector2Scale(*velocity, stepTime));
127 }
128
129 if (waypointPassedCount)
130 {
131 (*waypointPassedCount) = passedCount;
132 }
133
134 return position;
135 }
136
137 void EnemyDraw()
138 {
139 for (int i = 0; i < enemyCount; i++)
140 {
141 Enemy enemy = enemies[i];
142 if (enemy.enemyType == ENEMY_TYPE_NONE)
143 {
144 continue;
145 }
146
147 Vector2 position = EnemyGetPosition(&enemy, gameTime.time - enemy.startMovingTime, &enemy.simVelocity, 0);
148
149 // don't draw any trails for now; might replace this with footprints later
150 // if (enemy.movePathCount > 0)
151 // {
152 // Vector3 p = {enemy.movePath[0].x, 0.2f, enemy.movePath[0].y};
153 // DrawLine3D(p, (Vector3){position.x, 0.2f, position.y}, GREEN);
154 // }
155 // for (int j = 1; j < enemy.movePathCount; j++)
156 // {
157 // Vector3 p = {enemy.movePath[j - 1].x, 0.2f, enemy.movePath[j - 1].y};
158 // Vector3 q = {enemy.movePath[j].x, 0.2f, enemy.movePath[j].y};
159 // DrawLine3D(p, q, GREEN);
160 // }
161
162 switch (enemy.enemyType)
163 {
164 case ENEMY_TYPE_MINION:
165 DrawSpriteUnit(enemySprites[ENEMY_TYPE_MINION], (Vector3){position.x, 0.0f, position.y},
166 enemy.walkedDistance, 0, 0);
167 break;
168 }
169 }
170 }
171
172 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource)
173 {
174 // damage the tower
175 float explosionDamge = enemyClassConfigs[enemy->enemyType].explosionDamage;
176 float explosionRange = enemyClassConfigs[enemy->enemyType].explosionRange;
177 float explosionPushbackPower = enemyClassConfigs[enemy->enemyType].explosionPushbackPower;
178 float explosionRange2 = explosionRange * explosionRange;
179 tower->damage += enemyClassConfigs[enemy->enemyType].explosionDamage;
180 // explode the enemy
181 if (tower->damage >= TowerGetMaxHealth(tower))
182 {
183 tower->towerType = TOWER_TYPE_NONE;
184 }
185
186 ParticleAdd(PARTICLE_TYPE_EXPLOSION,
187 explosionSource,
188 (Vector3){0, 0.1f, 0}, 1.0f);
189
190 enemy->enemyType = ENEMY_TYPE_NONE;
191
192 // push back enemies & dealing damage
193 for (int i = 0; i < enemyCount; i++)
194 {
195 Enemy *other = &enemies[i];
196 if (other->enemyType == ENEMY_TYPE_NONE)
197 {
198 continue;
199 }
200 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, other->simPosition);
201 if (distanceSqr > 0 && distanceSqr < explosionRange2)
202 {
203 Vector2 direction = Vector2Normalize(Vector2Subtract(other->simPosition, enemy->simPosition));
204 other->simPosition = Vector2Add(other->simPosition, Vector2Scale(direction, explosionPushbackPower));
205 EnemyAddDamage(other, explosionDamge);
206 }
207 }
208 }
209
210 void EnemyUpdate()
211 {
212 const float castleX = 0;
213 const float castleY = 0;
214 const float maxPathDistance2 = 0.25f * 0.25f;
215
216 for (int i = 0; i < enemyCount; i++)
217 {
218 Enemy *enemy = &enemies[i];
219 if (enemy->enemyType == ENEMY_TYPE_NONE)
220 {
221 continue;
222 }
223
224 int waypointPassedCount = 0;
225 Vector2 prevPosition = enemy->simPosition;
226 enemy->simPosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &enemy->simVelocity, &waypointPassedCount);
227 enemy->startMovingTime = gameTime.time;
228 enemy->walkedDistance += Vector2Distance(prevPosition, enemy->simPosition);
229 // track path of unit
230 if (enemy->movePathCount == 0 || Vector2DistanceSqr(enemy->simPosition, enemy->movePath[0]) > maxPathDistance2)
231 {
232 for (int j = ENEMY_MAX_PATH_COUNT - 1; j > 0; j--)
233 {
234 enemy->movePath[j] = enemy->movePath[j - 1];
235 }
236 enemy->movePath[0] = enemy->simPosition;
237 if (++enemy->movePathCount > ENEMY_MAX_PATH_COUNT)
238 {
239 enemy->movePathCount = ENEMY_MAX_PATH_COUNT;
240 }
241 }
242
243 if (waypointPassedCount > 0)
244 {
245 enemy->currentX = enemy->nextX;
246 enemy->currentY = enemy->nextY;
247 if (EnemyGetNextPosition(enemy->currentX, enemy->currentY, &enemy->nextX, &enemy->nextY) &&
248 Vector2DistanceSqr(enemy->simPosition, (Vector2){castleX, castleY}) <= 0.25f * 0.25f)
249 {
250 // enemy reached the castle; remove it
251 enemy->enemyType = ENEMY_TYPE_NONE;
252 continue;
253 }
254 }
255 }
256
257 // handle collisions between enemies
258 for (int i = 0; i < enemyCount - 1; i++)
259 {
260 Enemy *enemyA = &enemies[i];
261 if (enemyA->enemyType == ENEMY_TYPE_NONE)
262 {
263 continue;
264 }
265 for (int j = i + 1; j < enemyCount; j++)
266 {
267 Enemy *enemyB = &enemies[j];
268 if (enemyB->enemyType == ENEMY_TYPE_NONE)
269 {
270 continue;
271 }
272 float distanceSqr = Vector2DistanceSqr(enemyA->simPosition, enemyB->simPosition);
273 float radiusA = enemyClassConfigs[enemyA->enemyType].radius;
274 float radiusB = enemyClassConfigs[enemyB->enemyType].radius;
275 float radiusSum = radiusA + radiusB;
276 if (distanceSqr < radiusSum * radiusSum && distanceSqr > 0.001f)
277 {
278 // collision
279 float distance = sqrtf(distanceSqr);
280 float overlap = radiusSum - distance;
281 // move the enemies apart, but softly; if we have a clog of enemies,
282 // moving them perfectly apart can cause them to jitter
283 float positionCorrection = overlap / 5.0f;
284 Vector2 direction = (Vector2){
285 (enemyB->simPosition.x - enemyA->simPosition.x) / distance * positionCorrection,
286 (enemyB->simPosition.y - enemyA->simPosition.y) / distance * positionCorrection};
287 enemyA->simPosition = Vector2Subtract(enemyA->simPosition, direction);
288 enemyB->simPosition = Vector2Add(enemyB->simPosition, direction);
289 }
290 }
291 }
292
293 // handle collisions between enemies and towers
294 for (int i = 0; i < enemyCount; i++)
295 {
296 Enemy *enemy = &enemies[i];
297 if (enemy->enemyType == ENEMY_TYPE_NONE)
298 {
299 continue;
300 }
301 enemy->contactTime -= gameTime.deltaTime;
302 if (enemy->contactTime < 0.0f)
303 {
304 enemy->contactTime = 0.0f;
305 }
306
307 float enemyRadius = enemyClassConfigs[enemy->enemyType].radius;
308 // linear search over towers; could be optimized by using path finding tower map,
309 // but for now, we keep it simple
310 for (int j = 0; j < towerCount; j++)
311 {
312 Tower *tower = &towers[j];
313 if (tower->towerType == TOWER_TYPE_NONE)
314 {
315 continue;
316 }
317 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){tower->x, tower->y});
318 float combinedRadius = enemyRadius + 0.708; // sqrt(0.5^2 + 0.5^2), corner-center distance of square with side length 1
319 if (distanceSqr > combinedRadius * combinedRadius)
320 {
321 continue;
322 }
323 // potential collision; square / circle intersection
324 float dx = tower->x - enemy->simPosition.x;
325 float dy = tower->y - enemy->simPosition.y;
326 float absDx = fabsf(dx);
327 float absDy = fabsf(dy);
328 Vector3 contactPoint = {0};
329 if (absDx <= 0.5f && absDx <= absDy) {
330 // vertical collision; push the enemy out horizontally
331 float overlap = enemyRadius + 0.5f - absDy;
332 if (overlap < 0.0f)
333 {
334 continue;
335 }
336 float direction = dy > 0.0f ? -1.0f : 1.0f;
337 enemy->simPosition.y += direction * overlap;
338 contactPoint = (Vector3){enemy->simPosition.x, 0.2f, tower->y + direction * 0.5f};
339 }
340 else if (absDy <= 0.5f && absDy <= absDx)
341 {
342 // horizontal collision; push the enemy out vertically
343 float overlap = enemyRadius + 0.5f - absDx;
344 if (overlap < 0.0f)
345 {
346 continue;
347 }
348 float direction = dx > 0.0f ? -1.0f : 1.0f;
349 enemy->simPosition.x += direction * overlap;
350 contactPoint = (Vector3){tower->x + direction * 0.5f, 0.2f, enemy->simPosition.y};
351 }
352 else
353 {
354 // possible collision with a corner
355 float cornerDX = dx > 0.0f ? -0.5f : 0.5f;
356 float cornerDY = dy > 0.0f ? -0.5f : 0.5f;
357 float cornerX = tower->x + cornerDX;
358 float cornerY = tower->y + cornerDY;
359 float cornerDistanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){cornerX, cornerY});
360 if (cornerDistanceSqr > enemyRadius * enemyRadius)
361 {
362 continue;
363 }
364 // push the enemy out along the diagonal
365 float cornerDistance = sqrtf(cornerDistanceSqr);
366 float overlap = enemyRadius - cornerDistance;
367 float directionX = cornerDistance > 0.0f ? (cornerX - enemy->simPosition.x) / cornerDistance : -cornerDX;
368 float directionY = cornerDistance > 0.0f ? (cornerY - enemy->simPosition.y) / cornerDistance : -cornerDY;
369 enemy->simPosition.x -= directionX * overlap;
370 enemy->simPosition.y -= directionY * overlap;
371 contactPoint = (Vector3){cornerX, 0.2f, cornerY};
372 }
373
374 if (enemyClassConfigs[enemy->enemyType].explosionDamage > 0.0f)
375 {
376 enemy->contactTime += gameTime.deltaTime * 2.0f; // * 2 to undo the subtraction above
377 if (enemy->contactTime >= enemyClassConfigs[enemy->enemyType].requiredContactTime)
378 {
379 EnemyTriggerExplode(enemy, tower, contactPoint);
380 }
381 }
382 }
383 }
384 }
385
386 EnemyId EnemyGetId(Enemy *enemy)
387 {
388 return (EnemyId){enemy - enemies, enemy->generation};
389 }
390
391 Enemy *EnemyTryResolve(EnemyId enemyId)
392 {
393 if (enemyId.index >= ENEMY_MAX_COUNT)
394 {
395 return 0;
396 }
397 Enemy *enemy = &enemies[enemyId.index];
398 if (enemy->generation != enemyId.generation || enemy->enemyType == ENEMY_TYPE_NONE)
399 {
400 return 0;
401 }
402 return enemy;
403 }
404
405 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY)
406 {
407 Enemy *spawn = 0;
408 for (int i = 0; i < enemyCount; i++)
409 {
410 Enemy *enemy = &enemies[i];
411 if (enemy->enemyType == ENEMY_TYPE_NONE)
412 {
413 spawn = enemy;
414 break;
415 }
416 }
417
418 if (enemyCount < ENEMY_MAX_COUNT && !spawn)
419 {
420 spawn = &enemies[enemyCount++];
421 }
422
423 if (spawn)
424 {
425 spawn->currentX = currentX;
426 spawn->currentY = currentY;
427 spawn->nextX = currentX;
428 spawn->nextY = currentY;
429 spawn->simPosition = (Vector2){currentX, currentY};
430 spawn->simVelocity = (Vector2){0, 0};
431 spawn->enemyType = enemyType;
432 spawn->startMovingTime = gameTime.time;
433 spawn->damage = 0.0f;
434 spawn->futureDamage = 0.0f;
435 spawn->generation++;
436 spawn->movePathCount = 0;
437 spawn->walkedDistance = 0.0f;
438 }
439
440 return spawn;
441 }
442
443 int EnemyAddDamage(Enemy *enemy, float damage)
444 {
445 enemy->damage += damage;
446 if (enemy->damage >= EnemyGetMaxHealth(enemy))
447 {
448 currentLevel->playerGold += enemyClassConfigs[enemy->enemyType].goldValue;
449 enemy->enemyType = ENEMY_TYPE_NONE;
450 return 1;
451 }
452
453 return 0;
454 }
455
456 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range)
457 {
458 int16_t castleX = 0;
459 int16_t castleY = 0;
460 Enemy* closest = 0;
461 int16_t closestDistance = 0;
462 float range2 = range * range;
463 for (int i = 0; i < enemyCount; i++)
464 {
465 Enemy* enemy = &enemies[i];
466 if (enemy->enemyType == ENEMY_TYPE_NONE)
467 {
468 continue;
469 }
470 float maxHealth = EnemyGetMaxHealth(enemy);
471 if (enemy->futureDamage >= maxHealth)
472 {
473 // ignore enemies that will die soon
474 continue;
475 }
476 int16_t dx = castleX - enemy->currentX;
477 int16_t dy = castleY - enemy->currentY;
478 int16_t distance = abs(dx) + abs(dy);
479 if (!closest || distance < closestDistance)
480 {
481 float tdx = towerX - enemy->currentX;
482 float tdy = towerY - enemy->currentY;
483 float tdistance2 = tdx * tdx + tdy * tdy;
484 if (tdistance2 <= range2)
485 {
486 closest = enemy;
487 closestDistance = distance;
488 }
489 }
490 }
491 return closest;
492 }
493
494 int EnemyCount()
495 {
496 int count = 0;
497 for (int i = 0; i < enemyCount; i++)
498 {
499 if (enemies[i].enemyType != ENEMY_TYPE_NONE)
500 {
501 count++;
502 }
503 }
504 return count;
505 }
506
507 void EnemyDrawHealthbars(Camera3D camera)
508 {
509 for (int i = 0; i < enemyCount; i++)
510 {
511 Enemy *enemy = &enemies[i];
512 if (enemy->enemyType == ENEMY_TYPE_NONE || enemy->damage == 0.0f)
513 {
514 continue;
515 }
516 Vector3 position = (Vector3){enemy->simPosition.x, 0.5f, enemy->simPosition.y};
517 float maxHealth = EnemyGetMaxHealth(enemy);
518 float health = maxHealth - enemy->damage;
519 float healthRatio = health / maxHealth;
520
521 DrawHealthBar(camera, position, healthRatio, GREEN, 15.0f);
522 }
523 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 // The queue is a simple array of nodes, we add nodes to the end and remove
5 // nodes from the front. We keep the array around to avoid unnecessary allocations
6 static PathfindingNode *pathfindingNodeQueue = 0;
7 static int pathfindingNodeQueueCount = 0;
8 static int pathfindingNodeQueueCapacity = 0;
9
10 // The pathfinding map stores the distances from the castle to each cell in the map.
11 static PathfindingMap pathfindingMap = {0};
12
13 void PathfindingMapInit(int width, int height, Vector3 translate, float scale)
14 {
15 // transforming between map space and world space allows us to adapt
16 // position and scale of the map without changing the pathfinding data
17 pathfindingMap.toWorldSpace = MatrixTranslate(translate.x, translate.y, translate.z);
18 pathfindingMap.toWorldSpace = MatrixMultiply(pathfindingMap.toWorldSpace, MatrixScale(scale, scale, scale));
19 pathfindingMap.toMapSpace = MatrixInvert(pathfindingMap.toWorldSpace);
20 pathfindingMap.width = width;
21 pathfindingMap.height = height;
22 pathfindingMap.scale = scale;
23 pathfindingMap.distances = (float *)MemAlloc(width * height * sizeof(float));
24 for (int i = 0; i < width * height; i++)
25 {
26 pathfindingMap.distances[i] = -1.0f;
27 }
28
29 pathfindingMap.towerIndex = (long *)MemAlloc(width * height * sizeof(long));
30 pathfindingMap.deltaSrc = (DeltaSrc *)MemAlloc(width * height * sizeof(DeltaSrc));
31 }
32
33 static void PathFindingNodePush(int16_t x, int16_t y, int16_t fromX, int16_t fromY, float distance)
34 {
35 if (pathfindingNodeQueueCount >= pathfindingNodeQueueCapacity)
36 {
37 pathfindingNodeQueueCapacity = pathfindingNodeQueueCapacity == 0 ? 256 : pathfindingNodeQueueCapacity * 2;
38 // we use MemAlloc/MemRealloc to allocate memory for the queue
39 // I am not entirely sure if MemRealloc allows passing a null pointer
40 // so we check if the pointer is null and use MemAlloc in that case
41 if (pathfindingNodeQueue == 0)
42 {
43 pathfindingNodeQueue = (PathfindingNode *)MemAlloc(pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
44 }
45 else
46 {
47 pathfindingNodeQueue = (PathfindingNode *)MemRealloc(pathfindingNodeQueue, pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
48 }
49 }
50
51 PathfindingNode *node = &pathfindingNodeQueue[pathfindingNodeQueueCount++];
52 node->x = x;
53 node->y = y;
54 node->fromX = fromX;
55 node->fromY = fromY;
56 node->distance = distance;
57 }
58
59 static PathfindingNode *PathFindingNodePop()
60 {
61 if (pathfindingNodeQueueCount == 0)
62 {
63 return 0;
64 }
65 // we return the first node in the queue; we want to return a pointer to the node
66 // so we can return 0 if the queue is empty.
67 // We should _not_ return a pointer to the element in the list, because the list
68 // may be reallocated and the pointer would become invalid. Or the
69 // popped element is overwritten by the next push operation.
70 // Using static here means that the variable is permanently allocated.
71 static PathfindingNode node;
72 node = pathfindingNodeQueue[0];
73 // we shift all nodes one position to the front
74 for (int i = 1; i < pathfindingNodeQueueCount; i++)
75 {
76 pathfindingNodeQueue[i - 1] = pathfindingNodeQueue[i];
77 }
78 --pathfindingNodeQueueCount;
79 return &node;
80 }
81
82 float PathFindingGetDistance(int mapX, int mapY)
83 {
84 if (mapX < 0 || mapX >= pathfindingMap.width || mapY < 0 || mapY >= pathfindingMap.height)
85 {
86 // when outside the map, we return the manhattan distance to the castle (0,0)
87 return fabsf((float)mapX) + fabsf((float)mapY);
88 }
89
90 return pathfindingMap.distances[mapY * pathfindingMap.width + mapX];
91 }
92
93 // transform a world position to a map position in the array;
94 // returns true if the position is inside the map
95 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY)
96 {
97 Vector3 mapPosition = Vector3Transform(worldPosition, pathfindingMap.toMapSpace);
98 *mapX = (int16_t)mapPosition.x;
99 *mapY = (int16_t)mapPosition.z;
100 return *mapX >= 0 && *mapX < pathfindingMap.width && *mapY >= 0 && *mapY < pathfindingMap.height;
101 }
102
103 void PathFindingMapUpdate()
104 {
105 const int castleX = 0, castleY = 0;
106 int16_t castleMapX, castleMapY;
107 if (!PathFindingFromWorldToMapPosition((Vector3){castleX, 0.0f, castleY}, &castleMapX, &castleMapY))
108 {
109 return;
110 }
111 int width = pathfindingMap.width, height = pathfindingMap.height;
112
113 // reset the distances to -1
114 for (int i = 0; i < width * height; i++)
115 {
116 pathfindingMap.distances[i] = -1.0f;
117 }
118 // reset the tower indices
119 for (int i = 0; i < width * height; i++)
120 {
121 pathfindingMap.towerIndex[i] = -1;
122 }
123 // reset the delta src
124 for (int i = 0; i < width * height; i++)
125 {
126 pathfindingMap.deltaSrc[i].x = 0;
127 pathfindingMap.deltaSrc[i].y = 0;
128 }
129
130 for (int i = 0; i < towerCount; i++)
131 {
132 Tower *tower = &towers[i];
133 if (tower->towerType == TOWER_TYPE_NONE || tower->towerType == TOWER_TYPE_BASE)
134 {
135 continue;
136 }
137 int16_t mapX, mapY;
138 // technically, if the tower cell scale is not in sync with the pathfinding map scale,
139 // this would not work correctly and needs to be refined to allow towers covering multiple cells
140 // or having multiple towers in one cell; for simplicity, we assume that the tower covers exactly
141 // one cell. For now.
142 if (!PathFindingFromWorldToMapPosition((Vector3){tower->x, 0.0f, tower->y}, &mapX, &mapY))
143 {
144 continue;
145 }
146 int index = mapY * width + mapX;
147 pathfindingMap.towerIndex[index] = i;
148 }
149
150 // we start at the castle and add the castle to the queue
151 pathfindingMap.maxDistance = 0.0f;
152 pathfindingNodeQueueCount = 0;
153 PathFindingNodePush(castleMapX, castleMapY, castleMapX, castleMapY, 0.0f);
154 PathfindingNode *node = 0;
155 while ((node = PathFindingNodePop()))
156 {
157 if (node->x < 0 || node->x >= width || node->y < 0 || node->y >= height)
158 {
159 continue;
160 }
161 int index = node->y * width + node->x;
162 if (pathfindingMap.distances[index] >= 0 && pathfindingMap.distances[index] <= node->distance)
163 {
164 continue;
165 }
166
167 int deltaX = node->x - node->fromX;
168 int deltaY = node->y - node->fromY;
169 // even if the cell is blocked by a tower, we still may want to store the direction
170 // (though this might not be needed, IDK right now)
171 pathfindingMap.deltaSrc[index].x = (char) deltaX;
172 pathfindingMap.deltaSrc[index].y = (char) deltaY;
173
174 // we skip nodes that are blocked by towers
175 if (pathfindingMap.towerIndex[index] >= 0)
176 {
177 node->distance += 8.0f;
178 }
179 pathfindingMap.distances[index] = node->distance;
180 pathfindingMap.maxDistance = fmaxf(pathfindingMap.maxDistance, node->distance);
181 PathFindingNodePush(node->x, node->y + 1, node->x, node->y, node->distance + 1.0f);
182 PathFindingNodePush(node->x, node->y - 1, node->x, node->y, node->distance + 1.0f);
183 PathFindingNodePush(node->x + 1, node->y, node->x, node->y, node->distance + 1.0f);
184 PathFindingNodePush(node->x - 1, node->y, node->x, node->y, node->distance + 1.0f);
185 }
186 }
187
188 void PathFindingMapDraw()
189 {
190 float cellSize = pathfindingMap.scale * 0.9f;
191 float highlightDistance = fmodf(GetTime() * 4.0f, pathfindingMap.maxDistance);
192 for (int x = 0; x < pathfindingMap.width; x++)
193 {
194 for (int y = 0; y < pathfindingMap.height; y++)
195 {
196 float distance = pathfindingMap.distances[y * pathfindingMap.width + x];
197 float colorV = distance < 0 ? 0 : fminf(distance / pathfindingMap.maxDistance, 1.0f);
198 Color color = distance < 0 ? BLUE : (Color){fminf(colorV, 1.0f) * 255, 0, 0, 255};
199 Vector3 position = Vector3Transform((Vector3){x, -0.25f, y}, pathfindingMap.toWorldSpace);
200 // animate the distance "wave" to show how the pathfinding algorithm expands
201 // from the castle
202 if (distance + 0.5f > highlightDistance && distance - 0.5f < highlightDistance)
203 {
204 color = BLACK;
205 }
206 DrawCube(position, cellSize, 0.1f, cellSize, color);
207 }
208 }
209 }
210
211 Vector2 PathFindingGetGradient(Vector3 world)
212 {
213 int16_t mapX, mapY;
214 if (PathFindingFromWorldToMapPosition(world, &mapX, &mapY))
215 {
216 DeltaSrc delta = pathfindingMap.deltaSrc[mapY * pathfindingMap.width + mapX];
217 return (Vector2){(float)-delta.x, (float)-delta.y};
218 }
219 // fallback to a simple gradient calculation
220 float n = PathFindingGetDistance(mapX, mapY - 1);
221 float s = PathFindingGetDistance(mapX, mapY + 1);
222 float w = PathFindingGetDistance(mapX - 1, mapY);
223 float e = PathFindingGetDistance(mapX + 1, mapY);
224 return (Vector2){w - e + 0.25f, n - s + 0.125f};
225 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static Particle particles[PARTICLE_MAX_COUNT];
5 static int particleCount = 0;
6
7 void ParticleInit()
8 {
9 for (int i = 0; i < PARTICLE_MAX_COUNT; i++)
10 {
11 particles[i] = (Particle){0};
12 }
13 particleCount = 0;
14 }
15
16 static void DrawExplosionParticle(Particle *particle, float transition)
17 {
18 float size = 1.2f * (1.0f - transition);
19 Color startColor = WHITE;
20 Color endColor = RED;
21 Color color = ColorLerp(startColor, endColor, transition);
22 DrawCube(particle->position, size, size, size, color);
23 }
24
25 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, float lifetime)
26 {
27 if (particleCount >= PARTICLE_MAX_COUNT)
28 {
29 return;
30 }
31
32 int index = -1;
33 for (int i = 0; i < particleCount; i++)
34 {
35 if (particles[i].particleType == PARTICLE_TYPE_NONE)
36 {
37 index = i;
38 break;
39 }
40 }
41
42 if (index == -1)
43 {
44 index = particleCount++;
45 }
46
47 Particle *particle = &particles[index];
48 particle->particleType = particleType;
49 particle->spawnTime = gameTime.time;
50 particle->lifetime = lifetime;
51 particle->position = position;
52 particle->velocity = velocity;
53 }
54
55 void ParticleUpdate()
56 {
57 for (int i = 0; i < particleCount; i++)
58 {
59 Particle *particle = &particles[i];
60 if (particle->particleType == PARTICLE_TYPE_NONE)
61 {
62 continue;
63 }
64
65 float age = gameTime.time - particle->spawnTime;
66
67 if (particle->lifetime > age)
68 {
69 particle->position = Vector3Add(particle->position, Vector3Scale(particle->velocity, gameTime.deltaTime));
70 }
71 else {
72 particle->particleType = PARTICLE_TYPE_NONE;
73 }
74 }
75 }
76
77 void ParticleDraw()
78 {
79 for (int i = 0; i < particleCount; i++)
80 {
81 Particle particle = particles[i];
82 if (particle.particleType == PARTICLE_TYPE_NONE)
83 {
84 continue;
85 }
86
87 float age = gameTime.time - particle.spawnTime;
88 float transition = age / particle.lifetime;
89 switch (particle.particleType)
90 {
91 case PARTICLE_TYPE_EXPLOSION:
92 DrawExplosionParticle(&particle, transition);
93 break;
94 default:
95 DrawCube(particle.position, 0.3f, 0.5f, 0.3f, RED);
96 break;
97 }
98 }
99 }
1 #include "raylib.h"
2 #include "preferred_size.h"
3
4 // Since the canvas size is not known at compile time, we need to query it at runtime;
5 // the following platform specific code obtains the canvas size and we will use this
6 // size as the preferred size for the window at init time. We're ignoring here the
7 // possibility of the canvas size changing during runtime - this would require to
8 // poll the canvas size in the game loop or establishing a callback to be notified
9
10 #ifdef PLATFORM_WEB
11 #include <emscripten.h>
12 EMSCRIPTEN_RESULT emscripten_get_element_css_size(const char *target, double *width, double *height);
13
14 void GetPreferredSize(int *screenWidth, int *screenHeight)
15 {
16 double canvasWidth, canvasHeight;
17 emscripten_get_element_css_size("#" CANVAS_NAME, &canvasWidth, &canvasHeight);
18 *screenWidth = (int)canvasWidth;
19 *screenHeight = (int)canvasHeight;
20 TraceLog(LOG_INFO, "preferred size for %s: %d %d", CANVAS_NAME, *screenWidth, *screenHeight);
21 }
22
23 int IsPaused()
24 {
25 const char *js = "(function(){\n"
26 " var canvas = document.getElementById(\"" CANVAS_NAME "\");\n"
27 " var rect = canvas.getBoundingClientRect();\n"
28 " var isVisible = (\n"
29 " rect.top >= 0 &&\n"
30 " rect.left >= 0 &&\n"
31 " rect.bottom <= (window.innerHeight || document.documentElement.clientHeight) &&\n"
32 " rect.right <= (window.innerWidth || document.documentElement.clientWidth)\n"
33 " );\n"
34 " return isVisible ? 0 : 1;\n"
35 "})()";
36 return emscripten_run_script_int(js);
37 }
38
39 #else
40 void GetPreferredSize(int *screenWidth, int *screenHeight)
41 {
42 *screenWidth = 600;
43 *screenHeight = 240;
44 }
45 int IsPaused()
46 {
47 return 0;
48 }
49 #endif
1 #ifndef PREFERRED_SIZE_H
2 #define PREFERRED_SIZE_H
3
4 void GetPreferredSize(int *screenWidth, int *screenHeight);
5 int IsPaused();
6
7 #endif
The two new towers should now also add another effect to the enemies:
- The ballista hit should shove the enemy back a bit
- The catapult hit should produce an area damage effect
To achieve these effects, we need to trigger these effects in the projectile update function that is currently only handling the damage to the enemies.
When we set up the tower configuration, we already added an area damage range value to that structure in anticipation of this. However, at the moment the projectile that deals the damage does not know about the tower that shot it or its config values.
It does feel right to specify these parameters in the tower configuration. So how do we pass this information to the place where the hit happens?
- Adding a reference to the tower is a not a good choice: The tower could get destroyed.
- The projectile type could encode this information - but that would mean that we lose the building leveling.
- We could pass the tower configuration to the projectile when it is created. Since the configuration is static memory, we could use a pointer.
- We could also extract the projectile hit configuration from the tower configuration and pass it to the projectile when it is created.
I personally find the last point most convincing and will do that - but as always, there are many solutions and it is difficult to foresee which solution will be the best bet. With a hit effect configuration, we can create building level dependent variants when needed and pass the it as value so the projectile system has a copy of the configuration.
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 //# Variables
7 GUIState guiState = {0};
8 GameTime gameTime = {0};
9
10 Model floorTileAModel = {0};
11 Model floorTileBModel = {0};
12 Model treeModel[2] = {0};
13 Model firTreeModel[2] = {0};
14 Model rockModels[5] = {0};
15 Model grassPatchModel[1] = {0};
16
17 Texture2D palette, spriteSheet;
18
19 Level levels[] = {
20 [0] = {
21 .state = LEVEL_STATE_BUILDING,
22 .initialGold = 20,
23 .waves[0] = {
24 .enemyType = ENEMY_TYPE_MINION,
25 .wave = 0,
26 .count = 10,
27 .interval = 2.5f,
28 .delay = 1.0f,
29 .spawnPosition = {0, 6},
30 },
31 .waves[1] = {
32 .enemyType = ENEMY_TYPE_MINION,
33 .wave = 1,
34 .count = 20,
35 .interval = 1.5f,
36 .delay = 1.0f,
37 .spawnPosition = {0, 6},
38 },
39 .waves[2] = {
40 .enemyType = ENEMY_TYPE_MINION,
41 .wave = 2,
42 .count = 30,
43 .interval = 1.2f,
44 .delay = 1.0f,
45 .spawnPosition = {0, 6},
46 }
47 },
48 };
49
50 Level *currentLevel = levels;
51
52 //# Game
53
54 static Model LoadGLBModel(char *filename)
55 {
56 Model model = LoadModel(TextFormat("data/%s.glb",filename));
57 if (model.materialCount > 1)
58 {
59 model.materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
60 }
61 return model;
62 }
63
64 void LoadAssets()
65 {
66 // load a sprite sheet that contains all units
67 spriteSheet = LoadTexture("data/spritesheet.png");
68 SetTextureFilter(spriteSheet, TEXTURE_FILTER_BILINEAR);
69
70 // we'll use a palette texture to colorize the all buildings and environment art
71 palette = LoadTexture("data/palette.png");
72 // The texture uses gradients on very small space, so we'll enable bilinear filtering
73 SetTextureFilter(palette, TEXTURE_FILTER_BILINEAR);
74
75 floorTileAModel = LoadGLBModel("floor-tile-a");
76 floorTileBModel = LoadGLBModel("floor-tile-b");
77 treeModel[0] = LoadGLBModel("leaftree-large-1-a");
78 treeModel[1] = LoadGLBModel("leaftree-large-1-b");
79 firTreeModel[0] = LoadGLBModel("firtree-1-a");
80 firTreeModel[1] = LoadGLBModel("firtree-1-b");
81 rockModels[0] = LoadGLBModel("rock-1");
82 rockModels[1] = LoadGLBModel("rock-2");
83 rockModels[2] = LoadGLBModel("rock-3");
84 rockModels[3] = LoadGLBModel("rock-4");
85 rockModels[4] = LoadGLBModel("rock-5");
86 grassPatchModel[0] = LoadGLBModel("grass-patch-1");
87 }
88
89 void InitLevel(Level *level)
90 {
91 level->seed = (int)(GetTime() * 100.0f);
92
93 TowerInit();
94 EnemyInit();
95 ProjectileInit();
96 ParticleInit();
97 TowerTryAdd(TOWER_TYPE_BASE, 0, 0);
98
99 level->placementMode = 0;
100 level->state = LEVEL_STATE_BUILDING;
101 level->nextState = LEVEL_STATE_NONE;
102 level->playerGold = level->initialGold;
103 level->currentWave = 0;
104
105 Camera *camera = &level->camera;
106 camera->position = (Vector3){4.0f, 8.0f, 8.0f};
107 camera->target = (Vector3){0.0f, 0.0f, 0.0f};
108 camera->up = (Vector3){0.0f, 1.0f, 0.0f};
109 camera->fovy = 10.0f;
110 camera->projection = CAMERA_ORTHOGRAPHIC;
111 }
112
113 void DrawLevelHud(Level *level)
114 {
115 const char *text = TextFormat("Gold: %d", level->playerGold);
116 Font font = GetFontDefault();
117 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 120, 10}, font.baseSize * 2.0f, 2.0f, BLACK);
118 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 122, 8}, font.baseSize * 2.0f, 2.0f, YELLOW);
119 }
120
121 void DrawLevelReportLostWave(Level *level)
122 {
123 BeginMode3D(level->camera);
124 DrawLevelGround(level);
125 TowerDraw();
126 EnemyDraw();
127 ProjectileDraw();
128 ParticleDraw();
129 guiState.isBlocked = 0;
130 EndMode3D();
131
132 TowerDrawHealthBars(level->camera);
133
134 const char *text = "Wave lost";
135 int textWidth = MeasureText(text, 20);
136 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
137
138 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
139 {
140 level->nextState = LEVEL_STATE_RESET;
141 }
142 }
143
144 int HasLevelNextWave(Level *level)
145 {
146 for (int i = 0; i < 10; i++)
147 {
148 EnemyWave *wave = &level->waves[i];
149 if (wave->wave == level->currentWave)
150 {
151 return 1;
152 }
153 }
154 return 0;
155 }
156
157 void DrawLevelReportWonWave(Level *level)
158 {
159 BeginMode3D(level->camera);
160 DrawLevelGround(level);
161 TowerDraw();
162 EnemyDraw();
163 ProjectileDraw();
164 ParticleDraw();
165 guiState.isBlocked = 0;
166 EndMode3D();
167
168 TowerDrawHealthBars(level->camera);
169
170 const char *text = "Wave won";
171 int textWidth = MeasureText(text, 20);
172 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
173
174
175 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
176 {
177 level->nextState = LEVEL_STATE_RESET;
178 }
179
180 if (HasLevelNextWave(level))
181 {
182 if (Button("Prepare for next wave", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
183 {
184 level->nextState = LEVEL_STATE_BUILDING;
185 }
186 }
187 else {
188 if (Button("Level won", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
189 {
190 level->nextState = LEVEL_STATE_WON_LEVEL;
191 }
192 }
193 }
194
195 void DrawBuildingBuildButton(Level *level, int x, int y, int width, int height, uint8_t towerType, const char *name)
196 {
197 static ButtonState buttonStates[8] = {0};
198 int cost = GetTowerCosts(towerType);
199 const char *text = TextFormat("%s: %d", name, cost);
200 buttonStates[towerType].isSelected = level->placementMode == towerType;
201 buttonStates[towerType].isDisabled = level->playerGold < cost;
202 if (Button(text, x, y, width, height, &buttonStates[towerType]))
203 {
204 level->placementMode = buttonStates[towerType].isSelected ? 0 : towerType;
205 }
206 }
207
208 float GetRandomFloat(float min, float max)
209 {
210 int random = GetRandomValue(0, 0xfffffff);
211 return ((float)random / (float)0xfffffff) * (max - min) + min;
212 }
213
214 void DrawLevelGround(Level *level)
215 {
216 // draw checkerboard ground pattern
217 for (int x = -5; x <= 5; x += 1)
218 {
219 for (int y = -5; y <= 5; y += 1)
220 {
221 Model *model = (x + y) % 2 == 0 ? &floorTileAModel : &floorTileBModel;
222 DrawModel(*model, (Vector3){x, 0.0f, y}, 1.0f, WHITE);
223 }
224 }
225
226 int oldSeed = GetRandomValue(0, 0xfffffff);
227 SetRandomSeed(level->seed);
228 // increase probability for trees via duplicated entries
229 Model borderModels[64];
230 int maxRockCount = GetRandomValue(2, 6);
231 int maxTreeCount = GetRandomValue(10, 20);
232 int maxFirTreeCount = GetRandomValue(5, 10);
233 int maxLeafTreeCount = maxTreeCount - maxFirTreeCount;
234 int grassPatchCount = GetRandomValue(5, 30);
235
236 int modelCount = 0;
237 for (int i = 0; i < maxRockCount && modelCount < 63; i++)
238 {
239 borderModels[modelCount++] = rockModels[GetRandomValue(0, 5)];
240 }
241 for (int i = 0; i < maxLeafTreeCount && modelCount < 63; i++)
242 {
243 borderModels[modelCount++] = treeModel[GetRandomValue(0, 1)];
244 }
245 for (int i = 0; i < maxFirTreeCount && modelCount < 63; i++)
246 {
247 borderModels[modelCount++] = firTreeModel[GetRandomValue(0, 1)];
248 }
249 for (int i = 0; i < grassPatchCount && modelCount < 63; i++)
250 {
251 borderModels[modelCount++] = grassPatchModel[0];
252 }
253
254 // draw some objects around the border of the map
255 Vector3 up = {0, 1, 0};
256 // a pseudo random number generator to get the same result every time
257 const float wiggle = 0.75f;
258 const int layerCount = 3;
259 for (int layer = 0; layer < layerCount; layer++)
260 {
261 int layerPos = 6 + layer;
262 for (int x = -6 + layer; x <= 6 + layer; x += 1)
263 {
264 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
265 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, -layerPos + GetRandomFloat(0.0f, wiggle)},
266 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
267 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
268 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, layerPos + GetRandomFloat(0.0f, wiggle)},
269 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
270 }
271
272 for (int z = -5 + layer; z <= 5 + layer; z += 1)
273 {
274 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
275 (Vector3){-layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
276 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
277 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
278 (Vector3){layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
279 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
280 }
281 }
282
283 SetRandomSeed(oldSeed);
284 }
285
286 void DrawLevelBuildingState(Level *level)
287 {
288 BeginMode3D(level->camera);
289 DrawLevelGround(level);
290 TowerDraw();
291 EnemyDraw();
292 ProjectileDraw();
293 ParticleDraw();
294
295 Ray ray = GetScreenToWorldRay(GetMousePosition(), level->camera);
296 float planeDistance = ray.position.y / -ray.direction.y;
297 float planeX = ray.direction.x * planeDistance + ray.position.x;
298 float planeY = ray.direction.z * planeDistance + ray.position.z;
299 int16_t mapX = (int16_t)floorf(planeX + 0.5f);
300 int16_t mapY = (int16_t)floorf(planeY + 0.5f);
301 if (level->placementMode && !guiState.isBlocked && mapX >= -5 && mapX <= 5 && mapY >= -5 && mapY <= 5)
302 {
303 DrawCubeWires((Vector3){mapX, 0.2f, mapY}, 1.0f, 0.4f, 1.0f, RED);
304 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
305 {
306 if (TowerTryAdd(level->placementMode, mapX, mapY))
307 {
308 level->playerGold -= GetTowerCosts(level->placementMode);
309 level->placementMode = TOWER_TYPE_NONE;
310 }
311 }
312 }
313
314 guiState.isBlocked = 0;
315
316 EndMode3D();
317
318 TowerDrawHealthBars(level->camera);
319
320 static ButtonState buildWallButtonState = {0};
321 static ButtonState buildGunButtonState = {0};
322 buildWallButtonState.isSelected = level->placementMode == TOWER_TYPE_WALL;
323 buildGunButtonState.isSelected = level->placementMode == TOWER_TYPE_ARCHER;
324
325 DrawBuildingBuildButton(level, 10, 10, 110, 30, TOWER_TYPE_WALL, "Wall");
326 DrawBuildingBuildButton(level, 10, 50, 110, 30, TOWER_TYPE_ARCHER, "Archer");
327 DrawBuildingBuildButton(level, 10, 90, 110, 30, TOWER_TYPE_BALLISTA, "Ballista");
328 DrawBuildingBuildButton(level, 10, 130, 110, 30, TOWER_TYPE_CATAPULT, "Catapult");
329
330 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
331 {
332 level->nextState = LEVEL_STATE_RESET;
333 }
334
335 if (Button("Begin waves", GetScreenWidth() - 160, GetScreenHeight() - 40, 160, 30, 0))
336 {
337 level->nextState = LEVEL_STATE_BATTLE;
338 }
339
340 const char *text = "Building phase";
341 int textWidth = MeasureText(text, 20);
342 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
343 }
344
345 void InitBattleStateConditions(Level *level)
346 {
347 level->state = LEVEL_STATE_BATTLE;
348 level->nextState = LEVEL_STATE_NONE;
349 level->waveEndTimer = 0.0f;
350 for (int i = 0; i < 10; i++)
351 {
352 EnemyWave *wave = &level->waves[i];
353 wave->spawned = 0;
354 wave->timeToSpawnNext = wave->delay;
355 }
356 }
357
358 void DrawLevelBattleState(Level *level)
359 {
360 BeginMode3D(level->camera);
361 DrawLevelGround(level);
362 TowerDraw();
363 EnemyDraw();
364 ProjectileDraw();
365 ParticleDraw();
366 guiState.isBlocked = 0;
367 EndMode3D();
368
369 EnemyDrawHealthbars(level->camera);
370 TowerDrawHealthBars(level->camera);
371
372 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
373 {
374 level->nextState = LEVEL_STATE_RESET;
375 }
376
377 int maxCount = 0;
378 int remainingCount = 0;
379 for (int i = 0; i < 10; i++)
380 {
381 EnemyWave *wave = &level->waves[i];
382 if (wave->wave != level->currentWave)
383 {
384 continue;
385 }
386 maxCount += wave->count;
387 remainingCount += wave->count - wave->spawned;
388 }
389 int aliveCount = EnemyCount();
390 remainingCount += aliveCount;
391
392 const char *text = TextFormat("Battle phase: %03d%%", 100 - remainingCount * 100 / maxCount);
393 int textWidth = MeasureText(text, 20);
394 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
395 }
396
397 void DrawLevel(Level *level)
398 {
399 switch (level->state)
400 {
401 case LEVEL_STATE_BUILDING: DrawLevelBuildingState(level); break;
402 case LEVEL_STATE_BATTLE: DrawLevelBattleState(level); break;
403 case LEVEL_STATE_WON_WAVE: DrawLevelReportWonWave(level); break;
404 case LEVEL_STATE_LOST_WAVE: DrawLevelReportLostWave(level); break;
405 default: break;
406 }
407
408 DrawLevelHud(level);
409 }
410
411 void UpdateLevel(Level *level)
412 {
413 if (level->state == LEVEL_STATE_BATTLE)
414 {
415 int activeWaves = 0;
416 for (int i = 0; i < 10; i++)
417 {
418 EnemyWave *wave = &level->waves[i];
419 if (wave->spawned >= wave->count || wave->wave != level->currentWave)
420 {
421 continue;
422 }
423 activeWaves++;
424 wave->timeToSpawnNext -= gameTime.deltaTime;
425 if (wave->timeToSpawnNext <= 0.0f)
426 {
427 Enemy *enemy = EnemyTryAdd(wave->enemyType, wave->spawnPosition.x, wave->spawnPosition.y);
428 if (enemy)
429 {
430 wave->timeToSpawnNext = wave->interval;
431 wave->spawned++;
432 }
433 }
434 }
435 if (GetTowerByType(TOWER_TYPE_BASE) == 0) {
436 level->waveEndTimer += gameTime.deltaTime;
437 if (level->waveEndTimer >= 2.0f)
438 {
439 level->nextState = LEVEL_STATE_LOST_WAVE;
440 }
441 }
442 else if (activeWaves == 0 && EnemyCount() == 0)
443 {
444 level->waveEndTimer += gameTime.deltaTime;
445 if (level->waveEndTimer >= 2.0f)
446 {
447 level->nextState = LEVEL_STATE_WON_WAVE;
448 }
449 }
450 }
451
452 PathFindingMapUpdate();
453 EnemyUpdate();
454 TowerUpdate();
455 ProjectileUpdate();
456 ParticleUpdate();
457
458 if (level->nextState == LEVEL_STATE_RESET)
459 {
460 InitLevel(level);
461 }
462
463 if (level->nextState == LEVEL_STATE_BATTLE)
464 {
465 InitBattleStateConditions(level);
466 }
467
468 if (level->nextState == LEVEL_STATE_WON_WAVE)
469 {
470 level->currentWave++;
471 level->state = LEVEL_STATE_WON_WAVE;
472 }
473
474 if (level->nextState == LEVEL_STATE_LOST_WAVE)
475 {
476 level->state = LEVEL_STATE_LOST_WAVE;
477 }
478
479 if (level->nextState == LEVEL_STATE_BUILDING)
480 {
481 level->state = LEVEL_STATE_BUILDING;
482 }
483
484 if (level->nextState == LEVEL_STATE_WON_LEVEL)
485 {
486 // make something of this later
487 InitLevel(level);
488 }
489
490 level->nextState = LEVEL_STATE_NONE;
491 }
492
493 float nextSpawnTime = 0.0f;
494
495 void ResetGame()
496 {
497 InitLevel(currentLevel);
498 }
499
500 void InitGame()
501 {
502 TowerInit();
503 EnemyInit();
504 ProjectileInit();
505 ParticleInit();
506 PathfindingMapInit(20, 20, (Vector3){-10.0f, 0.0f, -10.0f}, 1.0f);
507
508 currentLevel = levels;
509 InitLevel(currentLevel);
510 }
511
512 //# Immediate GUI functions
513
514 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth)
515 {
516 const float healthBarHeight = 6.0f;
517 const float healthBarOffset = 15.0f;
518 const float inset = 2.0f;
519 const float innerWidth = healthBarWidth - inset * 2;
520 const float innerHeight = healthBarHeight - inset * 2;
521
522 Vector2 screenPos = GetWorldToScreen(position, camera);
523 float centerX = screenPos.x - healthBarWidth * 0.5f;
524 float topY = screenPos.y - healthBarOffset;
525 DrawRectangle(centerX, topY, healthBarWidth, healthBarHeight, BLACK);
526 float healthWidth = innerWidth * healthRatio;
527 DrawRectangle(centerX + inset, topY + inset, healthWidth, innerHeight, barColor);
528 }
529
530 int Button(const char *text, int x, int y, int width, int height, ButtonState *state)
531 {
532 Rectangle bounds = {x, y, width, height};
533 int isPressed = 0;
534 int isSelected = state && state->isSelected;
535 int isDisabled = state && state->isDisabled;
536 if (CheckCollisionPointRec(GetMousePosition(), bounds) && !guiState.isBlocked && !isDisabled)
537 {
538 Color color = isSelected ? DARKGRAY : GRAY;
539 DrawRectangle(x, y, width, height, color);
540 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
541 {
542 isPressed = 1;
543 }
544 guiState.isBlocked = 1;
545 }
546 else
547 {
548 Color color = isSelected ? WHITE : LIGHTGRAY;
549 DrawRectangle(x, y, width, height, color);
550 }
551 Font font = GetFontDefault();
552 Vector2 textSize = MeasureTextEx(font, text, font.baseSize * 2.0f, 1);
553 Color textColor = isDisabled ? GRAY : BLACK;
554 DrawTextEx(font, text, (Vector2){x + width / 2 - textSize.x / 2, y + height / 2 - textSize.y / 2}, font.baseSize * 2.0f, 1, textColor);
555 return isPressed;
556 }
557
558 //# Main game loop
559
560 void GameUpdate()
561 {
562 float dt = GetFrameTime();
563 // cap maximum delta time to 0.1 seconds to prevent large time steps
564 if (dt > 0.1f) dt = 0.1f;
565 gameTime.time += dt;
566 gameTime.deltaTime = dt;
567
568 UpdateLevel(currentLevel);
569 }
570
571 int main(void)
572 {
573 int screenWidth, screenHeight;
574 GetPreferredSize(&screenWidth, &screenHeight);
575 InitWindow(screenWidth, screenHeight, "Tower defense");
576 SetTargetFPS(30);
577
578 LoadAssets();
579 InitGame();
580
581 while (!WindowShouldClose())
582 {
583 if (IsPaused()) {
584 // canvas is not visible in browser - do nothing
585 continue;
586 }
587
588 BeginDrawing();
589 ClearBackground((Color){0x4E, 0x63, 0x26, 0xFF});
590
591 GameUpdate();
592 DrawLevel(currentLevel);
593
594 EndDrawing();
595 }
596
597 CloseWindow();
598
599 return 0;
600 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static TowerTypeConfig towerTypeConfigs[TOWER_TYPE_COUNT] = {
5 [TOWER_TYPE_BASE] = {
6 .maxHealth = 10,
7 },
8 [TOWER_TYPE_ARCHER] = {
9 .cooldown = 0.5f,
10 .range = 3.0f,
11 .cost = 6,
12 .maxHealth = 10,
13 .projectileSpeed = 4.0f,
14 .projectileType = PROJECTILE_TYPE_ARROW,
15 .hitEffect = {
16 .damage = 3.0f,
17 }
18 },
19 [TOWER_TYPE_BALLISTA] = {
20 .cooldown = 1.5f,
21 .range = 6.0f,
22 .cost = 9,
23 .maxHealth = 10,
24 .projectileSpeed = 10.0f,
25 .projectileType = PROJECTILE_TYPE_BALLISTA,
26 .hitEffect = {
27 .damage = 6.0f,
28 .pushbackPowerDistance = 0.25f,
29 }
30 },
31 [TOWER_TYPE_CATAPULT] = {
32 .cooldown = 1.7f,
33 .range = 5.0f,
34 .cost = 10,
35 .maxHealth = 10,
36 .projectileSpeed = 3.0f,
37 .projectileType = PROJECTILE_TYPE_CATAPULT,
38 .hitEffect = {
39 .damage = 2.0f,
40 .areaDamageRadius = 1.75f,
41 }
42 },
43 [TOWER_TYPE_WALL] = {
44 .cost = 2,
45 .maxHealth = 10,
46 },
47 };
48
49 Tower towers[TOWER_MAX_COUNT];
50 int towerCount = 0;
51
52 Model towerModels[TOWER_TYPE_COUNT];
53
54 // definition of our archer unit
55 SpriteUnit archerUnit = {
56 .srcRect = {0, 0, 16, 16},
57 .offset = {7, 1},
58 .frameCount = 1,
59 .frameDuration = 0.0f,
60 .srcWeaponIdleRect = {16, 0, 6, 16},
61 .srcWeaponIdleOffset = {8, 0},
62 .srcWeaponCooldownRect = {22, 0, 11, 16},
63 .srcWeaponCooldownOffset = {10, 0},
64 };
65
66 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase)
67 {
68 float xScale = flip ? -1.0f : 1.0f;
69 Camera3D camera = currentLevel->camera;
70 float size = 0.5f;
71 Vector2 offset = (Vector2){ unit.offset.x / 16.0f * size, unit.offset.y / 16.0f * size * xScale };
72 Vector2 scale = (Vector2){ unit.srcRect.width / 16.0f * size, unit.srcRect.height / 16.0f * size };
73 // we want the sprite to face the camera, so we need to calculate the up vector
74 Vector3 forward = Vector3Subtract(camera.target, camera.position);
75 Vector3 up = {0, 1, 0};
76 Vector3 right = Vector3CrossProduct(forward, up);
77 up = Vector3Normalize(Vector3CrossProduct(right, forward));
78
79 Rectangle srcRect = unit.srcRect;
80 if (unit.frameCount > 1)
81 {
82 srcRect.x += (int)(t / unit.frameDuration) % unit.frameCount * srcRect.width;
83 }
84 if (flip)
85 {
86 srcRect.x += srcRect.width;
87 srcRect.width = -srcRect.width;
88 }
89 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
90
91 if (phase == SPRITE_UNIT_PHASE_WEAPON_COOLDOWN && unit.srcWeaponCooldownRect.width > 0)
92 {
93 offset = (Vector2){ unit.srcWeaponCooldownOffset.x / 16.0f * size, unit.srcWeaponCooldownOffset.y / 16.0f * size };
94 scale = (Vector2){ unit.srcWeaponCooldownRect.width / 16.0f * size, unit.srcWeaponCooldownRect.height / 16.0f * size };
95 srcRect = unit.srcWeaponCooldownRect;
96 if (flip)
97 {
98 // position.x = flip * scale.x * 0.5f;
99 srcRect.x += srcRect.width;
100 srcRect.width = -srcRect.width;
101 offset.x = scale.x - offset.x;
102 }
103 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
104 }
105 else if (phase == SPRITE_UNIT_PHASE_WEAPON_IDLE && unit.srcWeaponIdleRect.width > 0)
106 {
107 offset = (Vector2){ unit.srcWeaponIdleOffset.x / 16.0f * size, unit.srcWeaponIdleOffset.y / 16.0f * size };
108 scale = (Vector2){ unit.srcWeaponIdleRect.width / 16.0f * size, unit.srcWeaponIdleRect.height / 16.0f * size };
109 srcRect = unit.srcWeaponIdleRect;
110 if (flip)
111 {
112 // position.x = flip * scale.x * 0.5f;
113 srcRect.x += srcRect.width;
114 srcRect.width = -srcRect.width;
115 offset.x = scale.x - offset.x;
116 }
117 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
118 }
119 }
120
121 void TowerInit()
122 {
123 for (int i = 0; i < TOWER_MAX_COUNT; i++)
124 {
125 towers[i] = (Tower){0};
126 }
127 towerCount = 0;
128
129 towerModels[TOWER_TYPE_BASE] = LoadModel("data/keep.glb");
130 towerModels[TOWER_TYPE_WALL] = LoadModel("data/wall-0000.glb");
131
132 for (int i = 0; i < TOWER_TYPE_COUNT; i++)
133 {
134 if (towerModels[i].materials)
135 {
136 // assign the palette texture to the material of the model (0 is not used afaik)
137 towerModels[i].materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
138 }
139 }
140 }
141
142 static void TowerGunUpdate(Tower *tower)
143 {
144 TowerTypeConfig config = towerTypeConfigs[tower->towerType];
145 if (tower->cooldown <= 0.0f)
146 {
147 Enemy *enemy = EnemyGetClosestToCastle(tower->x, tower->y, config.range);
148 if (enemy)
149 {
150 tower->cooldown = config.cooldown;
151 // shoot the enemy; determine future position of the enemy
152 float bulletSpeed = config.projectileSpeed;
153 Vector2 velocity = enemy->simVelocity;
154 Vector2 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &velocity, 0);
155 Vector2 towerPosition = {tower->x, tower->y};
156 float eta = Vector2Distance(towerPosition, futurePosition) / bulletSpeed;
157 for (int i = 0; i < 8; i++) {
158 velocity = enemy->simVelocity;
159 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime + eta, &velocity, 0);
160 float distance = Vector2Distance(towerPosition, futurePosition);
161 float eta2 = distance / bulletSpeed;
162 if (fabs(eta - eta2) < 0.01f) {
163 break;
164 }
165 eta = (eta2 + eta) * 0.5f;
166 }
167
168 ProjectileTryAdd(config.projectileType, enemy,
169 (Vector3){towerPosition.x, 1.33f, towerPosition.y},
170 (Vector3){futurePosition.x, 0.25f, futurePosition.y},
171 bulletSpeed, config.hitEffect);
172 enemy->futureDamage += config.hitEffect.damage;
173 tower->lastTargetPosition = futurePosition;
174 }
175 }
176 else
177 {
178 tower->cooldown -= gameTime.deltaTime;
179 }
180 }
181
182 Tower *TowerGetAt(int16_t x, int16_t y)
183 {
184 for (int i = 0; i < towerCount; i++)
185 {
186 if (towers[i].x == x && towers[i].y == y && towers[i].towerType != TOWER_TYPE_NONE)
187 {
188 return &towers[i];
189 }
190 }
191 return 0;
192 }
193
194 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y)
195 {
196 if (towerCount >= TOWER_MAX_COUNT)
197 {
198 return 0;
199 }
200
201 Tower *tower = TowerGetAt(x, y);
202 if (tower)
203 {
204 return 0;
205 }
206
207 tower = &towers[towerCount++];
208 tower->x = x;
209 tower->y = y;
210 tower->towerType = towerType;
211 tower->cooldown = 0.0f;
212 tower->damage = 0.0f;
213 return tower;
214 }
215
216 Tower *GetTowerByType(uint8_t towerType)
217 {
218 for (int i = 0; i < towerCount; i++)
219 {
220 if (towers[i].towerType == towerType)
221 {
222 return &towers[i];
223 }
224 }
225 return 0;
226 }
227
228 int GetTowerCosts(uint8_t towerType)
229 {
230 return towerTypeConfigs[towerType].cost;
231 }
232
233 float TowerGetMaxHealth(Tower *tower)
234 {
235 return towerTypeConfigs[tower->towerType].maxHealth;
236 }
237
238 void TowerDraw()
239 {
240 for (int i = 0; i < towerCount; i++)
241 {
242 Tower tower = towers[i];
243 if (tower.towerType == TOWER_TYPE_NONE)
244 {
245 continue;
246 }
247
248 switch (tower.towerType)
249 {
250 case TOWER_TYPE_ARCHER:
251 {
252 Vector2 screenPosTower = GetWorldToScreen((Vector3){tower.x, 0.0f, tower.y}, currentLevel->camera);
253 Vector2 screenPosTarget = GetWorldToScreen((Vector3){tower.lastTargetPosition.x, 0.0f, tower.lastTargetPosition.y}, currentLevel->camera);
254 DrawModel(towerModels[TOWER_TYPE_WALL], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
255 DrawSpriteUnit(archerUnit, (Vector3){tower.x, 1.0f, tower.y}, 0, screenPosTarget.x > screenPosTower.x,
256 tower.cooldown > 0.2f ? SPRITE_UNIT_PHASE_WEAPON_COOLDOWN : SPRITE_UNIT_PHASE_WEAPON_IDLE);
257 }
258 break;
259 case TOWER_TYPE_BALLISTA:
260 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, BROWN);
261 break;
262 case TOWER_TYPE_CATAPULT:
263 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, DARKGRAY);
264 break;
265 default:
266 if (towerModels[tower.towerType].materials)
267 {
268 DrawModel(towerModels[tower.towerType], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
269 } else {
270 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, LIGHTGRAY);
271 }
272 break;
273 }
274 }
275 }
276
277 void TowerUpdate()
278 {
279 for (int i = 0; i < towerCount; i++)
280 {
281 Tower *tower = &towers[i];
282 switch (tower->towerType)
283 {
284 case TOWER_TYPE_CATAPULT:
285 case TOWER_TYPE_BALLISTA:
286 case TOWER_TYPE_ARCHER:
287 TowerGunUpdate(tower);
288 break;
289 }
290 }
291 }
292
293 void TowerDrawHealthBars(Camera3D camera)
294 {
295 for (int i = 0; i < towerCount; i++)
296 {
297 Tower *tower = &towers[i];
298 if (tower->towerType == TOWER_TYPE_NONE || tower->damage <= 0.0f)
299 {
300 continue;
301 }
302
303 Vector3 position = (Vector3){tower->x, 0.5f, tower->y};
304 float maxHealth = TowerGetMaxHealth(tower);
305 float health = maxHealth - tower->damage;
306 float healthRatio = health / maxHealth;
307
308 DrawHealthBar(camera, position, healthRatio, GREEN, 35.0f);
309 }
310 }
1 #ifndef TD_TUT_2_MAIN_H
2 #define TD_TUT_2_MAIN_H
3
4 #include <inttypes.h>
5
6 #include "raylib.h"
7 #include "preferred_size.h"
8
9 //# Declarations
10
11 #define ENEMY_MAX_PATH_COUNT 8
12 #define ENEMY_MAX_COUNT 400
13 #define ENEMY_TYPE_NONE 0
14 #define ENEMY_TYPE_MINION 1
15
16 #define PARTICLE_MAX_COUNT 400
17 #define PARTICLE_TYPE_NONE 0
18 #define PARTICLE_TYPE_EXPLOSION 1
19
20 typedef struct Particle
21 {
22 uint8_t particleType;
23 float spawnTime;
24 float lifetime;
25 Vector3 position;
26 Vector3 velocity;
27 } Particle;
28
29 #define TOWER_MAX_COUNT 400
30 enum TowerType
31 {
32 TOWER_TYPE_NONE,
33 TOWER_TYPE_BASE,
34 TOWER_TYPE_ARCHER,
35 TOWER_TYPE_BALLISTA,
36 TOWER_TYPE_CATAPULT,
37 TOWER_TYPE_WALL,
38 TOWER_TYPE_COUNT
39 };
40
41 typedef struct HitEffectConfig
42 {
43 float damage;
44 float areaDamageRadius;
45 float pushbackPowerDistance;
46 } HitEffectConfig;
47
48 typedef struct TowerTypeConfig
49 {
50 float cooldown;
51 float range;
52 float projectileSpeed;
53
54 uint8_t cost;
55 uint8_t projectileType;
56 uint16_t maxHealth;
57
58 HitEffectConfig hitEffect;
59 } TowerTypeConfig;
60
61 typedef struct Tower
62 {
63 int16_t x, y;
64 uint8_t towerType;
65 Vector2 lastTargetPosition;
66 float cooldown;
67 float damage;
68 } Tower;
69
70 typedef struct GameTime
71 {
72 float time;
73 float deltaTime;
74 } GameTime;
75
76 typedef struct ButtonState {
77 char isSelected;
78 char isDisabled;
79 } ButtonState;
80
81 typedef struct GUIState {
82 int isBlocked;
83 } GUIState;
84
85 typedef enum LevelState
86 {
87 LEVEL_STATE_NONE,
88 LEVEL_STATE_BUILDING,
89 LEVEL_STATE_BATTLE,
90 LEVEL_STATE_WON_WAVE,
91 LEVEL_STATE_LOST_WAVE,
92 LEVEL_STATE_WON_LEVEL,
93 LEVEL_STATE_RESET,
94 } LevelState;
95
96 typedef struct EnemyWave {
97 uint8_t enemyType;
98 uint8_t wave;
99 uint16_t count;
100 float interval;
101 float delay;
102 Vector2 spawnPosition;
103
104 uint16_t spawned;
105 float timeToSpawnNext;
106 } EnemyWave;
107
108 typedef struct Level
109 {
110 int seed;
111 LevelState state;
112 LevelState nextState;
113 Camera3D camera;
114 int placementMode;
115
116 int initialGold;
117 int playerGold;
118
119 EnemyWave waves[10];
120 int currentWave;
121 float waveEndTimer;
122 } Level;
123
124 typedef struct DeltaSrc
125 {
126 char x, y;
127 } DeltaSrc;
128
129 typedef struct PathfindingMap
130 {
131 int width, height;
132 float scale;
133 float *distances;
134 long *towerIndex;
135 DeltaSrc *deltaSrc;
136 float maxDistance;
137 Matrix toMapSpace;
138 Matrix toWorldSpace;
139 } PathfindingMap;
140
141 // when we execute the pathfinding algorithm, we need to store the active nodes
142 // in a queue. Each node has a position, a distance from the start, and the
143 // position of the node that we came from.
144 typedef struct PathfindingNode
145 {
146 int16_t x, y, fromX, fromY;
147 float distance;
148 } PathfindingNode;
149
150 typedef struct EnemyId
151 {
152 uint16_t index;
153 uint16_t generation;
154 } EnemyId;
155
156 typedef struct EnemyClassConfig
157 {
158 float speed;
159 float health;
160 float radius;
161 float maxAcceleration;
162 float requiredContactTime;
163 float explosionDamage;
164 float explosionRange;
165 float explosionPushbackPower;
166 int goldValue;
167 } EnemyClassConfig;
168
169 typedef struct Enemy
170 {
171 int16_t currentX, currentY;
172 int16_t nextX, nextY;
173 Vector2 simPosition;
174 Vector2 simVelocity;
175 uint16_t generation;
176 float walkedDistance;
177 float startMovingTime;
178 float damage, futureDamage;
179 float contactTime;
180 uint8_t enemyType;
181 uint8_t movePathCount;
182 Vector2 movePath[ENEMY_MAX_PATH_COUNT];
183 } Enemy;
184
185 // a unit that uses sprites to be drawn
186 #define SPRITE_UNIT_PHASE_WEAPON_IDLE 0
187 #define SPRITE_UNIT_PHASE_WEAPON_COOLDOWN 1
188 typedef struct SpriteUnit
189 {
190 Rectangle srcRect;
191 Vector2 offset;
192 int frameCount;
193 float frameDuration;
194 Rectangle srcWeaponIdleRect;
195 Vector2 srcWeaponIdleOffset;
196 Rectangle srcWeaponCooldownRect;
197 Vector2 srcWeaponCooldownOffset;
198 } SpriteUnit;
199
200 #define PROJECTILE_MAX_COUNT 1200
201 #define PROJECTILE_TYPE_NONE 0
202 #define PROJECTILE_TYPE_ARROW 1
203 #define PROJECTILE_TYPE_CATAPULT 2
204 #define PROJECTILE_TYPE_BALLISTA 3
205
206 typedef struct Projectile
207 {
208 uint8_t projectileType;
209 float shootTime;
210 float arrivalTime;
211 float distance;
212 Vector3 position;
213 Vector3 target;
214 Vector3 directionNormal;
215 EnemyId targetEnemy;
216 HitEffectConfig hitEffectConfig;
217 } Projectile;
218
219 //# Function declarations
220 float TowerGetMaxHealth(Tower *tower);
221 int Button(const char *text, int x, int y, int width, int height, ButtonState *state);
222 int EnemyAddDamageRange(Vector2 position, float range, float damage);
223 int EnemyAddDamage(Enemy *enemy, float damage);
224
225 //# Enemy functions
226 void EnemyInit();
227 void EnemyDraw();
228 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource);
229 void EnemyUpdate();
230 float EnemyGetCurrentMaxSpeed(Enemy *enemy);
231 float EnemyGetMaxHealth(Enemy *enemy);
232 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY);
233 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount);
234 EnemyId EnemyGetId(Enemy *enemy);
235 Enemy *EnemyTryResolve(EnemyId enemyId);
236 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY);
237 int EnemyAddDamage(Enemy *enemy, float damage);
238 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range);
239 int EnemyCount();
240 void EnemyDrawHealthbars(Camera3D camera);
241
242 //# Tower functions
243 void TowerInit();
244 Tower *TowerGetAt(int16_t x, int16_t y);
245 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y);
246 Tower *GetTowerByType(uint8_t towerType);
247 int GetTowerCosts(uint8_t towerType);
248 float TowerGetMaxHealth(Tower *tower);
249 void TowerDraw();
250 void TowerUpdate();
251 void TowerDrawHealthBars(Camera3D camera);
252 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase);
253
254 //# Particles
255 void ParticleInit();
256 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, float lifetime);
257 void ParticleUpdate();
258 void ParticleDraw();
259
260 //# Projectiles
261 void ProjectileInit();
262 void ProjectileDraw();
263 void ProjectileUpdate();
264 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, HitEffectConfig hitEffectConfig);
265
266 //# Pathfinding map
267 void PathfindingMapInit(int width, int height, Vector3 translate, float scale);
268 float PathFindingGetDistance(int mapX, int mapY);
269 Vector2 PathFindingGetGradient(Vector3 world);
270 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY);
271 void PathFindingMapUpdate();
272 void PathFindingMapDraw();
273
274 //# UI
275 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth);
276
277 //# Level
278 void DrawLevelGround(Level *level);
279
280 //# variables
281 extern Level *currentLevel;
282 extern Enemy enemies[ENEMY_MAX_COUNT];
283 extern int enemyCount;
284 extern EnemyClassConfig enemyClassConfigs[];
285
286 extern GUIState guiState;
287 extern GameTime gameTime;
288 extern Tower towers[TOWER_MAX_COUNT];
289 extern int towerCount;
290
291 extern Texture2D palette, spriteSheet;
292
293 #endif
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static Projectile projectiles[PROJECTILE_MAX_COUNT];
5 static int projectileCount = 0;
6
7 typedef struct ProjectileConfig
8 {
9 float arcFactor;
10 Color color;
11 Color trailColor;
12 } ProjectileConfig;
13
14 ProjectileConfig projectileConfigs[] = {
15 [PROJECTILE_TYPE_ARROW] = {
16 .arcFactor = 0.15f,
17 .color = RED,
18 .trailColor = BROWN,
19 },
20 [PROJECTILE_TYPE_CATAPULT] = {
21 .arcFactor = 0.5f,
22 .color = RED,
23 .trailColor = GRAY,
24 },
25 [PROJECTILE_TYPE_BALLISTA] = {
26 .arcFactor = 0.025f,
27 .color = RED,
28 .trailColor = BROWN,
29 },
30 };
31
32 void ProjectileInit()
33 {
34 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
35 {
36 projectiles[i] = (Projectile){0};
37 }
38 }
39
40 void ProjectileDraw()
41 {
42 for (int i = 0; i < projectileCount; i++)
43 {
44 Projectile projectile = projectiles[i];
45 if (projectile.projectileType == PROJECTILE_TYPE_NONE)
46 {
47 continue;
48 }
49 float transition = (gameTime.time - projectile.shootTime) / (projectile.arrivalTime - projectile.shootTime);
50 if (transition >= 1.0f)
51 {
52 continue;
53 }
54
55 ProjectileConfig config = projectileConfigs[projectile.projectileType];
56 for (float transitionOffset = 0.0f; transitionOffset < 1.0f; transitionOffset += 0.1f)
57 {
58 float t = transition + transitionOffset * 0.3f;
59 if (t > 1.0f)
60 {
61 break;
62 }
63 Vector3 position = Vector3Lerp(projectile.position, projectile.target, t);
64 Color color = config.color;
65 color = ColorLerp(config.trailColor, config.color, transitionOffset * transitionOffset);
66 // fake a ballista flight path using parabola equation
67 float parabolaT = t - 0.5f;
68 parabolaT = 1.0f - 4.0f * parabolaT * parabolaT;
69 position.y += config.arcFactor * parabolaT * projectile.distance;
70
71 float size = 0.06f * (transitionOffset + 0.25f);
72 DrawCube(position, size, size, size, color);
73 }
74 }
75 }
76
77 void ProjectileUpdate()
78 {
79 for (int i = 0; i < projectileCount; i++)
80 {
81 Projectile *projectile = &projectiles[i];
82 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
83 {
84 continue;
85 }
86 float transition = (gameTime.time - projectile->shootTime) / (projectile->arrivalTime - projectile->shootTime);
87 if (transition >= 1.0f)
88 {
89 projectile->projectileType = PROJECTILE_TYPE_NONE;
90 Enemy *enemy = EnemyTryResolve(projectile->targetEnemy);
91 if (enemy && projectile->hitEffectConfig.pushbackPowerDistance > 0.0f)
92 {
93 Vector2 direction = Vector2Normalize(Vector2Subtract((Vector2){projectile->target.x, projectile->target.z}, enemy->simPosition));
94 enemy->simPosition = Vector2Add(enemy->simPosition, Vector2Scale(direction, projectile->hitEffectConfig.pushbackPowerDistance));
95 }
96
97 if (projectile->hitEffectConfig.areaDamageRadius > 0.0f)
98 {
99 EnemyAddDamageRange((Vector2){projectile->target.x, projectile->target.z}, projectile->hitEffectConfig.areaDamageRadius, projectile->hitEffectConfig.damage);
100 }
101 else if (projectile->hitEffectConfig.damage > 0.0f && enemy)
102 {
103 EnemyAddDamage(enemy, projectile->hitEffectConfig.damage);
104 }
105 continue;
106 }
107 }
108 }
109
110 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, HitEffectConfig hitEffectConfig)
111 {
112 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
113 {
114 Projectile *projectile = &projectiles[i];
115 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
116 {
117 projectile->projectileType = projectileType;
118 projectile->shootTime = gameTime.time;
119 float distance = Vector3Distance(position, target);
120 projectile->arrivalTime = gameTime.time + distance / speed;
121 projectile->position = position;
122 projectile->target = target;
123 projectile->directionNormal = Vector3Scale(Vector3Subtract(target, position), 1.0f / distance);
124 projectile->distance = distance;
125 projectile->targetEnemy = EnemyGetId(enemy);
126 projectileCount = projectileCount <= i ? i + 1 : projectileCount;
127 projectile->hitEffectConfig = hitEffectConfig;
128 return projectile;
129 }
130 }
131 return 0;
132 }
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 EnemyClassConfig enemyClassConfigs[] = {
7 [ENEMY_TYPE_MINION] = {
8 .health = 10.0f,
9 .speed = 0.6f,
10 .radius = 0.25f,
11 .maxAcceleration = 1.0f,
12 .explosionDamage = 1.0f,
13 .requiredContactTime = 0.5f,
14 .explosionRange = 1.0f,
15 .explosionPushbackPower = 0.25f,
16 .goldValue = 1,
17 },
18 };
19
20 Enemy enemies[ENEMY_MAX_COUNT];
21 int enemyCount = 0;
22
23 SpriteUnit enemySprites[] = {
24 [ENEMY_TYPE_MINION] = {
25 .srcRect = {0, 16, 16, 16},
26 .offset = {8.0f, 0.0f},
27 .frameCount = 6,
28 .frameDuration = 0.1f,
29 },
30 };
31
32 void EnemyInit()
33 {
34 for (int i = 0; i < ENEMY_MAX_COUNT; i++)
35 {
36 enemies[i] = (Enemy){0};
37 }
38 enemyCount = 0;
39 }
40
41 float EnemyGetCurrentMaxSpeed(Enemy *enemy)
42 {
43 return enemyClassConfigs[enemy->enemyType].speed;
44 }
45
46 float EnemyGetMaxHealth(Enemy *enemy)
47 {
48 return enemyClassConfigs[enemy->enemyType].health;
49 }
50
51 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY)
52 {
53 int16_t castleX = 0;
54 int16_t castleY = 0;
55 int16_t dx = castleX - currentX;
56 int16_t dy = castleY - currentY;
57 if (dx == 0 && dy == 0)
58 {
59 *nextX = currentX;
60 *nextY = currentY;
61 return 1;
62 }
63 Vector2 gradient = PathFindingGetGradient((Vector3){currentX, 0, currentY});
64
65 if (gradient.x == 0 && gradient.y == 0)
66 {
67 *nextX = currentX;
68 *nextY = currentY;
69 return 1;
70 }
71
72 if (fabsf(gradient.x) > fabsf(gradient.y))
73 {
74 *nextX = currentX + (int16_t)(gradient.x > 0.0f ? 1 : -1);
75 *nextY = currentY;
76 return 0;
77 }
78 *nextX = currentX;
79 *nextY = currentY + (int16_t)(gradient.y > 0.0f ? 1 : -1);
80 return 0;
81 }
82
83
84 // this function predicts the movement of the unit for the next deltaT seconds
85 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount)
86 {
87 const float pointReachedDistance = 0.25f;
88 const float pointReachedDistance2 = pointReachedDistance * pointReachedDistance;
89 const float maxSimStepTime = 0.015625f;
90
91 float maxAcceleration = enemyClassConfigs[enemy->enemyType].maxAcceleration;
92 float maxSpeed = EnemyGetCurrentMaxSpeed(enemy);
93 int16_t nextX = enemy->nextX;
94 int16_t nextY = enemy->nextY;
95 Vector2 position = enemy->simPosition;
96 int passedCount = 0;
97 for (float t = 0.0f; t < deltaT; t += maxSimStepTime)
98 {
99 float stepTime = fminf(deltaT - t, maxSimStepTime);
100 Vector2 target = (Vector2){nextX, nextY};
101 float speed = Vector2Length(*velocity);
102 // draw the target position for debugging
103 DrawCubeWires((Vector3){target.x, 0.2f, target.y}, 0.1f, 0.4f, 0.1f, RED);
104 Vector2 lookForwardPos = Vector2Add(position, Vector2Scale(*velocity, speed));
105 if (Vector2DistanceSqr(target, lookForwardPos) <= pointReachedDistance2)
106 {
107 // we reached the target position, let's move to the next waypoint
108 EnemyGetNextPosition(nextX, nextY, &nextX, &nextY);
109 target = (Vector2){nextX, nextY};
110 // track how many waypoints we passed
111 passedCount++;
112 }
113
114 // acceleration towards the target
115 Vector2 unitDirection = Vector2Normalize(Vector2Subtract(target, lookForwardPos));
116 Vector2 acceleration = Vector2Scale(unitDirection, maxAcceleration * stepTime);
117 *velocity = Vector2Add(*velocity, acceleration);
118
119 // limit the speed to the maximum speed
120 if (speed > maxSpeed)
121 {
122 *velocity = Vector2Scale(*velocity, maxSpeed / speed);
123 }
124
125 // move the enemy
126 position = Vector2Add(position, Vector2Scale(*velocity, stepTime));
127 }
128
129 if (waypointPassedCount)
130 {
131 (*waypointPassedCount) = passedCount;
132 }
133
134 return position;
135 }
136
137 void EnemyDraw()
138 {
139 for (int i = 0; i < enemyCount; i++)
140 {
141 Enemy enemy = enemies[i];
142 if (enemy.enemyType == ENEMY_TYPE_NONE)
143 {
144 continue;
145 }
146
147 Vector2 position = EnemyGetPosition(&enemy, gameTime.time - enemy.startMovingTime, &enemy.simVelocity, 0);
148
149 // don't draw any trails for now; might replace this with footprints later
150 // if (enemy.movePathCount > 0)
151 // {
152 // Vector3 p = {enemy.movePath[0].x, 0.2f, enemy.movePath[0].y};
153 // DrawLine3D(p, (Vector3){position.x, 0.2f, position.y}, GREEN);
154 // }
155 // for (int j = 1; j < enemy.movePathCount; j++)
156 // {
157 // Vector3 p = {enemy.movePath[j - 1].x, 0.2f, enemy.movePath[j - 1].y};
158 // Vector3 q = {enemy.movePath[j].x, 0.2f, enemy.movePath[j].y};
159 // DrawLine3D(p, q, GREEN);
160 // }
161
162 switch (enemy.enemyType)
163 {
164 case ENEMY_TYPE_MINION:
165 DrawSpriteUnit(enemySprites[ENEMY_TYPE_MINION], (Vector3){position.x, 0.0f, position.y},
166 enemy.walkedDistance, 0, 0);
167 break;
168 }
169 }
170 }
171
172 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource)
173 {
174 // damage the tower
175 float explosionDamge = enemyClassConfigs[enemy->enemyType].explosionDamage;
176 float explosionRange = enemyClassConfigs[enemy->enemyType].explosionRange;
177 float explosionPushbackPower = enemyClassConfigs[enemy->enemyType].explosionPushbackPower;
178 float explosionRange2 = explosionRange * explosionRange;
179 tower->damage += enemyClassConfigs[enemy->enemyType].explosionDamage;
180 // explode the enemy
181 if (tower->damage >= TowerGetMaxHealth(tower))
182 {
183 tower->towerType = TOWER_TYPE_NONE;
184 }
185
186 ParticleAdd(PARTICLE_TYPE_EXPLOSION,
187 explosionSource,
188 (Vector3){0, 0.1f, 0}, 1.0f);
189
190 enemy->enemyType = ENEMY_TYPE_NONE;
191
192 // push back enemies & dealing damage
193 for (int i = 0; i < enemyCount; i++)
194 {
195 Enemy *other = &enemies[i];
196 if (other->enemyType == ENEMY_TYPE_NONE)
197 {
198 continue;
199 }
200 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, other->simPosition);
201 if (distanceSqr > 0 && distanceSqr < explosionRange2)
202 {
203 Vector2 direction = Vector2Normalize(Vector2Subtract(other->simPosition, enemy->simPosition));
204 other->simPosition = Vector2Add(other->simPosition, Vector2Scale(direction, explosionPushbackPower));
205 EnemyAddDamage(other, explosionDamge);
206 }
207 }
208 }
209
210 void EnemyUpdate()
211 {
212 const float castleX = 0;
213 const float castleY = 0;
214 const float maxPathDistance2 = 0.25f * 0.25f;
215
216 for (int i = 0; i < enemyCount; i++)
217 {
218 Enemy *enemy = &enemies[i];
219 if (enemy->enemyType == ENEMY_TYPE_NONE)
220 {
221 continue;
222 }
223
224 int waypointPassedCount = 0;
225 Vector2 prevPosition = enemy->simPosition;
226 enemy->simPosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &enemy->simVelocity, &waypointPassedCount);
227 enemy->startMovingTime = gameTime.time;
228 enemy->walkedDistance += Vector2Distance(prevPosition, enemy->simPosition);
229 // track path of unit
230 if (enemy->movePathCount == 0 || Vector2DistanceSqr(enemy->simPosition, enemy->movePath[0]) > maxPathDistance2)
231 {
232 for (int j = ENEMY_MAX_PATH_COUNT - 1; j > 0; j--)
233 {
234 enemy->movePath[j] = enemy->movePath[j - 1];
235 }
236 enemy->movePath[0] = enemy->simPosition;
237 if (++enemy->movePathCount > ENEMY_MAX_PATH_COUNT)
238 {
239 enemy->movePathCount = ENEMY_MAX_PATH_COUNT;
240 }
241 }
242
243 if (waypointPassedCount > 0)
244 {
245 enemy->currentX = enemy->nextX;
246 enemy->currentY = enemy->nextY;
247 if (EnemyGetNextPosition(enemy->currentX, enemy->currentY, &enemy->nextX, &enemy->nextY) &&
248 Vector2DistanceSqr(enemy->simPosition, (Vector2){castleX, castleY}) <= 0.25f * 0.25f)
249 {
250 // enemy reached the castle; remove it
251 enemy->enemyType = ENEMY_TYPE_NONE;
252 continue;
253 }
254 }
255 }
256
257 // handle collisions between enemies
258 for (int i = 0; i < enemyCount - 1; i++)
259 {
260 Enemy *enemyA = &enemies[i];
261 if (enemyA->enemyType == ENEMY_TYPE_NONE)
262 {
263 continue;
264 }
265 for (int j = i + 1; j < enemyCount; j++)
266 {
267 Enemy *enemyB = &enemies[j];
268 if (enemyB->enemyType == ENEMY_TYPE_NONE)
269 {
270 continue;
271 }
272 float distanceSqr = Vector2DistanceSqr(enemyA->simPosition, enemyB->simPosition);
273 float radiusA = enemyClassConfigs[enemyA->enemyType].radius;
274 float radiusB = enemyClassConfigs[enemyB->enemyType].radius;
275 float radiusSum = radiusA + radiusB;
276 if (distanceSqr < radiusSum * radiusSum && distanceSqr > 0.001f)
277 {
278 // collision
279 float distance = sqrtf(distanceSqr);
280 float overlap = radiusSum - distance;
281 // move the enemies apart, but softly; if we have a clog of enemies,
282 // moving them perfectly apart can cause them to jitter
283 float positionCorrection = overlap / 5.0f;
284 Vector2 direction = (Vector2){
285 (enemyB->simPosition.x - enemyA->simPosition.x) / distance * positionCorrection,
286 (enemyB->simPosition.y - enemyA->simPosition.y) / distance * positionCorrection};
287 enemyA->simPosition = Vector2Subtract(enemyA->simPosition, direction);
288 enemyB->simPosition = Vector2Add(enemyB->simPosition, direction);
289 }
290 }
291 }
292
293 // handle collisions between enemies and towers
294 for (int i = 0; i < enemyCount; i++)
295 {
296 Enemy *enemy = &enemies[i];
297 if (enemy->enemyType == ENEMY_TYPE_NONE)
298 {
299 continue;
300 }
301 enemy->contactTime -= gameTime.deltaTime;
302 if (enemy->contactTime < 0.0f)
303 {
304 enemy->contactTime = 0.0f;
305 }
306
307 float enemyRadius = enemyClassConfigs[enemy->enemyType].radius;
308 // linear search over towers; could be optimized by using path finding tower map,
309 // but for now, we keep it simple
310 for (int j = 0; j < towerCount; j++)
311 {
312 Tower *tower = &towers[j];
313 if (tower->towerType == TOWER_TYPE_NONE)
314 {
315 continue;
316 }
317 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){tower->x, tower->y});
318 float combinedRadius = enemyRadius + 0.708; // sqrt(0.5^2 + 0.5^2), corner-center distance of square with side length 1
319 if (distanceSqr > combinedRadius * combinedRadius)
320 {
321 continue;
322 }
323 // potential collision; square / circle intersection
324 float dx = tower->x - enemy->simPosition.x;
325 float dy = tower->y - enemy->simPosition.y;
326 float absDx = fabsf(dx);
327 float absDy = fabsf(dy);
328 Vector3 contactPoint = {0};
329 if (absDx <= 0.5f && absDx <= absDy) {
330 // vertical collision; push the enemy out horizontally
331 float overlap = enemyRadius + 0.5f - absDy;
332 if (overlap < 0.0f)
333 {
334 continue;
335 }
336 float direction = dy > 0.0f ? -1.0f : 1.0f;
337 enemy->simPosition.y += direction * overlap;
338 contactPoint = (Vector3){enemy->simPosition.x, 0.2f, tower->y + direction * 0.5f};
339 }
340 else if (absDy <= 0.5f && absDy <= absDx)
341 {
342 // horizontal collision; push the enemy out vertically
343 float overlap = enemyRadius + 0.5f - absDx;
344 if (overlap < 0.0f)
345 {
346 continue;
347 }
348 float direction = dx > 0.0f ? -1.0f : 1.0f;
349 enemy->simPosition.x += direction * overlap;
350 contactPoint = (Vector3){tower->x + direction * 0.5f, 0.2f, enemy->simPosition.y};
351 }
352 else
353 {
354 // possible collision with a corner
355 float cornerDX = dx > 0.0f ? -0.5f : 0.5f;
356 float cornerDY = dy > 0.0f ? -0.5f : 0.5f;
357 float cornerX = tower->x + cornerDX;
358 float cornerY = tower->y + cornerDY;
359 float cornerDistanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){cornerX, cornerY});
360 if (cornerDistanceSqr > enemyRadius * enemyRadius)
361 {
362 continue;
363 }
364 // push the enemy out along the diagonal
365 float cornerDistance = sqrtf(cornerDistanceSqr);
366 float overlap = enemyRadius - cornerDistance;
367 float directionX = cornerDistance > 0.0f ? (cornerX - enemy->simPosition.x) / cornerDistance : -cornerDX;
368 float directionY = cornerDistance > 0.0f ? (cornerY - enemy->simPosition.y) / cornerDistance : -cornerDY;
369 enemy->simPosition.x -= directionX * overlap;
370 enemy->simPosition.y -= directionY * overlap;
371 contactPoint = (Vector3){cornerX, 0.2f, cornerY};
372 }
373
374 if (enemyClassConfigs[enemy->enemyType].explosionDamage > 0.0f)
375 {
376 enemy->contactTime += gameTime.deltaTime * 2.0f; // * 2 to undo the subtraction above
377 if (enemy->contactTime >= enemyClassConfigs[enemy->enemyType].requiredContactTime)
378 {
379 EnemyTriggerExplode(enemy, tower, contactPoint);
380 }
381 }
382 }
383 }
384 }
385
386 EnemyId EnemyGetId(Enemy *enemy)
387 {
388 return (EnemyId){enemy - enemies, enemy->generation};
389 }
390
391 Enemy *EnemyTryResolve(EnemyId enemyId)
392 {
393 if (enemyId.index >= ENEMY_MAX_COUNT)
394 {
395 return 0;
396 }
397 Enemy *enemy = &enemies[enemyId.index];
398 if (enemy->generation != enemyId.generation || enemy->enemyType == ENEMY_TYPE_NONE)
399 {
400 return 0;
401 }
402 return enemy;
403 }
404
405 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY)
406 {
407 Enemy *spawn = 0;
408 for (int i = 0; i < enemyCount; i++)
409 {
410 Enemy *enemy = &enemies[i];
411 if (enemy->enemyType == ENEMY_TYPE_NONE)
412 {
413 spawn = enemy;
414 break;
415 }
416 }
417
418 if (enemyCount < ENEMY_MAX_COUNT && !spawn)
419 {
420 spawn = &enemies[enemyCount++];
421 }
422
423 if (spawn)
424 {
425 spawn->currentX = currentX;
426 spawn->currentY = currentY;
427 spawn->nextX = currentX;
428 spawn->nextY = currentY;
429 spawn->simPosition = (Vector2){currentX, currentY};
430 spawn->simVelocity = (Vector2){0, 0};
431 spawn->enemyType = enemyType;
432 spawn->startMovingTime = gameTime.time;
433 spawn->damage = 0.0f;
434 spawn->futureDamage = 0.0f;
435 spawn->generation++;
436 spawn->movePathCount = 0;
437 spawn->walkedDistance = 0.0f;
438 }
439
440 return spawn;
441 }
442
443 int EnemyAddDamageRange(Vector2 position, float range, float damage)
444 {
445 int count = 0;
446 float range2 = range * range;
447 for (int i = 0; i < enemyCount; i++)
448 {
449 Enemy *enemy = &enemies[i];
450 if (enemy->enemyType == ENEMY_TYPE_NONE)
451 {
452 continue;
453 }
454 float distance2 = Vector2DistanceSqr(position, enemy->simPosition);
455 if (distance2 <= range2)
456 {
457 EnemyAddDamage(enemy, damage);
458 count++;
459 }
460 }
461 return count;
462 }
463
464 int EnemyAddDamage(Enemy *enemy, float damage)
465 {
466 enemy->damage += damage;
467 if (enemy->damage >= EnemyGetMaxHealth(enemy))
468 {
469 currentLevel->playerGold += enemyClassConfigs[enemy->enemyType].goldValue;
470 enemy->enemyType = ENEMY_TYPE_NONE;
471 return 1;
472 }
473
474 return 0;
475 }
476
477 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range)
478 {
479 int16_t castleX = 0;
480 int16_t castleY = 0;
481 Enemy* closest = 0;
482 int16_t closestDistance = 0;
483 float range2 = range * range;
484 for (int i = 0; i < enemyCount; i++)
485 {
486 Enemy* enemy = &enemies[i];
487 if (enemy->enemyType == ENEMY_TYPE_NONE)
488 {
489 continue;
490 }
491 float maxHealth = EnemyGetMaxHealth(enemy);
492 if (enemy->futureDamage >= maxHealth)
493 {
494 // ignore enemies that will die soon
495 continue;
496 }
497 int16_t dx = castleX - enemy->currentX;
498 int16_t dy = castleY - enemy->currentY;
499 int16_t distance = abs(dx) + abs(dy);
500 if (!closest || distance < closestDistance)
501 {
502 float tdx = towerX - enemy->currentX;
503 float tdy = towerY - enemy->currentY;
504 float tdistance2 = tdx * tdx + tdy * tdy;
505 if (tdistance2 <= range2)
506 {
507 closest = enemy;
508 closestDistance = distance;
509 }
510 }
511 }
512 return closest;
513 }
514
515 int EnemyCount()
516 {
517 int count = 0;
518 for (int i = 0; i < enemyCount; i++)
519 {
520 if (enemies[i].enemyType != ENEMY_TYPE_NONE)
521 {
522 count++;
523 }
524 }
525 return count;
526 }
527
528 void EnemyDrawHealthbars(Camera3D camera)
529 {
530 for (int i = 0; i < enemyCount; i++)
531 {
532 Enemy *enemy = &enemies[i];
533 if (enemy->enemyType == ENEMY_TYPE_NONE || enemy->damage == 0.0f)
534 {
535 continue;
536 }
537 Vector3 position = (Vector3){enemy->simPosition.x, 0.5f, enemy->simPosition.y};
538 float maxHealth = EnemyGetMaxHealth(enemy);
539 float health = maxHealth - enemy->damage;
540 float healthRatio = health / maxHealth;
541
542 DrawHealthBar(camera, position, healthRatio, GREEN, 15.0f);
543 }
544 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 // The queue is a simple array of nodes, we add nodes to the end and remove
5 // nodes from the front. We keep the array around to avoid unnecessary allocations
6 static PathfindingNode *pathfindingNodeQueue = 0;
7 static int pathfindingNodeQueueCount = 0;
8 static int pathfindingNodeQueueCapacity = 0;
9
10 // The pathfinding map stores the distances from the castle to each cell in the map.
11 static PathfindingMap pathfindingMap = {0};
12
13 void PathfindingMapInit(int width, int height, Vector3 translate, float scale)
14 {
15 // transforming between map space and world space allows us to adapt
16 // position and scale of the map without changing the pathfinding data
17 pathfindingMap.toWorldSpace = MatrixTranslate(translate.x, translate.y, translate.z);
18 pathfindingMap.toWorldSpace = MatrixMultiply(pathfindingMap.toWorldSpace, MatrixScale(scale, scale, scale));
19 pathfindingMap.toMapSpace = MatrixInvert(pathfindingMap.toWorldSpace);
20 pathfindingMap.width = width;
21 pathfindingMap.height = height;
22 pathfindingMap.scale = scale;
23 pathfindingMap.distances = (float *)MemAlloc(width * height * sizeof(float));
24 for (int i = 0; i < width * height; i++)
25 {
26 pathfindingMap.distances[i] = -1.0f;
27 }
28
29 pathfindingMap.towerIndex = (long *)MemAlloc(width * height * sizeof(long));
30 pathfindingMap.deltaSrc = (DeltaSrc *)MemAlloc(width * height * sizeof(DeltaSrc));
31 }
32
33 static void PathFindingNodePush(int16_t x, int16_t y, int16_t fromX, int16_t fromY, float distance)
34 {
35 if (pathfindingNodeQueueCount >= pathfindingNodeQueueCapacity)
36 {
37 pathfindingNodeQueueCapacity = pathfindingNodeQueueCapacity == 0 ? 256 : pathfindingNodeQueueCapacity * 2;
38 // we use MemAlloc/MemRealloc to allocate memory for the queue
39 // I am not entirely sure if MemRealloc allows passing a null pointer
40 // so we check if the pointer is null and use MemAlloc in that case
41 if (pathfindingNodeQueue == 0)
42 {
43 pathfindingNodeQueue = (PathfindingNode *)MemAlloc(pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
44 }
45 else
46 {
47 pathfindingNodeQueue = (PathfindingNode *)MemRealloc(pathfindingNodeQueue, pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
48 }
49 }
50
51 PathfindingNode *node = &pathfindingNodeQueue[pathfindingNodeQueueCount++];
52 node->x = x;
53 node->y = y;
54 node->fromX = fromX;
55 node->fromY = fromY;
56 node->distance = distance;
57 }
58
59 static PathfindingNode *PathFindingNodePop()
60 {
61 if (pathfindingNodeQueueCount == 0)
62 {
63 return 0;
64 }
65 // we return the first node in the queue; we want to return a pointer to the node
66 // so we can return 0 if the queue is empty.
67 // We should _not_ return a pointer to the element in the list, because the list
68 // may be reallocated and the pointer would become invalid. Or the
69 // popped element is overwritten by the next push operation.
70 // Using static here means that the variable is permanently allocated.
71 static PathfindingNode node;
72 node = pathfindingNodeQueue[0];
73 // we shift all nodes one position to the front
74 for (int i = 1; i < pathfindingNodeQueueCount; i++)
75 {
76 pathfindingNodeQueue[i - 1] = pathfindingNodeQueue[i];
77 }
78 --pathfindingNodeQueueCount;
79 return &node;
80 }
81
82 float PathFindingGetDistance(int mapX, int mapY)
83 {
84 if (mapX < 0 || mapX >= pathfindingMap.width || mapY < 0 || mapY >= pathfindingMap.height)
85 {
86 // when outside the map, we return the manhattan distance to the castle (0,0)
87 return fabsf((float)mapX) + fabsf((float)mapY);
88 }
89
90 return pathfindingMap.distances[mapY * pathfindingMap.width + mapX];
91 }
92
93 // transform a world position to a map position in the array;
94 // returns true if the position is inside the map
95 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY)
96 {
97 Vector3 mapPosition = Vector3Transform(worldPosition, pathfindingMap.toMapSpace);
98 *mapX = (int16_t)mapPosition.x;
99 *mapY = (int16_t)mapPosition.z;
100 return *mapX >= 0 && *mapX < pathfindingMap.width && *mapY >= 0 && *mapY < pathfindingMap.height;
101 }
102
103 void PathFindingMapUpdate()
104 {
105 const int castleX = 0, castleY = 0;
106 int16_t castleMapX, castleMapY;
107 if (!PathFindingFromWorldToMapPosition((Vector3){castleX, 0.0f, castleY}, &castleMapX, &castleMapY))
108 {
109 return;
110 }
111 int width = pathfindingMap.width, height = pathfindingMap.height;
112
113 // reset the distances to -1
114 for (int i = 0; i < width * height; i++)
115 {
116 pathfindingMap.distances[i] = -1.0f;
117 }
118 // reset the tower indices
119 for (int i = 0; i < width * height; i++)
120 {
121 pathfindingMap.towerIndex[i] = -1;
122 }
123 // reset the delta src
124 for (int i = 0; i < width * height; i++)
125 {
126 pathfindingMap.deltaSrc[i].x = 0;
127 pathfindingMap.deltaSrc[i].y = 0;
128 }
129
130 for (int i = 0; i < towerCount; i++)
131 {
132 Tower *tower = &towers[i];
133 if (tower->towerType == TOWER_TYPE_NONE || tower->towerType == TOWER_TYPE_BASE)
134 {
135 continue;
136 }
137 int16_t mapX, mapY;
138 // technically, if the tower cell scale is not in sync with the pathfinding map scale,
139 // this would not work correctly and needs to be refined to allow towers covering multiple cells
140 // or having multiple towers in one cell; for simplicity, we assume that the tower covers exactly
141 // one cell. For now.
142 if (!PathFindingFromWorldToMapPosition((Vector3){tower->x, 0.0f, tower->y}, &mapX, &mapY))
143 {
144 continue;
145 }
146 int index = mapY * width + mapX;
147 pathfindingMap.towerIndex[index] = i;
148 }
149
150 // we start at the castle and add the castle to the queue
151 pathfindingMap.maxDistance = 0.0f;
152 pathfindingNodeQueueCount = 0;
153 PathFindingNodePush(castleMapX, castleMapY, castleMapX, castleMapY, 0.0f);
154 PathfindingNode *node = 0;
155 while ((node = PathFindingNodePop()))
156 {
157 if (node->x < 0 || node->x >= width || node->y < 0 || node->y >= height)
158 {
159 continue;
160 }
161 int index = node->y * width + node->x;
162 if (pathfindingMap.distances[index] >= 0 && pathfindingMap.distances[index] <= node->distance)
163 {
164 continue;
165 }
166
167 int deltaX = node->x - node->fromX;
168 int deltaY = node->y - node->fromY;
169 // even if the cell is blocked by a tower, we still may want to store the direction
170 // (though this might not be needed, IDK right now)
171 pathfindingMap.deltaSrc[index].x = (char) deltaX;
172 pathfindingMap.deltaSrc[index].y = (char) deltaY;
173
174 // we skip nodes that are blocked by towers
175 if (pathfindingMap.towerIndex[index] >= 0)
176 {
177 node->distance += 8.0f;
178 }
179 pathfindingMap.distances[index] = node->distance;
180 pathfindingMap.maxDistance = fmaxf(pathfindingMap.maxDistance, node->distance);
181 PathFindingNodePush(node->x, node->y + 1, node->x, node->y, node->distance + 1.0f);
182 PathFindingNodePush(node->x, node->y - 1, node->x, node->y, node->distance + 1.0f);
183 PathFindingNodePush(node->x + 1, node->y, node->x, node->y, node->distance + 1.0f);
184 PathFindingNodePush(node->x - 1, node->y, node->x, node->y, node->distance + 1.0f);
185 }
186 }
187
188 void PathFindingMapDraw()
189 {
190 float cellSize = pathfindingMap.scale * 0.9f;
191 float highlightDistance = fmodf(GetTime() * 4.0f, pathfindingMap.maxDistance);
192 for (int x = 0; x < pathfindingMap.width; x++)
193 {
194 for (int y = 0; y < pathfindingMap.height; y++)
195 {
196 float distance = pathfindingMap.distances[y * pathfindingMap.width + x];
197 float colorV = distance < 0 ? 0 : fminf(distance / pathfindingMap.maxDistance, 1.0f);
198 Color color = distance < 0 ? BLUE : (Color){fminf(colorV, 1.0f) * 255, 0, 0, 255};
199 Vector3 position = Vector3Transform((Vector3){x, -0.25f, y}, pathfindingMap.toWorldSpace);
200 // animate the distance "wave" to show how the pathfinding algorithm expands
201 // from the castle
202 if (distance + 0.5f > highlightDistance && distance - 0.5f < highlightDistance)
203 {
204 color = BLACK;
205 }
206 DrawCube(position, cellSize, 0.1f, cellSize, color);
207 }
208 }
209 }
210
211 Vector2 PathFindingGetGradient(Vector3 world)
212 {
213 int16_t mapX, mapY;
214 if (PathFindingFromWorldToMapPosition(world, &mapX, &mapY))
215 {
216 DeltaSrc delta = pathfindingMap.deltaSrc[mapY * pathfindingMap.width + mapX];
217 return (Vector2){(float)-delta.x, (float)-delta.y};
218 }
219 // fallback to a simple gradient calculation
220 float n = PathFindingGetDistance(mapX, mapY - 1);
221 float s = PathFindingGetDistance(mapX, mapY + 1);
222 float w = PathFindingGetDistance(mapX - 1, mapY);
223 float e = PathFindingGetDistance(mapX + 1, mapY);
224 return (Vector2){w - e + 0.25f, n - s + 0.125f};
225 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static Particle particles[PARTICLE_MAX_COUNT];
5 static int particleCount = 0;
6
7 void ParticleInit()
8 {
9 for (int i = 0; i < PARTICLE_MAX_COUNT; i++)
10 {
11 particles[i] = (Particle){0};
12 }
13 particleCount = 0;
14 }
15
16 static void DrawExplosionParticle(Particle *particle, float transition)
17 {
18 float size = 1.2f * (1.0f - transition);
19 Color startColor = WHITE;
20 Color endColor = RED;
21 Color color = ColorLerp(startColor, endColor, transition);
22 DrawCube(particle->position, size, size, size, color);
23 }
24
25 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, float lifetime)
26 {
27 if (particleCount >= PARTICLE_MAX_COUNT)
28 {
29 return;
30 }
31
32 int index = -1;
33 for (int i = 0; i < particleCount; i++)
34 {
35 if (particles[i].particleType == PARTICLE_TYPE_NONE)
36 {
37 index = i;
38 break;
39 }
40 }
41
42 if (index == -1)
43 {
44 index = particleCount++;
45 }
46
47 Particle *particle = &particles[index];
48 particle->particleType = particleType;
49 particle->spawnTime = gameTime.time;
50 particle->lifetime = lifetime;
51 particle->position = position;
52 particle->velocity = velocity;
53 }
54
55 void ParticleUpdate()
56 {
57 for (int i = 0; i < particleCount; i++)
58 {
59 Particle *particle = &particles[i];
60 if (particle->particleType == PARTICLE_TYPE_NONE)
61 {
62 continue;
63 }
64
65 float age = gameTime.time - particle->spawnTime;
66
67 if (particle->lifetime > age)
68 {
69 particle->position = Vector3Add(particle->position, Vector3Scale(particle->velocity, gameTime.deltaTime));
70 }
71 else {
72 particle->particleType = PARTICLE_TYPE_NONE;
73 }
74 }
75 }
76
77 void ParticleDraw()
78 {
79 for (int i = 0; i < particleCount; i++)
80 {
81 Particle particle = particles[i];
82 if (particle.particleType == PARTICLE_TYPE_NONE)
83 {
84 continue;
85 }
86
87 float age = gameTime.time - particle.spawnTime;
88 float transition = age / particle.lifetime;
89 switch (particle.particleType)
90 {
91 case PARTICLE_TYPE_EXPLOSION:
92 DrawExplosionParticle(&particle, transition);
93 break;
94 default:
95 DrawCube(particle.position, 0.3f, 0.5f, 0.3f, RED);
96 break;
97 }
98 }
99 }
1 #include "raylib.h"
2 #include "preferred_size.h"
3
4 // Since the canvas size is not known at compile time, we need to query it at runtime;
5 // the following platform specific code obtains the canvas size and we will use this
6 // size as the preferred size for the window at init time. We're ignoring here the
7 // possibility of the canvas size changing during runtime - this would require to
8 // poll the canvas size in the game loop or establishing a callback to be notified
9
10 #ifdef PLATFORM_WEB
11 #include <emscripten.h>
12 EMSCRIPTEN_RESULT emscripten_get_element_css_size(const char *target, double *width, double *height);
13
14 void GetPreferredSize(int *screenWidth, int *screenHeight)
15 {
16 double canvasWidth, canvasHeight;
17 emscripten_get_element_css_size("#" CANVAS_NAME, &canvasWidth, &canvasHeight);
18 *screenWidth = (int)canvasWidth;
19 *screenHeight = (int)canvasHeight;
20 TraceLog(LOG_INFO, "preferred size for %s: %d %d", CANVAS_NAME, *screenWidth, *screenHeight);
21 }
22
23 int IsPaused()
24 {
25 const char *js = "(function(){\n"
26 " var canvas = document.getElementById(\"" CANVAS_NAME "\");\n"
27 " var rect = canvas.getBoundingClientRect();\n"
28 " var isVisible = (\n"
29 " rect.top >= 0 &&\n"
30 " rect.left >= 0 &&\n"
31 " rect.bottom <= (window.innerHeight || document.documentElement.clientHeight) &&\n"
32 " rect.right <= (window.innerWidth || document.documentElement.clientWidth)\n"
33 " );\n"
34 " return isVisible ? 0 : 1;\n"
35 "})()";
36 return emscripten_run_script_int(js);
37 }
38
39 #else
40 void GetPreferredSize(int *screenWidth, int *screenHeight)
41 {
42 *screenWidth = 600;
43 *screenHeight = 240;
44 }
45 int IsPaused()
46 {
47 return 0;
48 }
49 #endif
1 #ifndef PREFERRED_SIZE_H
2 #define PREFERRED_SIZE_H
3
4 void GetPreferredSize(int *screenWidth, int *screenHeight);
5 int IsPaused();
6
7 #endif
It would now be nice if we could see the area effect of the catapult tower. So let's add a particle effect for the area damage with the size of the area upon impact.
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 //# Variables
7 GUIState guiState = {0};
8 GameTime gameTime = {0};
9
10 Model floorTileAModel = {0};
11 Model floorTileBModel = {0};
12 Model treeModel[2] = {0};
13 Model firTreeModel[2] = {0};
14 Model rockModels[5] = {0};
15 Model grassPatchModel[1] = {0};
16
17 Texture2D palette, spriteSheet;
18
19 Level levels[] = {
20 [0] = {
21 .state = LEVEL_STATE_BUILDING,
22 .initialGold = 20,
23 .waves[0] = {
24 .enemyType = ENEMY_TYPE_MINION,
25 .wave = 0,
26 .count = 10,
27 .interval = 2.5f,
28 .delay = 1.0f,
29 .spawnPosition = {0, 6},
30 },
31 .waves[1] = {
32 .enemyType = ENEMY_TYPE_MINION,
33 .wave = 1,
34 .count = 20,
35 .interval = 1.5f,
36 .delay = 1.0f,
37 .spawnPosition = {0, 6},
38 },
39 .waves[2] = {
40 .enemyType = ENEMY_TYPE_MINION,
41 .wave = 2,
42 .count = 30,
43 .interval = 1.2f,
44 .delay = 1.0f,
45 .spawnPosition = {0, 6},
46 }
47 },
48 };
49
50 Level *currentLevel = levels;
51
52 //# Game
53
54 static Model LoadGLBModel(char *filename)
55 {
56 Model model = LoadModel(TextFormat("data/%s.glb",filename));
57 if (model.materialCount > 1)
58 {
59 model.materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
60 }
61 return model;
62 }
63
64 void LoadAssets()
65 {
66 // load a sprite sheet that contains all units
67 spriteSheet = LoadTexture("data/spritesheet.png");
68 SetTextureFilter(spriteSheet, TEXTURE_FILTER_BILINEAR);
69
70 // we'll use a palette texture to colorize the all buildings and environment art
71 palette = LoadTexture("data/palette.png");
72 // The texture uses gradients on very small space, so we'll enable bilinear filtering
73 SetTextureFilter(palette, TEXTURE_FILTER_BILINEAR);
74
75 floorTileAModel = LoadGLBModel("floor-tile-a");
76 floorTileBModel = LoadGLBModel("floor-tile-b");
77 treeModel[0] = LoadGLBModel("leaftree-large-1-a");
78 treeModel[1] = LoadGLBModel("leaftree-large-1-b");
79 firTreeModel[0] = LoadGLBModel("firtree-1-a");
80 firTreeModel[1] = LoadGLBModel("firtree-1-b");
81 rockModels[0] = LoadGLBModel("rock-1");
82 rockModels[1] = LoadGLBModel("rock-2");
83 rockModels[2] = LoadGLBModel("rock-3");
84 rockModels[3] = LoadGLBModel("rock-4");
85 rockModels[4] = LoadGLBModel("rock-5");
86 grassPatchModel[0] = LoadGLBModel("grass-patch-1");
87 }
88
89 void InitLevel(Level *level)
90 {
91 level->seed = (int)(GetTime() * 100.0f);
92
93 TowerInit();
94 EnemyInit();
95 ProjectileInit();
96 ParticleInit();
97 TowerTryAdd(TOWER_TYPE_BASE, 0, 0);
98
99 level->placementMode = 0;
100 level->state = LEVEL_STATE_BUILDING;
101 level->nextState = LEVEL_STATE_NONE;
102 level->playerGold = level->initialGold;
103 level->currentWave = 0;
104
105 Camera *camera = &level->camera;
106 camera->position = (Vector3){4.0f, 8.0f, 8.0f};
107 camera->target = (Vector3){0.0f, 0.0f, 0.0f};
108 camera->up = (Vector3){0.0f, 1.0f, 0.0f};
109 camera->fovy = 10.0f;
110 camera->projection = CAMERA_ORTHOGRAPHIC;
111 }
112
113 void DrawLevelHud(Level *level)
114 {
115 const char *text = TextFormat("Gold: %d", level->playerGold);
116 Font font = GetFontDefault();
117 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 120, 10}, font.baseSize * 2.0f, 2.0f, BLACK);
118 DrawTextEx(font, text, (Vector2){GetScreenWidth() - 122, 8}, font.baseSize * 2.0f, 2.0f, YELLOW);
119 }
120
121 void DrawLevelReportLostWave(Level *level)
122 {
123 BeginMode3D(level->camera);
124 DrawLevelGround(level);
125 TowerDraw();
126 EnemyDraw();
127 ProjectileDraw();
128 ParticleDraw();
129 guiState.isBlocked = 0;
130 EndMode3D();
131
132 TowerDrawHealthBars(level->camera);
133
134 const char *text = "Wave lost";
135 int textWidth = MeasureText(text, 20);
136 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
137
138 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
139 {
140 level->nextState = LEVEL_STATE_RESET;
141 }
142 }
143
144 int HasLevelNextWave(Level *level)
145 {
146 for (int i = 0; i < 10; i++)
147 {
148 EnemyWave *wave = &level->waves[i];
149 if (wave->wave == level->currentWave)
150 {
151 return 1;
152 }
153 }
154 return 0;
155 }
156
157 void DrawLevelReportWonWave(Level *level)
158 {
159 BeginMode3D(level->camera);
160 DrawLevelGround(level);
161 TowerDraw();
162 EnemyDraw();
163 ProjectileDraw();
164 ParticleDraw();
165 guiState.isBlocked = 0;
166 EndMode3D();
167
168 TowerDrawHealthBars(level->camera);
169
170 const char *text = "Wave won";
171 int textWidth = MeasureText(text, 20);
172 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
173
174
175 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
176 {
177 level->nextState = LEVEL_STATE_RESET;
178 }
179
180 if (HasLevelNextWave(level))
181 {
182 if (Button("Prepare for next wave", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
183 {
184 level->nextState = LEVEL_STATE_BUILDING;
185 }
186 }
187 else {
188 if (Button("Level won", GetScreenWidth() - 300, GetScreenHeight() - 40, 300, 30, 0))
189 {
190 level->nextState = LEVEL_STATE_WON_LEVEL;
191 }
192 }
193 }
194
195 void DrawBuildingBuildButton(Level *level, int x, int y, int width, int height, uint8_t towerType, const char *name)
196 {
197 static ButtonState buttonStates[8] = {0};
198 int cost = GetTowerCosts(towerType);
199 const char *text = TextFormat("%s: %d", name, cost);
200 buttonStates[towerType].isSelected = level->placementMode == towerType;
201 buttonStates[towerType].isDisabled = level->playerGold < cost;
202 if (Button(text, x, y, width, height, &buttonStates[towerType]))
203 {
204 level->placementMode = buttonStates[towerType].isSelected ? 0 : towerType;
205 }
206 }
207
208 float GetRandomFloat(float min, float max)
209 {
210 int random = GetRandomValue(0, 0xfffffff);
211 return ((float)random / (float)0xfffffff) * (max - min) + min;
212 }
213
214 void DrawLevelGround(Level *level)
215 {
216 // draw checkerboard ground pattern
217 for (int x = -5; x <= 5; x += 1)
218 {
219 for (int y = -5; y <= 5; y += 1)
220 {
221 Model *model = (x + y) % 2 == 0 ? &floorTileAModel : &floorTileBModel;
222 DrawModel(*model, (Vector3){x, 0.0f, y}, 1.0f, WHITE);
223 }
224 }
225
226 int oldSeed = GetRandomValue(0, 0xfffffff);
227 SetRandomSeed(level->seed);
228 // increase probability for trees via duplicated entries
229 Model borderModels[64];
230 int maxRockCount = GetRandomValue(2, 6);
231 int maxTreeCount = GetRandomValue(10, 20);
232 int maxFirTreeCount = GetRandomValue(5, 10);
233 int maxLeafTreeCount = maxTreeCount - maxFirTreeCount;
234 int grassPatchCount = GetRandomValue(5, 30);
235
236 int modelCount = 0;
237 for (int i = 0; i < maxRockCount && modelCount < 63; i++)
238 {
239 borderModels[modelCount++] = rockModels[GetRandomValue(0, 5)];
240 }
241 for (int i = 0; i < maxLeafTreeCount && modelCount < 63; i++)
242 {
243 borderModels[modelCount++] = treeModel[GetRandomValue(0, 1)];
244 }
245 for (int i = 0; i < maxFirTreeCount && modelCount < 63; i++)
246 {
247 borderModels[modelCount++] = firTreeModel[GetRandomValue(0, 1)];
248 }
249 for (int i = 0; i < grassPatchCount && modelCount < 63; i++)
250 {
251 borderModels[modelCount++] = grassPatchModel[0];
252 }
253
254 // draw some objects around the border of the map
255 Vector3 up = {0, 1, 0};
256 // a pseudo random number generator to get the same result every time
257 const float wiggle = 0.75f;
258 const int layerCount = 3;
259 for (int layer = 0; layer < layerCount; layer++)
260 {
261 int layerPos = 6 + layer;
262 for (int x = -6 + layer; x <= 6 + layer; x += 1)
263 {
264 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
265 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, -layerPos + GetRandomFloat(0.0f, wiggle)},
266 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
267 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
268 (Vector3){x + GetRandomFloat(0.0f, wiggle), 0.0f, layerPos + GetRandomFloat(0.0f, wiggle)},
269 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
270 }
271
272 for (int z = -5 + layer; z <= 5 + layer; z += 1)
273 {
274 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
275 (Vector3){-layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
276 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
277 DrawModelEx(borderModels[GetRandomValue(0, modelCount - 1)],
278 (Vector3){layerPos + GetRandomFloat(0.0f, wiggle), 0.0f, z + GetRandomFloat(0.0f, wiggle)},
279 up, GetRandomFloat(0.0f, 360), Vector3One(), WHITE);
280 }
281 }
282
283 SetRandomSeed(oldSeed);
284 }
285
286 void DrawLevelBuildingState(Level *level)
287 {
288 BeginMode3D(level->camera);
289 DrawLevelGround(level);
290 TowerDraw();
291 EnemyDraw();
292 ProjectileDraw();
293 ParticleDraw();
294
295 Ray ray = GetScreenToWorldRay(GetMousePosition(), level->camera);
296 float planeDistance = ray.position.y / -ray.direction.y;
297 float planeX = ray.direction.x * planeDistance + ray.position.x;
298 float planeY = ray.direction.z * planeDistance + ray.position.z;
299 int16_t mapX = (int16_t)floorf(planeX + 0.5f);
300 int16_t mapY = (int16_t)floorf(planeY + 0.5f);
301 if (level->placementMode && !guiState.isBlocked && mapX >= -5 && mapX <= 5 && mapY >= -5 && mapY <= 5)
302 {
303 DrawCubeWires((Vector3){mapX, 0.2f, mapY}, 1.0f, 0.4f, 1.0f, RED);
304 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
305 {
306 if (TowerTryAdd(level->placementMode, mapX, mapY))
307 {
308 level->playerGold -= GetTowerCosts(level->placementMode);
309 level->placementMode = TOWER_TYPE_NONE;
310 }
311 }
312 }
313
314 guiState.isBlocked = 0;
315
316 EndMode3D();
317
318 TowerDrawHealthBars(level->camera);
319
320 static ButtonState buildWallButtonState = {0};
321 static ButtonState buildGunButtonState = {0};
322 buildWallButtonState.isSelected = level->placementMode == TOWER_TYPE_WALL;
323 buildGunButtonState.isSelected = level->placementMode == TOWER_TYPE_ARCHER;
324
325 DrawBuildingBuildButton(level, 10, 10, 110, 30, TOWER_TYPE_WALL, "Wall");
326 DrawBuildingBuildButton(level, 10, 50, 110, 30, TOWER_TYPE_ARCHER, "Archer");
327 DrawBuildingBuildButton(level, 10, 90, 110, 30, TOWER_TYPE_BALLISTA, "Ballista");
328 DrawBuildingBuildButton(level, 10, 130, 110, 30, TOWER_TYPE_CATAPULT, "Catapult");
329
330 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
331 {
332 level->nextState = LEVEL_STATE_RESET;
333 }
334
335 if (Button("Begin waves", GetScreenWidth() - 160, GetScreenHeight() - 40, 160, 30, 0))
336 {
337 level->nextState = LEVEL_STATE_BATTLE;
338 }
339
340 const char *text = "Building phase";
341 int textWidth = MeasureText(text, 20);
342 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
343 }
344
345 void InitBattleStateConditions(Level *level)
346 {
347 level->state = LEVEL_STATE_BATTLE;
348 level->nextState = LEVEL_STATE_NONE;
349 level->waveEndTimer = 0.0f;
350 for (int i = 0; i < 10; i++)
351 {
352 EnemyWave *wave = &level->waves[i];
353 wave->spawned = 0;
354 wave->timeToSpawnNext = wave->delay;
355 }
356 }
357
358 void DrawLevelBattleState(Level *level)
359 {
360 BeginMode3D(level->camera);
361 DrawLevelGround(level);
362 TowerDraw();
363 EnemyDraw();
364 ProjectileDraw();
365 ParticleDraw();
366 guiState.isBlocked = 0;
367 EndMode3D();
368
369 EnemyDrawHealthbars(level->camera);
370 TowerDrawHealthBars(level->camera);
371
372 if (Button("Reset level", 20, GetScreenHeight() - 40, 160, 30, 0))
373 {
374 level->nextState = LEVEL_STATE_RESET;
375 }
376
377 int maxCount = 0;
378 int remainingCount = 0;
379 for (int i = 0; i < 10; i++)
380 {
381 EnemyWave *wave = &level->waves[i];
382 if (wave->wave != level->currentWave)
383 {
384 continue;
385 }
386 maxCount += wave->count;
387 remainingCount += wave->count - wave->spawned;
388 }
389 int aliveCount = EnemyCount();
390 remainingCount += aliveCount;
391
392 const char *text = TextFormat("Battle phase: %03d%%", 100 - remainingCount * 100 / maxCount);
393 int textWidth = MeasureText(text, 20);
394 DrawText(text, (GetScreenWidth() - textWidth) * 0.5f, 20, 20, WHITE);
395 }
396
397 void DrawLevel(Level *level)
398 {
399 switch (level->state)
400 {
401 case LEVEL_STATE_BUILDING: DrawLevelBuildingState(level); break;
402 case LEVEL_STATE_BATTLE: DrawLevelBattleState(level); break;
403 case LEVEL_STATE_WON_WAVE: DrawLevelReportWonWave(level); break;
404 case LEVEL_STATE_LOST_WAVE: DrawLevelReportLostWave(level); break;
405 default: break;
406 }
407
408 DrawLevelHud(level);
409 }
410
411 void UpdateLevel(Level *level)
412 {
413 if (level->state == LEVEL_STATE_BATTLE)
414 {
415 int activeWaves = 0;
416 for (int i = 0; i < 10; i++)
417 {
418 EnemyWave *wave = &level->waves[i];
419 if (wave->spawned >= wave->count || wave->wave != level->currentWave)
420 {
421 continue;
422 }
423 activeWaves++;
424 wave->timeToSpawnNext -= gameTime.deltaTime;
425 if (wave->timeToSpawnNext <= 0.0f)
426 {
427 Enemy *enemy = EnemyTryAdd(wave->enemyType, wave->spawnPosition.x, wave->spawnPosition.y);
428 if (enemy)
429 {
430 wave->timeToSpawnNext = wave->interval;
431 wave->spawned++;
432 }
433 }
434 }
435 if (GetTowerByType(TOWER_TYPE_BASE) == 0) {
436 level->waveEndTimer += gameTime.deltaTime;
437 if (level->waveEndTimer >= 2.0f)
438 {
439 level->nextState = LEVEL_STATE_LOST_WAVE;
440 }
441 }
442 else if (activeWaves == 0 && EnemyCount() == 0)
443 {
444 level->waveEndTimer += gameTime.deltaTime;
445 if (level->waveEndTimer >= 2.0f)
446 {
447 level->nextState = LEVEL_STATE_WON_WAVE;
448 }
449 }
450 }
451
452 PathFindingMapUpdate();
453 EnemyUpdate();
454 TowerUpdate();
455 ProjectileUpdate();
456 ParticleUpdate();
457
458 if (level->nextState == LEVEL_STATE_RESET)
459 {
460 InitLevel(level);
461 }
462
463 if (level->nextState == LEVEL_STATE_BATTLE)
464 {
465 InitBattleStateConditions(level);
466 }
467
468 if (level->nextState == LEVEL_STATE_WON_WAVE)
469 {
470 level->currentWave++;
471 level->state = LEVEL_STATE_WON_WAVE;
472 }
473
474 if (level->nextState == LEVEL_STATE_LOST_WAVE)
475 {
476 level->state = LEVEL_STATE_LOST_WAVE;
477 }
478
479 if (level->nextState == LEVEL_STATE_BUILDING)
480 {
481 level->state = LEVEL_STATE_BUILDING;
482 }
483
484 if (level->nextState == LEVEL_STATE_WON_LEVEL)
485 {
486 // make something of this later
487 InitLevel(level);
488 }
489
490 level->nextState = LEVEL_STATE_NONE;
491 }
492
493 float nextSpawnTime = 0.0f;
494
495 void ResetGame()
496 {
497 InitLevel(currentLevel);
498 }
499
500 void InitGame()
501 {
502 TowerInit();
503 EnemyInit();
504 ProjectileInit();
505 ParticleInit();
506 PathfindingMapInit(20, 20, (Vector3){-10.0f, 0.0f, -10.0f}, 1.0f);
507
508 currentLevel = levels;
509 InitLevel(currentLevel);
510 }
511
512 //# Immediate GUI functions
513
514 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth)
515 {
516 const float healthBarHeight = 6.0f;
517 const float healthBarOffset = 15.0f;
518 const float inset = 2.0f;
519 const float innerWidth = healthBarWidth - inset * 2;
520 const float innerHeight = healthBarHeight - inset * 2;
521
522 Vector2 screenPos = GetWorldToScreen(position, camera);
523 float centerX = screenPos.x - healthBarWidth * 0.5f;
524 float topY = screenPos.y - healthBarOffset;
525 DrawRectangle(centerX, topY, healthBarWidth, healthBarHeight, BLACK);
526 float healthWidth = innerWidth * healthRatio;
527 DrawRectangle(centerX + inset, topY + inset, healthWidth, innerHeight, barColor);
528 }
529
530 int Button(const char *text, int x, int y, int width, int height, ButtonState *state)
531 {
532 Rectangle bounds = {x, y, width, height};
533 int isPressed = 0;
534 int isSelected = state && state->isSelected;
535 int isDisabled = state && state->isDisabled;
536 if (CheckCollisionPointRec(GetMousePosition(), bounds) && !guiState.isBlocked && !isDisabled)
537 {
538 Color color = isSelected ? DARKGRAY : GRAY;
539 DrawRectangle(x, y, width, height, color);
540 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
541 {
542 isPressed = 1;
543 }
544 guiState.isBlocked = 1;
545 }
546 else
547 {
548 Color color = isSelected ? WHITE : LIGHTGRAY;
549 DrawRectangle(x, y, width, height, color);
550 }
551 Font font = GetFontDefault();
552 Vector2 textSize = MeasureTextEx(font, text, font.baseSize * 2.0f, 1);
553 Color textColor = isDisabled ? GRAY : BLACK;
554 DrawTextEx(font, text, (Vector2){x + width / 2 - textSize.x / 2, y + height / 2 - textSize.y / 2}, font.baseSize * 2.0f, 1, textColor);
555 return isPressed;
556 }
557
558 //# Main game loop
559
560 void GameUpdate()
561 {
562 float dt = GetFrameTime();
563 // cap maximum delta time to 0.1 seconds to prevent large time steps
564 if (dt > 0.1f) dt = 0.1f;
565 gameTime.time += dt;
566 gameTime.deltaTime = dt;
567
568 UpdateLevel(currentLevel);
569 }
570
571 int main(void)
572 {
573 int screenWidth, screenHeight;
574 GetPreferredSize(&screenWidth, &screenHeight);
575 InitWindow(screenWidth, screenHeight, "Tower defense");
576 SetTargetFPS(30);
577
578 LoadAssets();
579 InitGame();
580
581 while (!WindowShouldClose())
582 {
583 if (IsPaused()) {
584 // canvas is not visible in browser - do nothing
585 continue;
586 }
587
588 BeginDrawing();
589 ClearBackground((Color){0x4E, 0x63, 0x26, 0xFF});
590
591 GameUpdate();
592 DrawLevel(currentLevel);
593
594 EndDrawing();
595 }
596
597 CloseWindow();
598
599 return 0;
600 }
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <rlgl.h>
4
5 static Particle particles[PARTICLE_MAX_COUNT];
6 static int particleCount = 0;
7
8 void ParticleInit()
9 {
10 for (int i = 0; i < PARTICLE_MAX_COUNT; i++)
11 {
12 particles[i] = (Particle){0};
13 }
14 particleCount = 0;
15 }
16
17 static void DrawExplosionParticle(Particle *particle, float transition)
18 {
19 Vector3 scale = particle->scale;
20 float size = 1.0f * (1.0f - transition);
21 Color startColor = WHITE;
22 Color endColor = RED;
23 Color color = ColorLerp(startColor, endColor, transition);
24
25 rlPushMatrix();
26 rlTranslatef(particle->position.x, particle->position.y, particle->position.z);
27 rlScalef(scale.x, scale.y, scale.z);
28 DrawSphere(Vector3Zero(), size, color);
29 rlPopMatrix();
30 }
31
32 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, Vector3 scale, float lifetime)
33 {
34 if (particleCount >= PARTICLE_MAX_COUNT)
35 {
36 return;
37 }
38
39 int index = -1;
40 for (int i = 0; i < particleCount; i++)
41 {
42 if (particles[i].particleType == PARTICLE_TYPE_NONE)
43 {
44 index = i;
45 break;
46 }
47 }
48
49 if (index == -1)
50 {
51 index = particleCount++;
52 }
53
54 Particle *particle = &particles[index];
55 particle->particleType = particleType;
56 particle->spawnTime = gameTime.time;
57 particle->lifetime = lifetime;
58 particle->position = position;
59 particle->velocity = velocity;
60 particle->scale = scale;
61 }
62
63 void ParticleUpdate()
64 {
65 for (int i = 0; i < particleCount; i++)
66 {
67 Particle *particle = &particles[i];
68 if (particle->particleType == PARTICLE_TYPE_NONE)
69 {
70 continue;
71 }
72
73 float age = gameTime.time - particle->spawnTime;
74
75 if (particle->lifetime > age)
76 {
77 particle->position = Vector3Add(particle->position, Vector3Scale(particle->velocity, gameTime.deltaTime));
78 }
79 else {
80 particle->particleType = PARTICLE_TYPE_NONE;
81 }
82 }
83 }
84
85 void ParticleDraw()
86 {
87 for (int i = 0; i < particleCount; i++)
88 {
89 Particle particle = particles[i];
90 if (particle.particleType == PARTICLE_TYPE_NONE)
91 {
92 continue;
93 }
94
95 float age = gameTime.time - particle.spawnTime;
96 float transition = age / particle.lifetime;
97 switch (particle.particleType)
98 {
99 case PARTICLE_TYPE_EXPLOSION:
100 DrawExplosionParticle(&particle, transition);
101 break;
102 default:
103 DrawCube(particle.position, 0.3f, 0.5f, 0.3f, RED);
104 break;
105 }
106 }
107 }
1 #ifndef TD_TUT_2_MAIN_H
2 #define TD_TUT_2_MAIN_H
3
4 #include <inttypes.h>
5
6 #include "raylib.h"
7 #include "preferred_size.h"
8
9 //# Declarations
10
11 #define ENEMY_MAX_PATH_COUNT 8
12 #define ENEMY_MAX_COUNT 400
13 #define ENEMY_TYPE_NONE 0
14 #define ENEMY_TYPE_MINION 1
15
16 #define PARTICLE_MAX_COUNT 400
17 #define PARTICLE_TYPE_NONE 0
18 #define PARTICLE_TYPE_EXPLOSION 1
19
20 typedef struct Particle
21 {
22 uint8_t particleType;
23 float spawnTime;
24 float lifetime;
25 Vector3 position;
26 Vector3 velocity;
27 Vector3 scale;
28 } Particle;
29
30 #define TOWER_MAX_COUNT 400
31 enum TowerType
32 {
33 TOWER_TYPE_NONE,
34 TOWER_TYPE_BASE,
35 TOWER_TYPE_ARCHER,
36 TOWER_TYPE_BALLISTA,
37 TOWER_TYPE_CATAPULT,
38 TOWER_TYPE_WALL,
39 TOWER_TYPE_COUNT
40 };
41
42 typedef struct HitEffectConfig
43 {
44 float damage;
45 float areaDamageRadius;
46 float pushbackPowerDistance;
47 } HitEffectConfig;
48
49 typedef struct TowerTypeConfig
50 {
51 float cooldown;
52 float range;
53 float projectileSpeed;
54
55 uint8_t cost;
56 uint8_t projectileType;
57 uint16_t maxHealth;
58
59 HitEffectConfig hitEffect;
60 } TowerTypeConfig;
61
62 typedef struct Tower
63 {
64 int16_t x, y;
65 uint8_t towerType;
66 Vector2 lastTargetPosition;
67 float cooldown;
68 float damage;
69 } Tower;
70
71 typedef struct GameTime
72 {
73 float time;
74 float deltaTime;
75 } GameTime;
76
77 typedef struct ButtonState {
78 char isSelected;
79 char isDisabled;
80 } ButtonState;
81
82 typedef struct GUIState {
83 int isBlocked;
84 } GUIState;
85
86 typedef enum LevelState
87 {
88 LEVEL_STATE_NONE,
89 LEVEL_STATE_BUILDING,
90 LEVEL_STATE_BATTLE,
91 LEVEL_STATE_WON_WAVE,
92 LEVEL_STATE_LOST_WAVE,
93 LEVEL_STATE_WON_LEVEL,
94 LEVEL_STATE_RESET,
95 } LevelState;
96
97 typedef struct EnemyWave {
98 uint8_t enemyType;
99 uint8_t wave;
100 uint16_t count;
101 float interval;
102 float delay;
103 Vector2 spawnPosition;
104
105 uint16_t spawned;
106 float timeToSpawnNext;
107 } EnemyWave;
108
109 typedef struct Level
110 {
111 int seed;
112 LevelState state;
113 LevelState nextState;
114 Camera3D camera;
115 int placementMode;
116
117 int initialGold;
118 int playerGold;
119
120 EnemyWave waves[10];
121 int currentWave;
122 float waveEndTimer;
123 } Level;
124
125 typedef struct DeltaSrc
126 {
127 char x, y;
128 } DeltaSrc;
129
130 typedef struct PathfindingMap
131 {
132 int width, height;
133 float scale;
134 float *distances;
135 long *towerIndex;
136 DeltaSrc *deltaSrc;
137 float maxDistance;
138 Matrix toMapSpace;
139 Matrix toWorldSpace;
140 } PathfindingMap;
141
142 // when we execute the pathfinding algorithm, we need to store the active nodes
143 // in a queue. Each node has a position, a distance from the start, and the
144 // position of the node that we came from.
145 typedef struct PathfindingNode
146 {
147 int16_t x, y, fromX, fromY;
148 float distance;
149 } PathfindingNode;
150
151 typedef struct EnemyId
152 {
153 uint16_t index;
154 uint16_t generation;
155 } EnemyId;
156
157 typedef struct EnemyClassConfig
158 {
159 float speed;
160 float health;
161 float radius;
162 float maxAcceleration;
163 float requiredContactTime;
164 float explosionDamage;
165 float explosionRange;
166 float explosionPushbackPower;
167 int goldValue;
168 } EnemyClassConfig;
169
170 typedef struct Enemy
171 {
172 int16_t currentX, currentY;
173 int16_t nextX, nextY;
174 Vector2 simPosition;
175 Vector2 simVelocity;
176 uint16_t generation;
177 float walkedDistance;
178 float startMovingTime;
179 float damage, futureDamage;
180 float contactTime;
181 uint8_t enemyType;
182 uint8_t movePathCount;
183 Vector2 movePath[ENEMY_MAX_PATH_COUNT];
184 } Enemy;
185
186 // a unit that uses sprites to be drawn
187 #define SPRITE_UNIT_PHASE_WEAPON_IDLE 0
188 #define SPRITE_UNIT_PHASE_WEAPON_COOLDOWN 1
189 typedef struct SpriteUnit
190 {
191 Rectangle srcRect;
192 Vector2 offset;
193 int frameCount;
194 float frameDuration;
195 Rectangle srcWeaponIdleRect;
196 Vector2 srcWeaponIdleOffset;
197 Rectangle srcWeaponCooldownRect;
198 Vector2 srcWeaponCooldownOffset;
199 } SpriteUnit;
200
201 #define PROJECTILE_MAX_COUNT 1200
202 #define PROJECTILE_TYPE_NONE 0
203 #define PROJECTILE_TYPE_ARROW 1
204 #define PROJECTILE_TYPE_CATAPULT 2
205 #define PROJECTILE_TYPE_BALLISTA 3
206
207 typedef struct Projectile
208 {
209 uint8_t projectileType;
210 float shootTime;
211 float arrivalTime;
212 float distance;
213 Vector3 position;
214 Vector3 target;
215 Vector3 directionNormal;
216 EnemyId targetEnemy;
217 HitEffectConfig hitEffectConfig;
218 } Projectile;
219
220 //# Function declarations
221 float TowerGetMaxHealth(Tower *tower);
222 int Button(const char *text, int x, int y, int width, int height, ButtonState *state);
223 int EnemyAddDamageRange(Vector2 position, float range, float damage);
224 int EnemyAddDamage(Enemy *enemy, float damage);
225
226 //# Enemy functions
227 void EnemyInit();
228 void EnemyDraw();
229 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource);
230 void EnemyUpdate();
231 float EnemyGetCurrentMaxSpeed(Enemy *enemy);
232 float EnemyGetMaxHealth(Enemy *enemy);
233 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY);
234 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount);
235 EnemyId EnemyGetId(Enemy *enemy);
236 Enemy *EnemyTryResolve(EnemyId enemyId);
237 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY);
238 int EnemyAddDamage(Enemy *enemy, float damage);
239 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range);
240 int EnemyCount();
241 void EnemyDrawHealthbars(Camera3D camera);
242
243 //# Tower functions
244 void TowerInit();
245 Tower *TowerGetAt(int16_t x, int16_t y);
246 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y);
247 Tower *GetTowerByType(uint8_t towerType);
248 int GetTowerCosts(uint8_t towerType);
249 float TowerGetMaxHealth(Tower *tower);
250 void TowerDraw();
251 void TowerUpdate();
252 void TowerDrawHealthBars(Camera3D camera);
253 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase);
254
255 //# Particles
256 void ParticleInit();
257 void ParticleAdd(uint8_t particleType, Vector3 position, Vector3 velocity, Vector3 scale, float lifetime);
258 void ParticleUpdate();
259 void ParticleDraw();
260
261 //# Projectiles
262 void ProjectileInit();
263 void ProjectileDraw();
264 void ProjectileUpdate();
265 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, HitEffectConfig hitEffectConfig);
266
267 //# Pathfinding map
268 void PathfindingMapInit(int width, int height, Vector3 translate, float scale);
269 float PathFindingGetDistance(int mapX, int mapY);
270 Vector2 PathFindingGetGradient(Vector3 world);
271 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY);
272 void PathFindingMapUpdate();
273 void PathFindingMapDraw();
274
275 //# UI
276 void DrawHealthBar(Camera3D camera, Vector3 position, float healthRatio, Color barColor, float healthBarWidth);
277
278 //# Level
279 void DrawLevelGround(Level *level);
280
281 //# variables
282 extern Level *currentLevel;
283 extern Enemy enemies[ENEMY_MAX_COUNT];
284 extern int enemyCount;
285 extern EnemyClassConfig enemyClassConfigs[];
286
287 extern GUIState guiState;
288 extern GameTime gameTime;
289 extern Tower towers[TOWER_MAX_COUNT];
290 extern int towerCount;
291
292 extern Texture2D palette, spriteSheet;
293
294 #endif
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static Projectile projectiles[PROJECTILE_MAX_COUNT];
5 static int projectileCount = 0;
6
7 typedef struct ProjectileConfig
8 {
9 float arcFactor;
10 Color color;
11 Color trailColor;
12 } ProjectileConfig;
13
14 ProjectileConfig projectileConfigs[] = {
15 [PROJECTILE_TYPE_ARROW] = {
16 .arcFactor = 0.15f,
17 .color = RED,
18 .trailColor = BROWN,
19 },
20 [PROJECTILE_TYPE_CATAPULT] = {
21 .arcFactor = 0.5f,
22 .color = RED,
23 .trailColor = GRAY,
24 },
25 [PROJECTILE_TYPE_BALLISTA] = {
26 .arcFactor = 0.025f,
27 .color = RED,
28 .trailColor = BROWN,
29 },
30 };
31
32 void ProjectileInit()
33 {
34 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
35 {
36 projectiles[i] = (Projectile){0};
37 }
38 }
39
40 void ProjectileDraw()
41 {
42 for (int i = 0; i < projectileCount; i++)
43 {
44 Projectile projectile = projectiles[i];
45 if (projectile.projectileType == PROJECTILE_TYPE_NONE)
46 {
47 continue;
48 }
49 float transition = (gameTime.time - projectile.shootTime) / (projectile.arrivalTime - projectile.shootTime);
50 if (transition >= 1.0f)
51 {
52 continue;
53 }
54
55 ProjectileConfig config = projectileConfigs[projectile.projectileType];
56 for (float transitionOffset = 0.0f; transitionOffset < 1.0f; transitionOffset += 0.1f)
57 {
58 float t = transition + transitionOffset * 0.3f;
59 if (t > 1.0f)
60 {
61 break;
62 }
63 Vector3 position = Vector3Lerp(projectile.position, projectile.target, t);
64 Color color = config.color;
65 color = ColorLerp(config.trailColor, config.color, transitionOffset * transitionOffset);
66 // fake a ballista flight path using parabola equation
67 float parabolaT = t - 0.5f;
68 parabolaT = 1.0f - 4.0f * parabolaT * parabolaT;
69 position.y += config.arcFactor * parabolaT * projectile.distance;
70
71 float size = 0.06f * (transitionOffset + 0.25f);
72 DrawCube(position, size, size, size, color);
73 }
74 }
75 }
76
77 void ProjectileUpdate()
78 {
79 for (int i = 0; i < projectileCount; i++)
80 {
81 Projectile *projectile = &projectiles[i];
82 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
83 {
84 continue;
85 }
86 float transition = (gameTime.time - projectile->shootTime) / (projectile->arrivalTime - projectile->shootTime);
87 if (transition >= 1.0f)
88 {
89 projectile->projectileType = PROJECTILE_TYPE_NONE;
90 Enemy *enemy = EnemyTryResolve(projectile->targetEnemy);
91 if (enemy && projectile->hitEffectConfig.pushbackPowerDistance > 0.0f)
92 {
93 Vector2 direction = Vector2Normalize(Vector2Subtract((Vector2){projectile->target.x, projectile->target.z}, enemy->simPosition));
94 enemy->simPosition = Vector2Add(enemy->simPosition, Vector2Scale(direction, projectile->hitEffectConfig.pushbackPowerDistance));
95 }
96
97 if (projectile->hitEffectConfig.areaDamageRadius > 0.0f)
98 {
99 EnemyAddDamageRange((Vector2){projectile->target.x, projectile->target.z}, projectile->hitEffectConfig.areaDamageRadius, projectile->hitEffectConfig.damage);
100 // pancaked sphere explosion
101 float r = projectile->hitEffectConfig.areaDamageRadius;
102 ParticleAdd(PARTICLE_TYPE_EXPLOSION, projectile->target, (Vector3){0}, (Vector3){r, r * 0.2f, r}, 0.33f);
103 }
104 else if (projectile->hitEffectConfig.damage > 0.0f && enemy)
105 {
106 EnemyAddDamage(enemy, projectile->hitEffectConfig.damage);
107 }
108 continue;
109 }
110 }
111 }
112
113 Projectile *ProjectileTryAdd(uint8_t projectileType, Enemy *enemy, Vector3 position, Vector3 target, float speed, HitEffectConfig hitEffectConfig)
114 {
115 for (int i = 0; i < PROJECTILE_MAX_COUNT; i++)
116 {
117 Projectile *projectile = &projectiles[i];
118 if (projectile->projectileType == PROJECTILE_TYPE_NONE)
119 {
120 projectile->projectileType = projectileType;
121 projectile->shootTime = gameTime.time;
122 float distance = Vector3Distance(position, target);
123 projectile->arrivalTime = gameTime.time + distance / speed;
124 projectile->position = position;
125 projectile->target = target;
126 projectile->directionNormal = Vector3Scale(Vector3Subtract(target, position), 1.0f / distance);
127 projectile->distance = distance;
128 projectile->targetEnemy = EnemyGetId(enemy);
129 projectileCount = projectileCount <= i ? i + 1 : projectileCount;
130 projectile->hitEffectConfig = hitEffectConfig;
131 return projectile;
132 }
133 }
134 return 0;
135 }
1 #include "td_main.h"
2 #include <raymath.h>
3 #include <stdlib.h>
4 #include <math.h>
5
6 EnemyClassConfig enemyClassConfigs[] = {
7 [ENEMY_TYPE_MINION] = {
8 .health = 10.0f,
9 .speed = 0.6f,
10 .radius = 0.25f,
11 .maxAcceleration = 1.0f,
12 .explosionDamage = 1.0f,
13 .requiredContactTime = 0.5f,
14 .explosionRange = 1.0f,
15 .explosionPushbackPower = 0.25f,
16 .goldValue = 1,
17 },
18 };
19
20 Enemy enemies[ENEMY_MAX_COUNT];
21 int enemyCount = 0;
22
23 SpriteUnit enemySprites[] = {
24 [ENEMY_TYPE_MINION] = {
25 .srcRect = {0, 16, 16, 16},
26 .offset = {8.0f, 0.0f},
27 .frameCount = 6,
28 .frameDuration = 0.1f,
29 },
30 };
31
32 void EnemyInit()
33 {
34 for (int i = 0; i < ENEMY_MAX_COUNT; i++)
35 {
36 enemies[i] = (Enemy){0};
37 }
38 enemyCount = 0;
39 }
40
41 float EnemyGetCurrentMaxSpeed(Enemy *enemy)
42 {
43 return enemyClassConfigs[enemy->enemyType].speed;
44 }
45
46 float EnemyGetMaxHealth(Enemy *enemy)
47 {
48 return enemyClassConfigs[enemy->enemyType].health;
49 }
50
51 int EnemyGetNextPosition(int16_t currentX, int16_t currentY, int16_t *nextX, int16_t *nextY)
52 {
53 int16_t castleX = 0;
54 int16_t castleY = 0;
55 int16_t dx = castleX - currentX;
56 int16_t dy = castleY - currentY;
57 if (dx == 0 && dy == 0)
58 {
59 *nextX = currentX;
60 *nextY = currentY;
61 return 1;
62 }
63 Vector2 gradient = PathFindingGetGradient((Vector3){currentX, 0, currentY});
64
65 if (gradient.x == 0 && gradient.y == 0)
66 {
67 *nextX = currentX;
68 *nextY = currentY;
69 return 1;
70 }
71
72 if (fabsf(gradient.x) > fabsf(gradient.y))
73 {
74 *nextX = currentX + (int16_t)(gradient.x > 0.0f ? 1 : -1);
75 *nextY = currentY;
76 return 0;
77 }
78 *nextX = currentX;
79 *nextY = currentY + (int16_t)(gradient.y > 0.0f ? 1 : -1);
80 return 0;
81 }
82
83
84 // this function predicts the movement of the unit for the next deltaT seconds
85 Vector2 EnemyGetPosition(Enemy *enemy, float deltaT, Vector2 *velocity, int *waypointPassedCount)
86 {
87 const float pointReachedDistance = 0.25f;
88 const float pointReachedDistance2 = pointReachedDistance * pointReachedDistance;
89 const float maxSimStepTime = 0.015625f;
90
91 float maxAcceleration = enemyClassConfigs[enemy->enemyType].maxAcceleration;
92 float maxSpeed = EnemyGetCurrentMaxSpeed(enemy);
93 int16_t nextX = enemy->nextX;
94 int16_t nextY = enemy->nextY;
95 Vector2 position = enemy->simPosition;
96 int passedCount = 0;
97 for (float t = 0.0f; t < deltaT; t += maxSimStepTime)
98 {
99 float stepTime = fminf(deltaT - t, maxSimStepTime);
100 Vector2 target = (Vector2){nextX, nextY};
101 float speed = Vector2Length(*velocity);
102 // draw the target position for debugging
103 DrawCubeWires((Vector3){target.x, 0.2f, target.y}, 0.1f, 0.4f, 0.1f, RED);
104 Vector2 lookForwardPos = Vector2Add(position, Vector2Scale(*velocity, speed));
105 if (Vector2DistanceSqr(target, lookForwardPos) <= pointReachedDistance2)
106 {
107 // we reached the target position, let's move to the next waypoint
108 EnemyGetNextPosition(nextX, nextY, &nextX, &nextY);
109 target = (Vector2){nextX, nextY};
110 // track how many waypoints we passed
111 passedCount++;
112 }
113
114 // acceleration towards the target
115 Vector2 unitDirection = Vector2Normalize(Vector2Subtract(target, lookForwardPos));
116 Vector2 acceleration = Vector2Scale(unitDirection, maxAcceleration * stepTime);
117 *velocity = Vector2Add(*velocity, acceleration);
118
119 // limit the speed to the maximum speed
120 if (speed > maxSpeed)
121 {
122 *velocity = Vector2Scale(*velocity, maxSpeed / speed);
123 }
124
125 // move the enemy
126 position = Vector2Add(position, Vector2Scale(*velocity, stepTime));
127 }
128
129 if (waypointPassedCount)
130 {
131 (*waypointPassedCount) = passedCount;
132 }
133
134 return position;
135 }
136
137 void EnemyDraw()
138 {
139 for (int i = 0; i < enemyCount; i++)
140 {
141 Enemy enemy = enemies[i];
142 if (enemy.enemyType == ENEMY_TYPE_NONE)
143 {
144 continue;
145 }
146
147 Vector2 position = EnemyGetPosition(&enemy, gameTime.time - enemy.startMovingTime, &enemy.simVelocity, 0);
148
149 // don't draw any trails for now; might replace this with footprints later
150 // if (enemy.movePathCount > 0)
151 // {
152 // Vector3 p = {enemy.movePath[0].x, 0.2f, enemy.movePath[0].y};
153 // DrawLine3D(p, (Vector3){position.x, 0.2f, position.y}, GREEN);
154 // }
155 // for (int j = 1; j < enemy.movePathCount; j++)
156 // {
157 // Vector3 p = {enemy.movePath[j - 1].x, 0.2f, enemy.movePath[j - 1].y};
158 // Vector3 q = {enemy.movePath[j].x, 0.2f, enemy.movePath[j].y};
159 // DrawLine3D(p, q, GREEN);
160 // }
161
162 switch (enemy.enemyType)
163 {
164 case ENEMY_TYPE_MINION:
165 DrawSpriteUnit(enemySprites[ENEMY_TYPE_MINION], (Vector3){position.x, 0.0f, position.y},
166 enemy.walkedDistance, 0, 0);
167 break;
168 }
169 }
170 }
171
172 void EnemyTriggerExplode(Enemy *enemy, Tower *tower, Vector3 explosionSource)
173 {
174 // damage the tower
175 float explosionDamge = enemyClassConfigs[enemy->enemyType].explosionDamage;
176 float explosionRange = enemyClassConfigs[enemy->enemyType].explosionRange;
177 float explosionPushbackPower = enemyClassConfigs[enemy->enemyType].explosionPushbackPower;
178 float explosionRange2 = explosionRange * explosionRange;
179 tower->damage += enemyClassConfigs[enemy->enemyType].explosionDamage;
180 // explode the enemy
181 if (tower->damage >= TowerGetMaxHealth(tower))
182 {
183 tower->towerType = TOWER_TYPE_NONE;
184 }
185
186 ParticleAdd(PARTICLE_TYPE_EXPLOSION,
187 explosionSource,
188 (Vector3){0, 0.1f, 0}, (Vector3){1.0f, 1.0f, 1.0f}, 1.0f);
189
190 enemy->enemyType = ENEMY_TYPE_NONE;
191
192 // push back enemies & dealing damage
193 for (int i = 0; i < enemyCount; i++)
194 {
195 Enemy *other = &enemies[i];
196 if (other->enemyType == ENEMY_TYPE_NONE)
197 {
198 continue;
199 }
200 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, other->simPosition);
201 if (distanceSqr > 0 && distanceSqr < explosionRange2)
202 {
203 Vector2 direction = Vector2Normalize(Vector2Subtract(other->simPosition, enemy->simPosition));
204 other->simPosition = Vector2Add(other->simPosition, Vector2Scale(direction, explosionPushbackPower));
205 EnemyAddDamage(other, explosionDamge);
206 }
207 }
208 }
209
210 void EnemyUpdate()
211 {
212 const float castleX = 0;
213 const float castleY = 0;
214 const float maxPathDistance2 = 0.25f * 0.25f;
215
216 for (int i = 0; i < enemyCount; i++)
217 {
218 Enemy *enemy = &enemies[i];
219 if (enemy->enemyType == ENEMY_TYPE_NONE)
220 {
221 continue;
222 }
223
224 int waypointPassedCount = 0;
225 Vector2 prevPosition = enemy->simPosition;
226 enemy->simPosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &enemy->simVelocity, &waypointPassedCount);
227 enemy->startMovingTime = gameTime.time;
228 enemy->walkedDistance += Vector2Distance(prevPosition, enemy->simPosition);
229 // track path of unit
230 if (enemy->movePathCount == 0 || Vector2DistanceSqr(enemy->simPosition, enemy->movePath[0]) > maxPathDistance2)
231 {
232 for (int j = ENEMY_MAX_PATH_COUNT - 1; j > 0; j--)
233 {
234 enemy->movePath[j] = enemy->movePath[j - 1];
235 }
236 enemy->movePath[0] = enemy->simPosition;
237 if (++enemy->movePathCount > ENEMY_MAX_PATH_COUNT)
238 {
239 enemy->movePathCount = ENEMY_MAX_PATH_COUNT;
240 }
241 }
242
243 if (waypointPassedCount > 0)
244 {
245 enemy->currentX = enemy->nextX;
246 enemy->currentY = enemy->nextY;
247 if (EnemyGetNextPosition(enemy->currentX, enemy->currentY, &enemy->nextX, &enemy->nextY) &&
248 Vector2DistanceSqr(enemy->simPosition, (Vector2){castleX, castleY}) <= 0.25f * 0.25f)
249 {
250 // enemy reached the castle; remove it
251 enemy->enemyType = ENEMY_TYPE_NONE;
252 continue;
253 }
254 }
255 }
256
257 // handle collisions between enemies
258 for (int i = 0; i < enemyCount - 1; i++)
259 {
260 Enemy *enemyA = &enemies[i];
261 if (enemyA->enemyType == ENEMY_TYPE_NONE)
262 {
263 continue;
264 }
265 for (int j = i + 1; j < enemyCount; j++)
266 {
267 Enemy *enemyB = &enemies[j];
268 if (enemyB->enemyType == ENEMY_TYPE_NONE)
269 {
270 continue;
271 }
272 float distanceSqr = Vector2DistanceSqr(enemyA->simPosition, enemyB->simPosition);
273 float radiusA = enemyClassConfigs[enemyA->enemyType].radius;
274 float radiusB = enemyClassConfigs[enemyB->enemyType].radius;
275 float radiusSum = radiusA + radiusB;
276 if (distanceSqr < radiusSum * radiusSum && distanceSqr > 0.001f)
277 {
278 // collision
279 float distance = sqrtf(distanceSqr);
280 float overlap = radiusSum - distance;
281 // move the enemies apart, but softly; if we have a clog of enemies,
282 // moving them perfectly apart can cause them to jitter
283 float positionCorrection = overlap / 5.0f;
284 Vector2 direction = (Vector2){
285 (enemyB->simPosition.x - enemyA->simPosition.x) / distance * positionCorrection,
286 (enemyB->simPosition.y - enemyA->simPosition.y) / distance * positionCorrection};
287 enemyA->simPosition = Vector2Subtract(enemyA->simPosition, direction);
288 enemyB->simPosition = Vector2Add(enemyB->simPosition, direction);
289 }
290 }
291 }
292
293 // handle collisions between enemies and towers
294 for (int i = 0; i < enemyCount; i++)
295 {
296 Enemy *enemy = &enemies[i];
297 if (enemy->enemyType == ENEMY_TYPE_NONE)
298 {
299 continue;
300 }
301 enemy->contactTime -= gameTime.deltaTime;
302 if (enemy->contactTime < 0.0f)
303 {
304 enemy->contactTime = 0.0f;
305 }
306
307 float enemyRadius = enemyClassConfigs[enemy->enemyType].radius;
308 // linear search over towers; could be optimized by using path finding tower map,
309 // but for now, we keep it simple
310 for (int j = 0; j < towerCount; j++)
311 {
312 Tower *tower = &towers[j];
313 if (tower->towerType == TOWER_TYPE_NONE)
314 {
315 continue;
316 }
317 float distanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){tower->x, tower->y});
318 float combinedRadius = enemyRadius + 0.708; // sqrt(0.5^2 + 0.5^2), corner-center distance of square with side length 1
319 if (distanceSqr > combinedRadius * combinedRadius)
320 {
321 continue;
322 }
323 // potential collision; square / circle intersection
324 float dx = tower->x - enemy->simPosition.x;
325 float dy = tower->y - enemy->simPosition.y;
326 float absDx = fabsf(dx);
327 float absDy = fabsf(dy);
328 Vector3 contactPoint = {0};
329 if (absDx <= 0.5f && absDx <= absDy) {
330 // vertical collision; push the enemy out horizontally
331 float overlap = enemyRadius + 0.5f - absDy;
332 if (overlap < 0.0f)
333 {
334 continue;
335 }
336 float direction = dy > 0.0f ? -1.0f : 1.0f;
337 enemy->simPosition.y += direction * overlap;
338 contactPoint = (Vector3){enemy->simPosition.x, 0.2f, tower->y + direction * 0.5f};
339 }
340 else if (absDy <= 0.5f && absDy <= absDx)
341 {
342 // horizontal collision; push the enemy out vertically
343 float overlap = enemyRadius + 0.5f - absDx;
344 if (overlap < 0.0f)
345 {
346 continue;
347 }
348 float direction = dx > 0.0f ? -1.0f : 1.0f;
349 enemy->simPosition.x += direction * overlap;
350 contactPoint = (Vector3){tower->x + direction * 0.5f, 0.2f, enemy->simPosition.y};
351 }
352 else
353 {
354 // possible collision with a corner
355 float cornerDX = dx > 0.0f ? -0.5f : 0.5f;
356 float cornerDY = dy > 0.0f ? -0.5f : 0.5f;
357 float cornerX = tower->x + cornerDX;
358 float cornerY = tower->y + cornerDY;
359 float cornerDistanceSqr = Vector2DistanceSqr(enemy->simPosition, (Vector2){cornerX, cornerY});
360 if (cornerDistanceSqr > enemyRadius * enemyRadius)
361 {
362 continue;
363 }
364 // push the enemy out along the diagonal
365 float cornerDistance = sqrtf(cornerDistanceSqr);
366 float overlap = enemyRadius - cornerDistance;
367 float directionX = cornerDistance > 0.0f ? (cornerX - enemy->simPosition.x) / cornerDistance : -cornerDX;
368 float directionY = cornerDistance > 0.0f ? (cornerY - enemy->simPosition.y) / cornerDistance : -cornerDY;
369 enemy->simPosition.x -= directionX * overlap;
370 enemy->simPosition.y -= directionY * overlap;
371 contactPoint = (Vector3){cornerX, 0.2f, cornerY};
372 }
373
374 if (enemyClassConfigs[enemy->enemyType].explosionDamage > 0.0f)
375 {
376 enemy->contactTime += gameTime.deltaTime * 2.0f; // * 2 to undo the subtraction above
377 if (enemy->contactTime >= enemyClassConfigs[enemy->enemyType].requiredContactTime)
378 {
379 EnemyTriggerExplode(enemy, tower, contactPoint);
380 }
381 }
382 }
383 }
384 }
385
386 EnemyId EnemyGetId(Enemy *enemy)
387 {
388 return (EnemyId){enemy - enemies, enemy->generation};
389 }
390
391 Enemy *EnemyTryResolve(EnemyId enemyId)
392 {
393 if (enemyId.index >= ENEMY_MAX_COUNT)
394 {
395 return 0;
396 }
397 Enemy *enemy = &enemies[enemyId.index];
398 if (enemy->generation != enemyId.generation || enemy->enemyType == ENEMY_TYPE_NONE)
399 {
400 return 0;
401 }
402 return enemy;
403 }
404
405 Enemy *EnemyTryAdd(uint8_t enemyType, int16_t currentX, int16_t currentY)
406 {
407 Enemy *spawn = 0;
408 for (int i = 0; i < enemyCount; i++)
409 {
410 Enemy *enemy = &enemies[i];
411 if (enemy->enemyType == ENEMY_TYPE_NONE)
412 {
413 spawn = enemy;
414 break;
415 }
416 }
417
418 if (enemyCount < ENEMY_MAX_COUNT && !spawn)
419 {
420 spawn = &enemies[enemyCount++];
421 }
422
423 if (spawn)
424 {
425 spawn->currentX = currentX;
426 spawn->currentY = currentY;
427 spawn->nextX = currentX;
428 spawn->nextY = currentY;
429 spawn->simPosition = (Vector2){currentX, currentY};
430 spawn->simVelocity = (Vector2){0, 0};
431 spawn->enemyType = enemyType;
432 spawn->startMovingTime = gameTime.time;
433 spawn->damage = 0.0f;
434 spawn->futureDamage = 0.0f;
435 spawn->generation++;
436 spawn->movePathCount = 0;
437 spawn->walkedDistance = 0.0f;
438 }
439
440 return spawn;
441 }
442
443 int EnemyAddDamageRange(Vector2 position, float range, float damage)
444 {
445 int count = 0;
446 float range2 = range * range;
447 for (int i = 0; i < enemyCount; i++)
448 {
449 Enemy *enemy = &enemies[i];
450 if (enemy->enemyType == ENEMY_TYPE_NONE)
451 {
452 continue;
453 }
454 float distance2 = Vector2DistanceSqr(position, enemy->simPosition);
455 if (distance2 <= range2)
456 {
457 EnemyAddDamage(enemy, damage);
458 count++;
459 }
460 }
461 return count;
462 }
463
464 int EnemyAddDamage(Enemy *enemy, float damage)
465 {
466 enemy->damage += damage;
467 if (enemy->damage >= EnemyGetMaxHealth(enemy))
468 {
469 currentLevel->playerGold += enemyClassConfigs[enemy->enemyType].goldValue;
470 enemy->enemyType = ENEMY_TYPE_NONE;
471 return 1;
472 }
473
474 return 0;
475 }
476
477 Enemy* EnemyGetClosestToCastle(int16_t towerX, int16_t towerY, float range)
478 {
479 int16_t castleX = 0;
480 int16_t castleY = 0;
481 Enemy* closest = 0;
482 int16_t closestDistance = 0;
483 float range2 = range * range;
484 for (int i = 0; i < enemyCount; i++)
485 {
486 Enemy* enemy = &enemies[i];
487 if (enemy->enemyType == ENEMY_TYPE_NONE)
488 {
489 continue;
490 }
491 float maxHealth = EnemyGetMaxHealth(enemy);
492 if (enemy->futureDamage >= maxHealth)
493 {
494 // ignore enemies that will die soon
495 continue;
496 }
497 int16_t dx = castleX - enemy->currentX;
498 int16_t dy = castleY - enemy->currentY;
499 int16_t distance = abs(dx) + abs(dy);
500 if (!closest || distance < closestDistance)
501 {
502 float tdx = towerX - enemy->currentX;
503 float tdy = towerY - enemy->currentY;
504 float tdistance2 = tdx * tdx + tdy * tdy;
505 if (tdistance2 <= range2)
506 {
507 closest = enemy;
508 closestDistance = distance;
509 }
510 }
511 }
512 return closest;
513 }
514
515 int EnemyCount()
516 {
517 int count = 0;
518 for (int i = 0; i < enemyCount; i++)
519 {
520 if (enemies[i].enemyType != ENEMY_TYPE_NONE)
521 {
522 count++;
523 }
524 }
525 return count;
526 }
527
528 void EnemyDrawHealthbars(Camera3D camera)
529 {
530 for (int i = 0; i < enemyCount; i++)
531 {
532 Enemy *enemy = &enemies[i];
533 if (enemy->enemyType == ENEMY_TYPE_NONE || enemy->damage == 0.0f)
534 {
535 continue;
536 }
537 Vector3 position = (Vector3){enemy->simPosition.x, 0.5f, enemy->simPosition.y};
538 float maxHealth = EnemyGetMaxHealth(enemy);
539 float health = maxHealth - enemy->damage;
540 float healthRatio = health / maxHealth;
541
542 DrawHealthBar(camera, position, healthRatio, GREEN, 15.0f);
543 }
544 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 static TowerTypeConfig towerTypeConfigs[TOWER_TYPE_COUNT] = {
5 [TOWER_TYPE_BASE] = {
6 .maxHealth = 10,
7 },
8 [TOWER_TYPE_ARCHER] = {
9 .cooldown = 0.5f,
10 .range = 3.0f,
11 .cost = 6,
12 .maxHealth = 10,
13 .projectileSpeed = 4.0f,
14 .projectileType = PROJECTILE_TYPE_ARROW,
15 .hitEffect = {
16 .damage = 3.0f,
17 }
18 },
19 [TOWER_TYPE_BALLISTA] = {
20 .cooldown = 1.5f,
21 .range = 6.0f,
22 .cost = 9,
23 .maxHealth = 10,
24 .projectileSpeed = 10.0f,
25 .projectileType = PROJECTILE_TYPE_BALLISTA,
26 .hitEffect = {
27 .damage = 6.0f,
28 .pushbackPowerDistance = 0.25f,
29 }
30 },
31 [TOWER_TYPE_CATAPULT] = {
32 .cooldown = 1.7f,
33 .range = 5.0f,
34 .cost = 10,
35 .maxHealth = 10,
36 .projectileSpeed = 3.0f,
37 .projectileType = PROJECTILE_TYPE_CATAPULT,
38 .hitEffect = {
39 .damage = 2.0f,
40 .areaDamageRadius = 1.75f,
41 }
42 },
43 [TOWER_TYPE_WALL] = {
44 .cost = 2,
45 .maxHealth = 10,
46 },
47 };
48
49 Tower towers[TOWER_MAX_COUNT];
50 int towerCount = 0;
51
52 Model towerModels[TOWER_TYPE_COUNT];
53
54 // definition of our archer unit
55 SpriteUnit archerUnit = {
56 .srcRect = {0, 0, 16, 16},
57 .offset = {7, 1},
58 .frameCount = 1,
59 .frameDuration = 0.0f,
60 .srcWeaponIdleRect = {16, 0, 6, 16},
61 .srcWeaponIdleOffset = {8, 0},
62 .srcWeaponCooldownRect = {22, 0, 11, 16},
63 .srcWeaponCooldownOffset = {10, 0},
64 };
65
66 void DrawSpriteUnit(SpriteUnit unit, Vector3 position, float t, int flip, int phase)
67 {
68 float xScale = flip ? -1.0f : 1.0f;
69 Camera3D camera = currentLevel->camera;
70 float size = 0.5f;
71 Vector2 offset = (Vector2){ unit.offset.x / 16.0f * size, unit.offset.y / 16.0f * size * xScale };
72 Vector2 scale = (Vector2){ unit.srcRect.width / 16.0f * size, unit.srcRect.height / 16.0f * size };
73 // we want the sprite to face the camera, so we need to calculate the up vector
74 Vector3 forward = Vector3Subtract(camera.target, camera.position);
75 Vector3 up = {0, 1, 0};
76 Vector3 right = Vector3CrossProduct(forward, up);
77 up = Vector3Normalize(Vector3CrossProduct(right, forward));
78
79 Rectangle srcRect = unit.srcRect;
80 if (unit.frameCount > 1)
81 {
82 srcRect.x += (int)(t / unit.frameDuration) % unit.frameCount * srcRect.width;
83 }
84 if (flip)
85 {
86 srcRect.x += srcRect.width;
87 srcRect.width = -srcRect.width;
88 }
89 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
90
91 if (phase == SPRITE_UNIT_PHASE_WEAPON_COOLDOWN && unit.srcWeaponCooldownRect.width > 0)
92 {
93 offset = (Vector2){ unit.srcWeaponCooldownOffset.x / 16.0f * size, unit.srcWeaponCooldownOffset.y / 16.0f * size };
94 scale = (Vector2){ unit.srcWeaponCooldownRect.width / 16.0f * size, unit.srcWeaponCooldownRect.height / 16.0f * size };
95 srcRect = unit.srcWeaponCooldownRect;
96 if (flip)
97 {
98 // position.x = flip * scale.x * 0.5f;
99 srcRect.x += srcRect.width;
100 srcRect.width = -srcRect.width;
101 offset.x = scale.x - offset.x;
102 }
103 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
104 }
105 else if (phase == SPRITE_UNIT_PHASE_WEAPON_IDLE && unit.srcWeaponIdleRect.width > 0)
106 {
107 offset = (Vector2){ unit.srcWeaponIdleOffset.x / 16.0f * size, unit.srcWeaponIdleOffset.y / 16.0f * size };
108 scale = (Vector2){ unit.srcWeaponIdleRect.width / 16.0f * size, unit.srcWeaponIdleRect.height / 16.0f * size };
109 srcRect = unit.srcWeaponIdleRect;
110 if (flip)
111 {
112 // position.x = flip * scale.x * 0.5f;
113 srcRect.x += srcRect.width;
114 srcRect.width = -srcRect.width;
115 offset.x = scale.x - offset.x;
116 }
117 DrawBillboardPro(camera, spriteSheet, srcRect, position, up, scale, offset, 0, WHITE);
118 }
119 }
120
121 void TowerInit()
122 {
123 for (int i = 0; i < TOWER_MAX_COUNT; i++)
124 {
125 towers[i] = (Tower){0};
126 }
127 towerCount = 0;
128
129 towerModels[TOWER_TYPE_BASE] = LoadModel("data/keep.glb");
130 towerModels[TOWER_TYPE_WALL] = LoadModel("data/wall-0000.glb");
131
132 for (int i = 0; i < TOWER_TYPE_COUNT; i++)
133 {
134 if (towerModels[i].materials)
135 {
136 // assign the palette texture to the material of the model (0 is not used afaik)
137 towerModels[i].materials[1].maps[MATERIAL_MAP_DIFFUSE].texture = palette;
138 }
139 }
140 }
141
142 static void TowerGunUpdate(Tower *tower)
143 {
144 TowerTypeConfig config = towerTypeConfigs[tower->towerType];
145 if (tower->cooldown <= 0.0f)
146 {
147 Enemy *enemy = EnemyGetClosestToCastle(tower->x, tower->y, config.range);
148 if (enemy)
149 {
150 tower->cooldown = config.cooldown;
151 // shoot the enemy; determine future position of the enemy
152 float bulletSpeed = config.projectileSpeed;
153 Vector2 velocity = enemy->simVelocity;
154 Vector2 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime, &velocity, 0);
155 Vector2 towerPosition = {tower->x, tower->y};
156 float eta = Vector2Distance(towerPosition, futurePosition) / bulletSpeed;
157 for (int i = 0; i < 8; i++) {
158 velocity = enemy->simVelocity;
159 futurePosition = EnemyGetPosition(enemy, gameTime.time - enemy->startMovingTime + eta, &velocity, 0);
160 float distance = Vector2Distance(towerPosition, futurePosition);
161 float eta2 = distance / bulletSpeed;
162 if (fabs(eta - eta2) < 0.01f) {
163 break;
164 }
165 eta = (eta2 + eta) * 0.5f;
166 }
167
168 ProjectileTryAdd(config.projectileType, enemy,
169 (Vector3){towerPosition.x, 1.33f, towerPosition.y},
170 (Vector3){futurePosition.x, 0.25f, futurePosition.y},
171 bulletSpeed, config.hitEffect);
172 enemy->futureDamage += config.hitEffect.damage;
173 tower->lastTargetPosition = futurePosition;
174 }
175 }
176 else
177 {
178 tower->cooldown -= gameTime.deltaTime;
179 }
180 }
181
182 Tower *TowerGetAt(int16_t x, int16_t y)
183 {
184 for (int i = 0; i < towerCount; i++)
185 {
186 if (towers[i].x == x && towers[i].y == y && towers[i].towerType != TOWER_TYPE_NONE)
187 {
188 return &towers[i];
189 }
190 }
191 return 0;
192 }
193
194 Tower *TowerTryAdd(uint8_t towerType, int16_t x, int16_t y)
195 {
196 if (towerCount >= TOWER_MAX_COUNT)
197 {
198 return 0;
199 }
200
201 Tower *tower = TowerGetAt(x, y);
202 if (tower)
203 {
204 return 0;
205 }
206
207 tower = &towers[towerCount++];
208 tower->x = x;
209 tower->y = y;
210 tower->towerType = towerType;
211 tower->cooldown = 0.0f;
212 tower->damage = 0.0f;
213 return tower;
214 }
215
216 Tower *GetTowerByType(uint8_t towerType)
217 {
218 for (int i = 0; i < towerCount; i++)
219 {
220 if (towers[i].towerType == towerType)
221 {
222 return &towers[i];
223 }
224 }
225 return 0;
226 }
227
228 int GetTowerCosts(uint8_t towerType)
229 {
230 return towerTypeConfigs[towerType].cost;
231 }
232
233 float TowerGetMaxHealth(Tower *tower)
234 {
235 return towerTypeConfigs[tower->towerType].maxHealth;
236 }
237
238 void TowerDraw()
239 {
240 for (int i = 0; i < towerCount; i++)
241 {
242 Tower tower = towers[i];
243 if (tower.towerType == TOWER_TYPE_NONE)
244 {
245 continue;
246 }
247
248 switch (tower.towerType)
249 {
250 case TOWER_TYPE_ARCHER:
251 {
252 Vector2 screenPosTower = GetWorldToScreen((Vector3){tower.x, 0.0f, tower.y}, currentLevel->camera);
253 Vector2 screenPosTarget = GetWorldToScreen((Vector3){tower.lastTargetPosition.x, 0.0f, tower.lastTargetPosition.y}, currentLevel->camera);
254 DrawModel(towerModels[TOWER_TYPE_WALL], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
255 DrawSpriteUnit(archerUnit, (Vector3){tower.x, 1.0f, tower.y}, 0, screenPosTarget.x > screenPosTower.x,
256 tower.cooldown > 0.2f ? SPRITE_UNIT_PHASE_WEAPON_COOLDOWN : SPRITE_UNIT_PHASE_WEAPON_IDLE);
257 }
258 break;
259 case TOWER_TYPE_BALLISTA:
260 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, BROWN);
261 break;
262 case TOWER_TYPE_CATAPULT:
263 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, DARKGRAY);
264 break;
265 default:
266 if (towerModels[tower.towerType].materials)
267 {
268 DrawModel(towerModels[tower.towerType], (Vector3){tower.x, 0.0f, tower.y}, 1.0f, WHITE);
269 } else {
270 DrawCube((Vector3){tower.x, 0.5f, tower.y}, 1.0f, 1.0f, 1.0f, LIGHTGRAY);
271 }
272 break;
273 }
274 }
275 }
276
277 void TowerUpdate()
278 {
279 for (int i = 0; i < towerCount; i++)
280 {
281 Tower *tower = &towers[i];
282 switch (tower->towerType)
283 {
284 case TOWER_TYPE_CATAPULT:
285 case TOWER_TYPE_BALLISTA:
286 case TOWER_TYPE_ARCHER:
287 TowerGunUpdate(tower);
288 break;
289 }
290 }
291 }
292
293 void TowerDrawHealthBars(Camera3D camera)
294 {
295 for (int i = 0; i < towerCount; i++)
296 {
297 Tower *tower = &towers[i];
298 if (tower->towerType == TOWER_TYPE_NONE || tower->damage <= 0.0f)
299 {
300 continue;
301 }
302
303 Vector3 position = (Vector3){tower->x, 0.5f, tower->y};
304 float maxHealth = TowerGetMaxHealth(tower);
305 float health = maxHealth - tower->damage;
306 float healthRatio = health / maxHealth;
307
308 DrawHealthBar(camera, position, healthRatio, GREEN, 35.0f);
309 }
310 }
1 #include "td_main.h"
2 #include <raymath.h>
3
4 // The queue is a simple array of nodes, we add nodes to the end and remove
5 // nodes from the front. We keep the array around to avoid unnecessary allocations
6 static PathfindingNode *pathfindingNodeQueue = 0;
7 static int pathfindingNodeQueueCount = 0;
8 static int pathfindingNodeQueueCapacity = 0;
9
10 // The pathfinding map stores the distances from the castle to each cell in the map.
11 static PathfindingMap pathfindingMap = {0};
12
13 void PathfindingMapInit(int width, int height, Vector3 translate, float scale)
14 {
15 // transforming between map space and world space allows us to adapt
16 // position and scale of the map without changing the pathfinding data
17 pathfindingMap.toWorldSpace = MatrixTranslate(translate.x, translate.y, translate.z);
18 pathfindingMap.toWorldSpace = MatrixMultiply(pathfindingMap.toWorldSpace, MatrixScale(scale, scale, scale));
19 pathfindingMap.toMapSpace = MatrixInvert(pathfindingMap.toWorldSpace);
20 pathfindingMap.width = width;
21 pathfindingMap.height = height;
22 pathfindingMap.scale = scale;
23 pathfindingMap.distances = (float *)MemAlloc(width * height * sizeof(float));
24 for (int i = 0; i < width * height; i++)
25 {
26 pathfindingMap.distances[i] = -1.0f;
27 }
28
29 pathfindingMap.towerIndex = (long *)MemAlloc(width * height * sizeof(long));
30 pathfindingMap.deltaSrc = (DeltaSrc *)MemAlloc(width * height * sizeof(DeltaSrc));
31 }
32
33 static void PathFindingNodePush(int16_t x, int16_t y, int16_t fromX, int16_t fromY, float distance)
34 {
35 if (pathfindingNodeQueueCount >= pathfindingNodeQueueCapacity)
36 {
37 pathfindingNodeQueueCapacity = pathfindingNodeQueueCapacity == 0 ? 256 : pathfindingNodeQueueCapacity * 2;
38 // we use MemAlloc/MemRealloc to allocate memory for the queue
39 // I am not entirely sure if MemRealloc allows passing a null pointer
40 // so we check if the pointer is null and use MemAlloc in that case
41 if (pathfindingNodeQueue == 0)
42 {
43 pathfindingNodeQueue = (PathfindingNode *)MemAlloc(pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
44 }
45 else
46 {
47 pathfindingNodeQueue = (PathfindingNode *)MemRealloc(pathfindingNodeQueue, pathfindingNodeQueueCapacity * sizeof(PathfindingNode));
48 }
49 }
50
51 PathfindingNode *node = &pathfindingNodeQueue[pathfindingNodeQueueCount++];
52 node->x = x;
53 node->y = y;
54 node->fromX = fromX;
55 node->fromY = fromY;
56 node->distance = distance;
57 }
58
59 static PathfindingNode *PathFindingNodePop()
60 {
61 if (pathfindingNodeQueueCount == 0)
62 {
63 return 0;
64 }
65 // we return the first node in the queue; we want to return a pointer to the node
66 // so we can return 0 if the queue is empty.
67 // We should _not_ return a pointer to the element in the list, because the list
68 // may be reallocated and the pointer would become invalid. Or the
69 // popped element is overwritten by the next push operation.
70 // Using static here means that the variable is permanently allocated.
71 static PathfindingNode node;
72 node = pathfindingNodeQueue[0];
73 // we shift all nodes one position to the front
74 for (int i = 1; i < pathfindingNodeQueueCount; i++)
75 {
76 pathfindingNodeQueue[i - 1] = pathfindingNodeQueue[i];
77 }
78 --pathfindingNodeQueueCount;
79 return &node;
80 }
81
82 float PathFindingGetDistance(int mapX, int mapY)
83 {
84 if (mapX < 0 || mapX >= pathfindingMap.width || mapY < 0 || mapY >= pathfindingMap.height)
85 {
86 // when outside the map, we return the manhattan distance to the castle (0,0)
87 return fabsf((float)mapX) + fabsf((float)mapY);
88 }
89
90 return pathfindingMap.distances[mapY * pathfindingMap.width + mapX];
91 }
92
93 // transform a world position to a map position in the array;
94 // returns true if the position is inside the map
95 int PathFindingFromWorldToMapPosition(Vector3 worldPosition, int16_t *mapX, int16_t *mapY)
96 {
97 Vector3 mapPosition = Vector3Transform(worldPosition, pathfindingMap.toMapSpace);
98 *mapX = (int16_t)mapPosition.x;
99 *mapY = (int16_t)mapPosition.z;
100 return *mapX >= 0 && *mapX < pathfindingMap.width && *mapY >= 0 && *mapY < pathfindingMap.height;
101 }
102
103 void PathFindingMapUpdate()
104 {
105 const int castleX = 0, castleY = 0;
106 int16_t castleMapX, castleMapY;
107 if (!PathFindingFromWorldToMapPosition((Vector3){castleX, 0.0f, castleY}, &castleMapX, &castleMapY))
108 {
109 return;
110 }
111 int width = pathfindingMap.width, height = pathfindingMap.height;
112
113 // reset the distances to -1
114 for (int i = 0; i < width * height; i++)
115 {
116 pathfindingMap.distances[i] = -1.0f;
117 }
118 // reset the tower indices
119 for (int i = 0; i < width * height; i++)
120 {
121 pathfindingMap.towerIndex[i] = -1;
122 }
123 // reset the delta src
124 for (int i = 0; i < width * height; i++)
125 {
126 pathfindingMap.deltaSrc[i].x = 0;
127 pathfindingMap.deltaSrc[i].y = 0;
128 }
129
130 for (int i = 0; i < towerCount; i++)
131 {
132 Tower *tower = &towers[i];
133 if (tower->towerType == TOWER_TYPE_NONE || tower->towerType == TOWER_TYPE_BASE)
134 {
135 continue;
136 }
137 int16_t mapX, mapY;
138 // technically, if the tower cell scale is not in sync with the pathfinding map scale,
139 // this would not work correctly and needs to be refined to allow towers covering multiple cells
140 // or having multiple towers in one cell; for simplicity, we assume that the tower covers exactly
141 // one cell. For now.
142 if (!PathFindingFromWorldToMapPosition((Vector3){tower->x, 0.0f, tower->y}, &mapX, &mapY))
143 {
144 continue;
145 }
146 int index = mapY * width + mapX;
147 pathfindingMap.towerIndex[index] = i;
148 }
149
150 // we start at the castle and add the castle to the queue
151 pathfindingMap.maxDistance = 0.0f;
152 pathfindingNodeQueueCount = 0;
153 PathFindingNodePush(castleMapX, castleMapY, castleMapX, castleMapY, 0.0f);
154 PathfindingNode *node = 0;
155 while ((node = PathFindingNodePop()))
156 {
157 if (node->x < 0 || node->x >= width || node->y < 0 || node->y >= height)
158 {
159 continue;
160 }
161 int index = node->y * width + node->x;
162 if (pathfindingMap.distances[index] >= 0 && pathfindingMap.distances[index] <= node->distance)
163 {
164 continue;
165 }
166
167 int deltaX = node->x - node->fromX;
168 int deltaY = node->y - node->fromY;
169 // even if the cell is blocked by a tower, we still may want to store the direction
170 // (though this might not be needed, IDK right now)
171 pathfindingMap.deltaSrc[index].x = (char) deltaX;
172 pathfindingMap.deltaSrc[index].y = (char) deltaY;
173
174 // we skip nodes that are blocked by towers
175 if (pathfindingMap.towerIndex[index] >= 0)
176 {
177 node->distance += 8.0f;
178 }
179 pathfindingMap.distances[index] = node->distance;
180 pathfindingMap.maxDistance = fmaxf(pathfindingMap.maxDistance, node->distance);
181 PathFindingNodePush(node->x, node->y + 1, node->x, node->y, node->distance + 1.0f);
182 PathFindingNodePush(node->x, node->y - 1, node->x, node->y, node->distance + 1.0f);
183 PathFindingNodePush(node->x + 1, node->y, node->x, node->y, node->distance + 1.0f);
184 PathFindingNodePush(node->x - 1, node->y, node->x, node->y, node->distance + 1.0f);
185 }
186 }
187
188 void PathFindingMapDraw()
189 {
190 float cellSize = pathfindingMap.scale * 0.9f;
191 float highlightDistance = fmodf(GetTime() * 4.0f, pathfindingMap.maxDistance);
192 for (int x = 0; x < pathfindingMap.width; x++)
193 {
194 for (int y = 0; y < pathfindingMap.height; y++)
195 {
196 float distance = pathfindingMap.distances[y * pathfindingMap.width + x];
197 float colorV = distance < 0 ? 0 : fminf(distance / pathfindingMap.maxDistance, 1.0f);
198 Color color = distance < 0 ? BLUE : (Color){fminf(colorV, 1.0f) * 255, 0, 0, 255};
199 Vector3 position = Vector3Transform((Vector3){x, -0.25f, y}, pathfindingMap.toWorldSpace);
200 // animate the distance "wave" to show how the pathfinding algorithm expands
201 // from the castle
202 if (distance + 0.5f > highlightDistance && distance - 0.5f < highlightDistance)
203 {
204 color = BLACK;
205 }
206 DrawCube(position, cellSize, 0.1f, cellSize, color);
207 }
208 }
209 }
210
211 Vector2 PathFindingGetGradient(Vector3 world)
212 {
213 int16_t mapX, mapY;
214 if (PathFindingFromWorldToMapPosition(world, &mapX, &mapY))
215 {
216 DeltaSrc delta = pathfindingMap.deltaSrc[mapY * pathfindingMap.width + mapX];
217 return (Vector2){(float)-delta.x, (float)-delta.y};
218 }
219 // fallback to a simple gradient calculation
220 float n = PathFindingGetDistance(mapX, mapY - 1);
221 float s = PathFindingGetDistance(mapX, mapY + 1);
222 float w = PathFindingGetDistance(mapX - 1, mapY);
223 float e = PathFindingGetDistance(mapX + 1, mapY);
224 return (Vector2){w - e + 0.25f, n - s + 0.125f};
225 }
1 #include "raylib.h"
2 #include "preferred_size.h"
3
4 // Since the canvas size is not known at compile time, we need to query it at runtime;
5 // the following platform specific code obtains the canvas size and we will use this
6 // size as the preferred size for the window at init time. We're ignoring here the
7 // possibility of the canvas size changing during runtime - this would require to
8 // poll the canvas size in the game loop or establishing a callback to be notified
9
10 #ifdef PLATFORM_WEB
11 #include <emscripten.h>
12 EMSCRIPTEN_RESULT emscripten_get_element_css_size(const char *target, double *width, double *height);
13
14 void GetPreferredSize(int *screenWidth, int *screenHeight)
15 {
16 double canvasWidth, canvasHeight;
17 emscripten_get_element_css_size("#" CANVAS_NAME, &canvasWidth, &canvasHeight);
18 *screenWidth = (int)canvasWidth;
19 *screenHeight = (int)canvasHeight;
20 TraceLog(LOG_INFO, "preferred size for %s: %d %d", CANVAS_NAME, *screenWidth, *screenHeight);
21 }
22
23 int IsPaused()
24 {
25 const char *js = "(function(){\n"
26 " var canvas = document.getElementById(\"" CANVAS_NAME "\");\n"
27 " var rect = canvas.getBoundingClientRect();\n"
28 " var isVisible = (\n"
29 " rect.top >= 0 &&\n"
30 " rect.left >= 0 &&\n"
31 " rect.bottom <= (window.innerHeight || document.documentElement.clientHeight) &&\n"
32 " rect.right <= (window.innerWidth || document.documentElement.clientWidth)\n"
33 " );\n"
34 " return isVisible ? 0 : 1;\n"
35 "})()";
36 return emscripten_run_script_int(js);
37 }
38
39 #else
40 void GetPreferredSize(int *screenWidth, int *screenHeight)
41 {
42 *screenWidth = 600;
43 *screenHeight = 240;
44 }
45 int IsPaused()
46 {
47 return 0;
48 }
49 #endif
1 #ifndef PREFERRED_SIZE_H
2 #define PREFERRED_SIZE_H
3
4 void GetPreferredSize(int *screenWidth, int *screenHeight);
5 int IsPaused();
6
7 #endif
Wrap up
There are now 2 additional tower types with different effects in the game. They will also need graphics and animations soon so the overall look is more balanced again. Speaking of balancing: The current levels are very easy to beat. While we still lack a lot of features before we need actual balancing, it would be nice to make it at least a little bit more challenging and interesting.
One feature that is needed before we can start with balancing is an overlay during the planning phase that shows the current path that the enemies will take. This is all stuff for the next parts.
A problem for me right now is also that my buffer of written parts has run out. I will try to catch up a bit and write a few more parts, but I may need to skip a week at some point.