const std = @import("std"); const rl = @import("raylib"); const rlg = @import("raygui"); const assert = std.debug.assert; const cell_size = 32; const cells_width = 16.0; const cells_height = 9.0; const world_width = cells_width * cell_size; const world_height = cells_height * cell_size; const bg_color = rl.Color.init(0x20, 0x2e, 0x37, 0xFF); const debug = true; const edit = debug and false; var screen_width: i32 = 1280; var screen_height: i32 = 720; // TODO: ideas for the future (after hackathon) // "Heat system" (shooting lazers increases heat, heat decreases over time, if heat is too high, CPU throttles) // "Cooling system" some way to have CPUs that are more resistant to heat pub fn main() anyerror!void { // Initialization //-------------------------------------------------------------------------------------- rl.initWindow(screen_width, screen_height, "Hackathon"); defer rl.closeWindow(); // Close window and OpenGL context rl.setWindowState(.{ .window_resizable = false }); rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second rl.setExitKey(.caps_lock); //-------------------------------------------------------------------------------------- var game = Game.init(); defer game.deinit(); // Main game loop while (!rl.windowShouldClose()) { // Detect window close button or ESC key // Update //---------------------------------------------------------------------------------- game.process(); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- game.render(); //---------------------------------------------------------------------------------- } } const BugKind = enum(u8) { nullptr_deref = 0, stack_overflow = 1, infinite_loop = 2, const count = @typeInfo(BugKind).@"enum".fields.len; }; const Bug = struct { kind: BugKind, health: f32, position: rl.Vector2, previous: rl.Vector2, // Center of prev target: rl.Vector2, // Center of next cell animation_time: f32 = 0, animation_state: f32 = 0, dead: bool = false, pub fn init(kind: BugKind, position: rl.Vector2) Bug { return Bug{ .kind = kind, .health = maxHealth(kind), .position = position, .previous = position, .target = position.add(rl.Vector2.init(cell_size, 0)), // 1 unit to the right }; } pub fn update(self: *Bug, delta_time: f32, wave: *Wave, ram: *f32) void { self.animation_time += delta_time; if (self.animation_time > animationSwitchThreshold(self.kind)) { self.animation_time = 0; self.animation_state = @mod((self.animation_state + 1), animationCount(self.kind)); } var velocity: rl.Vector2 = self.target.subtract(self.position); velocity = velocity.normalize().scale(speed(self.kind)); self.position = self.position.add(velocity); // 1 is 1/32th of a cell if (self.position.distanceSqr(self.target) < 1) { // Find new target const prev_grid_x: usize = @intFromFloat(self.previous.x / cell_size); const prev_grid_y: usize = @intFromFloat(self.previous.y / cell_size); const target_grid_x: usize = @intFromFloat(self.target.x / cell_size); const target_grid_y: usize = @intFromFloat(self.target.y / cell_size); const lane_left = wave.get(target_grid_x - 1, target_grid_y).isLaneConnected(); const lane_right = wave.get(target_grid_x + 1, target_grid_y).isLaneConnected(); const lane_top = wave.get(target_grid_x, target_grid_y - 1).isLaneConnected(); const lane_bottom = wave.get(target_grid_x, target_grid_y + 1).isLaneConnected(); std.debug.print("prev_grid_x: {}, prev_grid_y: {}\n", .{ prev_grid_x, prev_grid_y }); std.debug.print("target_grid_x: {}, target_grid_y: {}\n", .{ target_grid_x, target_grid_y }); std.debug.print("lane left: {}, lane right: {}, lane top: {}, lane bottom: {}\n", .{ lane_left, lane_right, lane_top, lane_bottom, }); var target: rl.Vector2 = rl.Vector2.init(0, 0); if (lane_left and prev_grid_x != target_grid_x - 1) { target = self.target.add(rl.Vector2.init(-cell_size, 0)); std.debug.print("lane left\n", .{}); } if (lane_right and prev_grid_x != target_grid_x + 1) { target = self.target.add(rl.Vector2.init(cell_size, 0)); std.debug.print("lane right\n", .{}); } if (lane_top and prev_grid_y != target_grid_y - 1) { target = self.target.add(rl.Vector2.init(0, -cell_size)); std.debug.print("lane top\n", .{}); } if (lane_bottom and prev_grid_y != target_grid_y + 1) { target = self.target.add(rl.Vector2.init(0, cell_size)); std.debug.print("lane bottom\n", .{}); } if (target.x == 0 and target.y == 0) { if (wave.get(target_grid_x, target_grid_y) == .ram) { ram.* = @max(ram.* - self.memory(), 0); self.dead = true; } else { unreachable; } } self.previous = self.target; self.target = target; } } pub fn maxHealth(kind: BugKind) f32 { return switch (kind) { .nullptr_deref => return 3, .stack_overflow => return 10, .infinite_loop => return 1, }; } fn speed(kind: BugKind) f32 { return switch (kind) { .nullptr_deref => return 0.3, .stack_overflow => return 0.1, .infinite_loop => return 1, }; } fn damage(self: *Bug, dmg: f32) bool { self.health -= dmg; if (self.health <= 0) { self.dead = true; } return self.dead; } fn memory(self: Bug) f32 { return switch (self.kind) { .nullptr_deref => return 10, .stack_overflow => return 20, .infinite_loop => return 6, // .nullptr_deref => return 1, // .stack_overflow => return 2, // .infinite_loop => return 0.5, } * self.health; } fn animationCount(kind: BugKind) f32 { return switch (kind) { .nullptr_deref => return 2, .stack_overflow => return 2, .infinite_loop => return 7, }; } fn animationSwitchThreshold(kind: BugKind) f32 { return switch (kind) { .nullptr_deref => return 0.3, .stack_overflow => return 0.3, .infinite_loop => return 0.05, }; } }; const Instruction = struct { condition: Condition = .always, opcode: Opcode = .noop, const Condition = union(enum) { always, memory_leak: f32, // Health percentage, ram<0.25 or ram<0.5 (randomized) bug: BugKind, // Against this specific enemy type idle: f32, // Idle time in seconds, 1s-2s (randomized) }; const Opcode = union(enum) { noop, // does nothing sleep: f32, // Slows enemies (multiplier of enemy speed, 0.5-0.9 randomized) prefetch: f32, // Larger radius (multiplier of cache size, 1.5-2 randomized) overclock: f32, // Deals more damage (multiplier of bus width, 1.5-2 randomized) // // overclock: f32, // Faster firerate (multiplier of clock speed, 1.1-1.5 randomized) }; }; const Cpu = struct { // clock_speed: f32 = 1, // Fire rate, every how many seconds to fire bus_width: f32 = 1, // Bus width, damage dealt cache_size: f32 = 1.5, // Cache size, range (distance for attack) debugs: u32 = 0, // How many bugs were killed instructions: [max_instructions]Instruction = [_]Instruction{.{}} ** max_instructions, // modifiers const max_instructions = 5; fn damage(self: Cpu) f32 { // TODO: take instructions into account return self.bus_width; } fn cores(self: Cpu) u32 { return switch (self.debugs) { // TODO: only for debug (change this once ready for play testing) 0...2 => 1, 3...4 => 2, 5...6 => 4, 7...8 => 8, else => 16, // 0...9 => 1, // 10...24 => 2, // 25...49 => 3, // 50...100 => 4, // else => 5, }; } }; const Cell = union(enum) { none, socket, cpu: Cpu, ai, ram, lane, fn isLaneConnected(self: Cell) bool { return switch (self) { .lane => true, .ai => true, .ram => true, else => false, }; } }; const SpawnRule = struct { from_time_s: f32, to_time_s: f32, bugs: [BugKind.count]struct { last_spawn: f32 = 0, spawn_interval: f32, }, // index is enum }; const Wave = struct { arena: std.heap.ArenaAllocator, map: [cells_height][cells_width]Cell = [_][cells_width]Cell{[_]Cell{.none} ** cells_width} ** cells_height, bugs: std.ArrayList(Bug), spawn_rules: std.ArrayList(SpawnRule), time_since_start: f32 = 0, fn init(wave_number: u8) Wave { const height_middle = 4; // TODO: probably fine for hackathon but post hackathon, this is really bad // We alloc 2 arraylists on this, we need a pool allocator var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator); // This is horrible code, sorry var spawn_rules = std.ArrayList(SpawnRule).init(arena.allocator()); var map: [cells_height][cells_width]Cell = undefined; if (wave_number == 1) { map = [_][cells_width]Cell{ .{ .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none }, .{ .none, .none, .none, .none, .none, .socket, .socket, .socket, .socket, .socket, .none, .none, .none, .none, .none, .none }, .{ .none, .none, .none, .none, .none, .socket, .lane, .lane, .lane, .socket, .none, .none, .none, .none, .none, .none }, .{ .none, .socket, .socket, .socket, .socket, .socket, .lane, .socket, .lane, .socket, .socket, .socket, .socket, .socket, .socket, .none }, .{ .ai, .lane, .lane, .lane, .lane, .socket, .lane, .socket, .lane, .lane, .lane, .lane, .lane, .lane, .lane, .ram }, .{ .none, .socket, .socket, .socket, .lane, .socket, .lane, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .none }, .{ .none, .none, .none, .socket, .lane, .lane, .lane, .socket, .none, .none, .none, .none, .none, .none, .none, .none }, .{ .none, .none, .none, .socket, .socket, .socket, .socket, .socket, .none, .none, .none, .none, .none, .none, .none, .none }, .{ .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none }, }; spawn_rules.append(.{ .from_time_s = 0, .to_time_s = 10, .bugs = .{ .{ .spawn_interval = 0 }, .{ .spawn_interval = 0 }, .{ .spawn_interval = 0.5 }, }, }) catch unreachable; // spawn_rules.append(.{ // .from_time_s = 0, // .to_time_s = 10, // .bugs = .{ // .{ .spawn_interval = 1 }, // .{ .spawn_interval = 0 }, // .{ .spawn_interval = 0 }, // }, // }) catch unreachable; // // spawn_rules.append(.{ // .from_time_s = 10, // .to_time_s = 20, // .bugs = .{ // .{ .spawn_interval = 2 }, // .{ .spawn_interval = 0.5 }, // .{ .spawn_interval = 0 }, // }, // }) catch unreachable; // // spawn_rules.append(.{ // .from_time_s = 20, // .to_time_s = 30, // .bugs = .{ // .{ .spawn_interval = 5 }, // .{ .spawn_interval = 1 }, // .{ .spawn_interval = 0.5 }, // }, // }) catch unreachable; } else if (wave_number == 2) { map = .{ .{ .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none }, .{ .none, .none, .none, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .none, .none, .none, .none, .none, .none }, .{ .none, .none, .none, .socket, .lane, .lane, .lane, .lane, .lane, .socket, .none, .none, .none, .none, .none, .none }, .{ .none, .socket, .socket, .socket, .lane, .socket, .socket, .socket, .lane, .socket, .socket, .socket, .socket, .socket, .socket, .none }, .{ .ai, .lane, .lane, .lane, .lane, .socket, .lane, .lane, .lane, .socket, .lane, .lane, .lane, .lane, .lane, .ram }, .{ .none, .socket, .socket, .socket, .socket, .socket, .lane, .socket, .socket, .socket, .lane, .socket, .socket, .socket, .socket, .none }, .{ .none, .none, .none, .none, .none, .socket, .lane, .lane, .lane, .lane, .lane, .socket, .none, .none, .none, .none }, .{ .none, .none, .none, .none, .none, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .none, .none, .none, .none }, .{ .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none }, }; } else if (wave_number == 3) { map = .{ .{ .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none }, .{ .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none }, .{ .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none }, .{ .none, .socket, .socket, .socket, .socket, .socket, .none, .none, .none, .none, .none, .none, .socket, .socket, .socket, .none }, .{ .ai, .lane, .lane, .lane, .lane, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .lane, .lane, .ram }, .{ .none, .socket, .socket, .socket, .lane, .socket, .socket, .lane, .lane, .lane, .lane, .lane, .socket, .lane, .socket, .none }, .{ .none, .none, .none, .socket, .lane, .lane, .lane, .lane, .socket, .socket, .socket, .lane, .lane, .lane, .socket, .none }, .{ .none, .none, .none, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .socket, .none }, .{ .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none, .none }, }; } else { unreachable; } var wave = Wave{ .arena = arena, .bugs = std.ArrayList(Bug).init(arena.allocator()), .spawn_rules = spawn_rules, .map = map, }; wave.map[height_middle][0] = .ai; wave.map[height_middle][cells_width - 1] = .ram; return wave; } fn update(self: *Wave, delta_time: f32, ram: *f32) void { // TODO: quite a bit of logic here self.time_since_start += delta_time; const half_cell = cell_size / 2; const ai_position = rl.Vector2.init(half_cell, 4 * cell_size + half_cell); // TODO: post hackathon, optimize this for (self.spawn_rules.items) |*rules| { if (rules.from_time_s > self.time_since_start or rules.to_time_s < self.time_since_start) { continue; } for (0..rules.bugs.len) |i| { if (rules.bugs[i].spawn_interval == 0) { continue; } rules.bugs[i].last_spawn += delta_time; if (rules.bugs[i].last_spawn >= rules.bugs[i].spawn_interval) { rules.bugs[i].last_spawn -= rules.bugs[i].spawn_interval; self.bugs.append(Bug.init(@enumFromInt(i), ai_position)) catch unreachable; } } } for (self.bugs.items) |*bug| { if (bug.dead) { continue; } bug.update(delta_time, self, ram); } } fn deinit(self: *Wave) void { self.arena.deinit(); } fn at(self: *Wave, x: usize, y: usize) ?*Cell { if (x >= cells_width or y >= cells_height or x < 0 or y < 0) { return null; } return &self.map[y][x]; } fn get(self: *Wave, x: usize, y: usize) Cell { if (x >= cells_width or y >= cells_height or x < 0 or y < 0) { return .none; } return self.map[y][x]; } fn set(self: *Wave, x: usize, y: usize, cell: Cell) void { if (x < cells_width and y < cells_height and x >= 0 and y >= 0) { self.map[y][x] = cell; } } }; const TextureKind = enum { cpus_vs_bugs, power_button, socket, lane, ai, cpu, ram, bug_null, bug_while, bug_stackoverflow, transistor, cpu_pins, }; const Game = struct { global_arena: std.heap.ArenaAllocator, frame_arena: std.heap.ArenaAllocator, texture_map: std.AutoHashMap(TextureKind, rl.Texture2D), font_title: rl.Font, font_normal: rl.Font, screen_state: union(enum) { main: ScreenMainMenu, battle: ScreenBattle, }, fn init() Game { var global_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator); const ga = global_arena.allocator(); var texture_map = std.AutoHashMap(TextureKind, rl.Texture2D).init(ga); // TODO: make this texture loading more dynamic - DO THIS AFTER JAM const cpus_vs_bugs = rl.loadTexture("assets/img/cpus-vs-bugs.png") catch unreachable; const power_button = rl.loadTexture("assets/img/power-button.png") catch unreachable; const lane = rl.loadTexture("assets/img/lane.png") catch unreachable; const socket = rl.loadTexture("assets/img/socket.png") catch unreachable; const ai = rl.loadTexture("assets/img/ai.png") catch unreachable; const bug_so = rl.loadTexture("assets/img/stackoverflow.png") catch unreachable; const bug_null = rl.loadTexture("assets/img/nullptr-deref.png") catch unreachable; const bug_while = rl.loadTexture("assets/img/while1.png") catch unreachable; const ram = rl.loadTexture("assets/img/ram.png") catch unreachable; const transistor = rl.loadTexture("assets/img/transistor.png") catch unreachable; const cpu_pins = rl.loadTexture("assets/img/cpu_pins.png") catch unreachable; const cpu = rl.loadTexture("assets/img/cpu.png") catch unreachable; texture_map.put(.cpus_vs_bugs, cpus_vs_bugs) catch unreachable; texture_map.put(.power_button, power_button) catch unreachable; texture_map.put(.socket, socket) catch unreachable; texture_map.put(.lane, lane) catch unreachable; texture_map.put(.ai, ai) catch unreachable; texture_map.put(.bug_null, bug_null) catch unreachable; texture_map.put(.bug_stackoverflow, bug_so) catch unreachable; texture_map.put(.bug_while, bug_while) catch unreachable; texture_map.put(.ram, ram) catch unreachable; texture_map.put(.transistor, transistor) catch unreachable; texture_map.put(.cpu_pins, cpu_pins) catch unreachable; texture_map.put(.cpu, cpu) catch unreachable; const font_title = rl.loadFontEx("assets/font/DepartureMonoNerdFontMono-Regular.otf", 80, null) catch unreachable; const font_normal = rl.loadFontEx("assets/font/GohuFont14NerdFontMono-Regular.ttf", 80, null) catch unreachable; return .{ .global_arena = global_arena, .frame_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator), .texture_map = texture_map, .font_title = font_title, .font_normal = font_normal, .screen_state = .{ // .main = .init(), .battle = .init(), }, }; } fn deinit(self: *Game) void { self.global_arena.deinit(); self.frame_arena.deinit(); } fn frameStart(self: *Game) void { const reset_successful = self.frame_arena.reset(.retain_capacity); assert(reset_successful); } fn process(self: *Game) void { const dt = rl.getFrameTime(); std.debug.print("Delta time: {d}\n", .{dt}); // TODO: find a better method of mutating the original switch (self.screen_state) { .main => |_| { self.screen_state.main.update(self, dt); }, .battle => |_| { self.screen_state.battle.update(self, dt); }, } } fn render(self: *Game) void { rl.beginDrawing(); defer rl.endDrawing(); // TODO: maybe add a system for each screen to be able to give a color to set the background? // just so the render method of the screens doesn't have to directly call rl.clearBackground rl.clearBackground(bg_color); // TODO: find a better method of mutating the original switch (self.screen_state) { .main => |_| { self.screen_state.main.render(self); }, .battle => |_| { self.screen_state.battle.render(self); }, } } }; const ScreenMainMenu = struct { camera: rl.Camera2D, pressed_start: bool = false, const start_button_size: f32 = @floatFromInt(cell_size); const title_size: f32 = @floatFromInt(cell_size * 5); fn init() ScreenMainMenu { return .{ .camera = .{ .target = .{ .x = 128, .y = 128 }, .offset = .{ .x = @as(f32, @floatFromInt(screen_width)) / 2, .y = @as(f32, @floatFromInt(screen_height)) / 2, }, .rotation = 0, .zoom = @as(f32, @floatFromInt(screen_height)) / world_height, }, }; } fn update(self: *ScreenMainMenu, game: *Game, dt: f32) void { _ = dt; self.updateCamera(); if (self.pressed_start) { const battle = ScreenBattle.init(); game.screen_state = .{ .battle = battle }; } } fn render(self: *ScreenMainMenu, game: *Game) void { rl.beginMode2D(self.camera); defer rl.endMode2D(); const title_pos: rl.Vector2 = .{ .x = (world_width - ScreenMainMenu.title_size) / 2, .y = (world_height - ScreenMainMenu.title_size) / 2 - 50, }; rl.drawTextureRec( game.texture_map.get(.cpus_vs_bugs).?, .{ .x = 0, .y = 0, .width = ScreenMainMenu.title_size, .height = cell_size, }, title_pos, rl.Color.white, ); rl.drawTextEx(game.font_title, "CPU", title_pos.add(.{ .x = 33, .y = 5 }), 22, 3, rl.Color.white); rl.drawTextEx(game.font_title, "AI", title_pos.add(.{ .x = 100, .y = 5 }), 22, 3, rl.Color.white); const button_pos: rl.Vector2 = .{ .x = (world_width - ScreenMainMenu.start_button_size) / 2, .y = (world_height - ScreenMainMenu.start_button_size) / 2 + 40, }; const rect = rl.Rectangle.init( button_pos.x, button_pos.y, ScreenMainMenu.start_button_size, ScreenMainMenu.start_button_size, ); const msp = rl.getMousePosition().scale(1 / self.camera.zoom); const ms_rect = rl.Rectangle.init(msp.x, msp.y, 1, 1); self.pressed_start = rect.checkCollision(ms_rect) and rl.isMouseButtonPressed(.left); rl.drawTextureRec( game.texture_map.get(.power_button).?, .{ .x = 0, .y = 0, .width = ScreenMainMenu.start_button_size, .height = ScreenMainMenu.start_button_size, }, button_pos, rl.Color.white, ); } fn updateCamera(self: *ScreenMainMenu) void { screen_width = rl.getScreenWidth(); screen_height = rl.getScreenHeight(); self.camera.offset = .{ .x = @as(f32, @floatFromInt(screen_width)) / 2, .y = @as(f32, @floatFromInt(screen_height)) / 2, }; self.camera.target = .{ .x = world_width / 2.0, .y = world_height / 2.0, }; // Take the average between the ratios // This avoids "cheating" by changing the ratio to an extreme value // in order to see more terrain in a certain axis const width_ratio = @as(f32, @floatFromInt(screen_width)) / world_width; const height_ratio = @as(f32, @floatFromInt(screen_height)) / world_height; self.camera.zoom = (width_ratio + height_ratio) / 2; } }; const ScreenBattle = struct { camera: rl.Camera2D, wave: Wave, ram: f32, // health of the player transistors: f32 = 0, const max_ram = 100; const cpu_transistor_cost = 100; fn init() ScreenBattle { return .{ .wave = .init(1), .camera = .{ .target = .{ .x = 128, .y = 128 }, .offset = .{ .x = @as(f32, @floatFromInt(screen_width)) / 2, .y = @as(f32, @floatFromInt(screen_height)) / 2, }, .rotation = 0, .zoom = @as(f32, @floatFromInt(screen_height)) / world_height, }, .ram = max_ram, .transistors = 100, }; } fn update(self: *ScreenBattle, game: *Game, dt: f32) void { _ = game; self.handlePlayerInput(dt); self.wave.update(dt, &self.ram); self.updateCpuAndBugs(dt); self.updateCamera(); } fn handlePlayerInput(self: *ScreenBattle, dt: f32) void { _ = dt; const msp = rl.getMousePosition().scale(1 / self.camera.zoom); const mx: usize = @intFromFloat(msp.x / cell_size); const my: usize = @intFromFloat(msp.y / cell_size); if (rl.isMouseButtonPressed(rl.MouseButton.left)) { if (self.wave.get(mx, my) == .lane and edit) { self.wave.set(mx, my, .socket); } else if (self.wave.get(mx, my) == .socket and edit) { self.wave.set(mx, my, .lane); } else if (self.wave.get(mx, my) == .none and edit) { self.wave.set(mx, my, .socket); } if (self.wave.get(mx, my) == .socket and self.transistors >= cpu_transistor_cost) { self.wave.set(mx, my, .{ .cpu = .{} }); // self.transistors -= cpu_transistor_cost; // TODO: uncomment when playtesting } } else if (rl.isMouseButtonPressed(rl.MouseButton.right) and edit) { self.wave.set(mx, my, .none); } if (rl.isKeyPressed(rl.KeyboardKey.s) and debug) { const f = std.io.getStdErr().writer(); std.zon.stringify.serializeArbitraryDepth(self.wave.map, .{ .whitespace = false, }, f) catch unreachable; f.writeByte('\n') catch unreachable; unreachable; } } fn updateCpuAndBugs(self: *ScreenBattle, dt: f32) void { const map = self.wave.map; for (0..map.len) |y| { for (0..map[0].len) |x| { const cell = self.wave.at(x, y).?; switch (cell.*) { .cpu => { var cpu = &cell.cpu; const cpu_center = rl.Vector2.init( @as(f32, @floatFromInt(x)) * cell_size + cell_size / 2, @as(f32, @floatFromInt(y)) * cell_size + cell_size / 2, ); var count: u32 = 0; const radius = cpu.cache_size * cell_size; for (self.wave.bugs.items) |*bug| { if (bug.dead) { continue; } if (count >= cpu.cores()) { break; } const distance = cpu_center.subtract(bug.position).length(); if (distance > radius) { continue; } if (bug.damage(cpu.damage() * dt)) { cpu.debugs += 1; } count += 1; } }, else => continue, } } } } fn updateCamera(self: *ScreenBattle) void { screen_width = rl.getScreenWidth(); screen_height = rl.getScreenHeight(); self.camera.offset = .{ .x = @as(f32, @floatFromInt(screen_width)) / 2, .y = @as(f32, @floatFromInt(screen_height)) / 2, }; self.camera.target = .{ .x = world_width / 2.0, .y = world_height / 2.0, }; // Take the average between the ratios // This avoids "cheating" by changing the ratio to an extreme value // in order to see more terrain in a certain axis const width_ratio = @as(f32, @floatFromInt(screen_width)) / world_width; const height_ratio = @as(f32, @floatFromInt(screen_height)) / world_height; self.camera.zoom = (width_ratio + height_ratio) / 2; } fn render(self: *ScreenBattle, game: *Game) void { const a = game.frame_arena.allocator(); const map = self.wave.map; const half_cell = cell_size / 2; { rl.beginMode2D(self.camera); defer rl.endMode2D(); // TODO: make bugs render between (on top of) lanes and (under) AI for (0..map.len) |y| { for (0..map[0].len) |x| { self.drawCell(game, x, y); } } for (0..map.len) |y| { for (0..map[0].len) |x| { const cell = self.wave.get(x, y); switch (cell) { .cpu => |cpu| { const cpu_center = rl.Vector2.init( @as(f32, @floatFromInt(x)) * cell_size + cell_size / 2, @as(f32, @floatFromInt(y)) * cell_size + cell_size / 2, ); var count: u32 = 0; const radius = cpu.cache_size * cell_size; for (self.wave.bugs.items) |bug| { if (bug.dead) { continue; } if (count >= cpu.cores()) { break; } const distance = cpu_center.subtract(bug.position).length(); if (distance > radius) { continue; } rl.drawLineEx(cpu_center, bug.position, cpu.bus_width, rl.Color.red); count += 1; } if (debug) { rl.drawCircleLinesV(cpu_center, cpu.cache_size * cell_size, rl.Color.green); } }, else => continue, } } } for (self.wave.bugs.items) |bug| { if (bug.dead) { continue; } const texture = switch (bug.kind) { .nullptr_deref => game.texture_map.get(.bug_null).?, .stack_overflow => game.texture_map.get(.bug_stackoverflow).?, .infinite_loop => game.texture_map.get(.bug_while).?, }; rl.drawTextureRec( texture, .{ .x = bug.animation_state * cell_size, .y = 0, .width = cell_size, .height = cell_size }, .{ .x = bug.position.x - half_cell, .y = bug.position.y - half_cell }, rl.Color.white, ); } const font_size = 24; const transistor_texture = game.texture_map.get(.transistor).?; rl.drawTexture(transistor_texture, 0, cell_size / 4, rl.Color.white); const transistors_count = std.fmt.allocPrintZ(a, "{d}", .{self.transistors}) catch unreachable; rl.drawTextEx( game.font_title, transistors_count, .{ .x = cell_size, .y = (cell_size + font_size) / 4 }, font_size, 1, .white, ); const offset = world_height - cell_size; const cpu_texture = game.texture_map.get(.cpu_pins).?; rl.drawTexture(cpu_texture, 0, offset, rl.Color.white); rl.drawTextureEx( transistor_texture, .{ .x = cell_size + cell_size / 3, .y = offset + 6 }, 0, 0.5, rl.Color.white, ); const cpu_cost = std.fmt.allocPrintZ(a, "= {d}", .{cpu_transistor_cost}) catch unreachable; rl.drawTextEx( game.font_title, cpu_cost, .{ .x = cell_size, .y = offset + (font_size) / 8 }, font_size, 1, .white, ); } if (debug) { rl.drawRectangle( 10, 10, @divTrunc(screen_width, 5), @divTrunc(screen_height, 5), rl.fade(rl.Color.white, 0.6), ); rl.drawRectangleLines( 10, 10, @divTrunc(screen_width, 5), @divTrunc(screen_height, 5), rl.Color.black, ); const debug_font_size = @divTrunc(screen_width, 80); const debug_info = std.fmt.allocPrintZ(a, \\FPS: {} \\Screen: {}x{} \\World: {}x{} ({}) \\Bugs: {} \\Ram: {d}/{d} \\Transistors: {d} , .{ rl.getFPS(), screen_width, screen_height, world_width, world_height, cell_size, self.wave.bugs.items.len, self.ram, max_ram, self.transistors, }) catch return; rl.drawText(debug_info, 20, 20, debug_font_size, .black); } } fn drawCell(self: *ScreenBattle, game: *Game, x: usize, y: usize) void { switch (self.wave.map[y][x]) { .none => return, .socket => { const texture = game.texture_map.get(.socket).?; rl.drawTexture(texture, @intCast(x * cell_size), @intCast(y * cell_size), rl.Color.white); }, .lane => { const texture = game.texture_map.get(.lane).?; const lane_left = self.wave.get(x - 1, y).isLaneConnected(); const lane_right = self.wave.get(x + 1, y).isLaneConnected(); const lane_top = self.wave.get(x, y - 1).isLaneConnected(); const lane_bottom = self.wave.get(x, y + 1).isLaneConnected(); var offset: f32 = undefined; // Choose the correct sprite if (lane_top and lane_left) { offset = 3; } else if (lane_top and lane_right) { offset = 2; } else if (lane_bottom and lane_left) { offset = 5; } else if (lane_bottom and lane_right) { offset = 4; } else if (lane_left or lane_right) { offset = 0; } else if (lane_top or lane_bottom) { offset = 1; } rl.drawTextureRec( texture, .{ .x = offset * cell_size, .y = 0, .width = cell_size, .height = cell_size }, .{ .x = @floatFromInt(x * cell_size), .y = @floatFromInt(y * cell_size) }, rl.Color.white, ); }, .cpu => |cpu| { const texture = game.texture_map.get(.cpu).?; const offset: f32 = @floatFromInt(cpu.cores() - 1); rl.drawTextureRec( texture, .{ .x = offset * cell_size, .y = 0, .width = cell_size, .height = cell_size }, .{ .x = @floatFromInt(x * cell_size), .y = @floatFromInt(y * cell_size) }, rl.Color.white, ); }, .ai => { const texture = game.texture_map.get(.ai).?; rl.drawTexture(texture, @intCast(x * cell_size), @intCast(y * cell_size), rl.Color.white); }, .ram => { const texture = game.texture_map.get(.ram).?; const offset: f32 = if (self.ram == 0) 4 else if (self.ram / max_ram > 0.75) 0 else if (self.ram / max_ram > 0.5) 1 else if (self.ram / max_ram > 0.25) 2 else 3; rl.drawTextureRec( texture, .{ .x = offset * cell_size, .y = 0, .width = cell_size, .height = cell_size * 3 }, .{ .x = @floatFromInt(x * cell_size), .y = @floatFromInt(y * cell_size - cell_size) }, rl.Color.white, ); }, } } };