#include "engine/app.hpp" #include "engine/renderer.hpp" #include "engine/input.hpp" #include "engine/camera.hpp" #include "engine/script.hpp" #include "game/build_graph.hpp" #include "game/data.hpp" #include "imgui.h" #include #include #include #include #include App::App(const AppConfig& cfg) : config_(cfg) { if (!SDL_Init(SDL_INIT_VIDEO)) { fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError()); return; } int flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL; window_ = SDL_CreateWindow(config_.title, config_.window_width, config_.window_height, flags); if (!window_) fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError()); } App::~App() { if (window_) SDL_DestroyWindow(window_); SDL_Quit(); } static void update_camera(Camera& cam, const Input& input, float dt) { if (input.key_down(SDLK_LEFT)) cam.pan({-cam.pan_speed * dt / cam.zoom(), 0.0f}); if (input.key_down(SDLK_RIGHT)) cam.pan({ cam.pan_speed * dt / cam.zoom(), 0.0f}); if (input.key_down(SDLK_UP)) cam.pan({0.0f, cam.pan_speed * dt / cam.zoom()}); if (input.key_down(SDLK_DOWN)) cam.pan({0.0f, -cam.pan_speed * dt / cam.zoom()}); if (input.mouse_down(SDL_BUTTON_MIDDLE)) { auto d = input.mouse_delta(); cam.pan({-d.x / cam.zoom(), d.y / cam.zoom()}); } float scroll = input.scroll_delta(); if (scroll != 0.0f) cam.zoom_at(scroll, cam.screen_to_world(input.mouse_pos())); } static void draw_preview_line(Renderer& r, float ax, float ay, float bx, float by, float thick, float cr, float cg, float cb, float ca) { float mx = (ax + bx) * 0.5f, my = (ay + by) * 0.5f; float dx = bx - ax, dy = by - ay; float len = std::sqrt(dx*dx + dy*dy); float ang = std::atan2(dy, dx); if (len > 0.01f) r.draw_box(mx, my, len * 0.5f, thick, ang, cr, cg, cb, ca); } void App::run() { if (!window_) return; Renderer renderer; Input input; Camera camera; BuildGraph graph; // mass-spring building structure // Load material data from Lua (base + mods). Falls back to a single wood // material so the game still runs if the data files are missing. ScriptEngine script; graph.materials = load_materials(script, "data"); if (graph.materials.empty()) { fprintf(stderr, "WARNING: no materials loaded; using built-in fallback\n"); MaterialDef wood{}; wood.stiffness = 600; wood.damping = 12; wood.mass = 0.25f; wood.max_compression = 0.90f; wood.max_expansion = 1.10f; wood.angle_threshold = 0.5236f; wood.tension_only = false; wood.half_width = 0.15f; wood.r = 0.55f; wood.g = 0.35f; wood.b = 0.15f; wood.a = 1.0f; wood.name = "wood"; graph.materials.push_back(wood); } int w, h; SDL_GetWindowSize(window_, &w, &h); if (!renderer.init(window_, w, h)) return; camera.set_viewport(w, h); camera.set_position({0.0f, 6.0f}); camera.set_zoom(10.0f); // The world is a simple half-plane: below ground_level is solid ground, // above is sky. Anything that falls into the ground is destroyed. graph.ground_level = 1.0f; // Resolve each material's texture once: prefer BYO Forts art, fall back to // the CC0 placeholder, then to a flat colour (nullptr). std::vector mat_tex(graph.materials.size(), nullptr); for (size_t i = 0; i < graph.materials.size(); i++) mat_tex[i] = renderer.load_texture_or(graph.materials[i].texture_forts, graph.materials[i].texture); SDL_Texture* ground_tex = renderer.load_texture_or( "forts:environment/midwest/ground/ground1.tga", "data/textures/ground.png"); // Short-lived explosion puffs spawned when debris hits the ground. struct Explosion { float x, y, life; }; std::vector explosions; const float EXPLOSION_LIFE = 0.4f; // --- Weapons (M4) --------------------------------------------------------- std::vector weapons = load_weapons(script, "data"); int cannon_type = 0, laser_type = -1; for (size_t i = 0; i < weapons.size(); i++) { if (weapons[i].name == "cannon") cannon_type = (int)i; if (weapons[i].name == "laser") laser_type = (int)i; } // Per-weapon turret sprite (BYO Forts art, else CC0 placeholder). std::vector weapon_tex(weapons.size(), nullptr); for (size_t i = 0; i < weapons.size(); i++) weapon_tex[i] = renderer.load_texture_or(weapons[i].texture_forts, weapons[i].texture); SDL_Texture* shell_tex = nullptr; if (!weapons.empty()) shell_tex = renderer.load_texture_or( weapons[cannon_type].projectile_texture_forts, weapons[cannon_type].projectile_texture); struct Cannon { float x, y, mount, aim, cooldown; int type; }; std::vector cannons; struct Projectile { float x, y, vx, vy, damage, splash, knock, radius, life, ignite; }; std::vector projectiles; struct Beam { float ox, oy, angle, range, dps, time_left, hx, hy; bool ignite; }; std::vector beams; std::mt19937 rng(12345); std::uniform_real_distribution uni(0.0f, 1.0f); // --- Devices + map (M5) --------------------------------------------------- std::vector device_defs = load_devices(script, "data"); MapData map = load_map(script, "data"); std::vector dev_tex(device_defs.size(), nullptr); for (size_t i = 0; i < device_defs.size(); i++) dev_tex[i] = renderer.load_texture_or(device_defs[i].texture_forts, device_defs[i].texture); SDL_Texture* deposit_tex = renderer.load_texture("data/textures/deposit.png"); struct Device { int def, team; float x, y, hp, max_hp; bool on_deposit; }; std::vector devices; auto devidx = [&](const char* n) -> int { for (size_t i = 0; i < device_defs.size(); i++) if (device_defs[i].name == n) return (int)i; return -1; }; int turbine_i = devidx("turbine"), mine_i = devidx("mine"), battery_i = devidx("battery"); auto on_deposit = [&](float x, float y) -> bool { for (auto& d : map.deposits) if (std::hypot(x - d.first, y - d.second) < 1.6f) return true; return false; }; const float BASE_ECAP = 1000.0f, BASE_MCAP = 1000.0f; float metal = 0.0f, energy = 0.0f, ecap = BASE_ECAP, mcap = BASE_MCAP; bool game_over = false; int winner = -1; // 0 = player, 1 = enemy // Build the scenario once, snapshot the graph, then reset() rebuilds it all // (used on 'R') WITHOUT re-running the Lua (which would duplicate structures). load_structures(script, "data", graph); std::vector snap_nodes = graph.nodes; std::vector snap_edges = graph.edges; int selected_cannon = -1; int cur_mat = 0; int place_dev = -1; // >=0 = placing that device type; -1 = build materials auto reset = [&]() { graph.nodes = snap_nodes; graph.edges = snap_edges; graph.rebuild(); devices.clear(); for (auto& pd : map.devices) { int di = -1; for (size_t i = 0; i < device_defs.size(); i++) if (device_defs[i].name == pd.type) di = (int)i; if (di < 0) continue; Device dv{di, pd.team, pd.x, pd.y, device_defs[di].hp, device_defs[di].hp, true}; if (device_defs[di].needs_deposit) dv.on_deposit = on_deposit(pd.x, pd.y); devices.push_back(dv); } cannons.clear(); cannons.push_back({-18.0f, graph.ground_level + 0.6f, 0.0f, 0.0f, 0.0f, cannon_type}); if (laser_type >= 0) cannons.push_back({-14.0f, graph.ground_level + 0.6f, 0.0f, 0.0f, 0.0f, laser_type}); projectiles.clear(); beams.clear(); explosions.clear(); metal = 200.0f; energy = 200.0f; game_over = false; winner = -1; selected_cannon = -1; place_dev = -1; }; reset(); // Build state int drag_node = -1; bool placing = false; int extruding_edge = -1; float extrude_start_x = 0.0f; float extrude_start_y = 0.0f; const float FIXED_DT = 1.0f / 60.0f; const float MAX_FRAME = 0.25f; float accumulator = 0.0f; last_tick_ = SDL_GetTicks(); while (running_) { uint64_t now = SDL_GetTicks(); float frame_dt = static_cast(now - last_tick_) / 1000.0f; last_tick_ = now; if (frame_dt > MAX_FRAME) frame_dt = MAX_FRAME; input.begin_frame(); if (input.quit_requested()) running_ = false; // Escape deselects a weapon first, otherwise quits. if (input.key_pressed(SDLK_ESCAPE)) { if (selected_cannon >= 0) selected_cannon = -1; else running_ = false; } // 1/2/3 pick a build material; 5/6/7 pick a device to place; R restarts. if (input.key_pressed(SDLK_1)) { cur_mat = 0; selected_cannon = -1; place_dev = -1; } if (input.key_pressed(SDLK_2)) { cur_mat = 1; selected_cannon = -1; place_dev = -1; } if (input.key_pressed(SDLK_3)) { cur_mat = 2; selected_cannon = -1; place_dev = -1; } if (input.key_pressed(SDLK_5)) { place_dev = turbine_i; selected_cannon = -1; } if (input.key_pressed(SDLK_6)) { place_dev = mine_i; selected_cannon = -1; } if (input.key_pressed(SDLK_7)) { place_dev = battery_i; selected_cannon = -1; } if (input.key_pressed(SDLK_R)) reset(); if (cur_mat >= (int)graph.materials.size()) cur_mat = 0; glm::vec2 mpos = input.mouse_pos(); float wx = camera.screen_to_world(mpos).x; float wy = camera.screen_to_world(mpos).y; // Suppress world clicks when the mouse is over the dev UI (last frame's // state — valid before this frame's ImGui::NewFrame). bool over_ui = ImGui::GetIO().WantCaptureMouse; // ---- Weapon select / aim / fire ---- // A left-click on a cannon selects it. While a cannon is selected, the // mouse aims it (clamped to its firing arc) and a click elsewhere fires. bool left_click = input.mouse_pressed(SDL_BUTTON_LEFT) && !over_ui; int clicked_cannon = -1; if (left_click) { float best = 0.8f * 0.8f; // select radius^2 for (int i = 0; i < (int)cannons.size(); i++) { float dx = wx - cannons[i].x, dy = wy - cannons[i].y; float d2 = dx*dx + dy*dy; if (d2 < best) { best = d2; clicked_cannon = i; } } } if (clicked_cannon >= 0) { selected_cannon = clicked_cannon; place_dev = -1; } if (selected_cannon >= 0 && !weapons.empty()) { Cannon& c = cannons[selected_cannon]; const WeaponDef& wpn = weapons[c.type]; // Aim toward cursor, clamped to [min,max] fire angle around the mount. const float PI = 3.14159265358979323846f; float rel = std::atan2(wy - c.y, wx - c.x) - c.mount; while (rel > PI) rel -= 2.0f * PI; while (rel < -PI) rel += 2.0f * PI; rel = std::clamp(rel, wpn.min_fire_angle, wpn.max_fire_angle); c.aim = c.mount + rel; // Fire on a click that wasn't the one selecting this cannon (costs energy). if (left_click && clicked_cannon < 0 && c.cooldown <= 0.0f && !game_over && energy >= wpn.energy_cost) { const float BL = 1.0f; float tx = c.x + std::cos(c.aim)*BL, ty = c.y + std::sin(c.aim)*BL; if (wpn.is_beam) { beams.push_back({ tx, ty, c.aim, wpn.beam_range, wpn.beam_dps, wpn.beam_duration, tx, ty, wpn.fire_chance > 0.0f }); } else { projectiles.push_back({ tx, ty, std::cos(c.aim) * wpn.muzzle_speed, std::sin(c.aim) * wpn.muzzle_speed, wpn.splash_damage, wpn.splash_radius, wpn.knockback, wpn.projectile_radius, 6.0f, wpn.fire_chance }); } c.cooldown = wpn.reload; energy -= wpn.energy_cost; } } // ---- Device placement (mine/turbine/battery) ---- if (place_dev >= 0 && place_dev < (int)device_defs.size() && left_click && clicked_cannon < 0 && !game_over) { const DeviceDef& def = device_defs[place_dev]; bool dep_ok = !def.needs_deposit || on_deposit(wx, wy); if (dep_ok && metal >= def.cost_metal && energy >= def.cost_energy) { devices.push_back({ place_dev, 0, wx, wy, def.hp, def.hp, def.needs_deposit ? on_deposit(wx, wy) : true }); metal -= def.cost_metal; energy -= def.cost_energy; } } bool building = (selected_cannon < 0 && place_dev < 0); // suppress while aiming/placing // Queries (only meaningful when building) int hover_node = building ? graph.find_nearest_node(wx, wy, 0.5f) : -1; int hover_edge = (building && hover_node < 0) ? graph.find_nearest_edge(wx, wy, 0.4f) : -1; // ---- Left click: start an edge ---- // A build can only START from something already anchored: an existing // node, or the ground (which creates a foundation node). Clicking empty // air does nothing — you can't grow structure out of thin air. if (building && !over_ui && !placing && extruding_edge < 0 && input.mouse_pressed(SDL_BUTTON_LEFT)) { if (hover_node >= 0) { drag_node = hover_node; placing = true; } else if (graph.is_on_ground(wy)) { int new_id = graph.add_node(wx, graph.ground_level, true); if (new_id >= 0) { drag_node = new_id; placing = true; metal -= 50.0f; energy -= 400.0f; } } } // ---- Right click on edge: extrude ---- if (building && !over_ui && !placing && extruding_edge < 0 && input.mouse_pressed(SDL_BUTTON_RIGHT)) { if (hover_edge >= 0) { extruding_edge = hover_edge; extrude_start_x = wx; extrude_start_y = wy; } } // ---- Finish edge placement ---- (add_link enforces the length rules // and subdivides a long drag into segments) if (placing && !input.mouse_down(SDL_BUTTON_LEFT)) { int target = graph.find_nearest_node(wx, wy, 0.5f); if (target >= 0 && target != drag_node) { if (graph.add_link(drag_node, target, cur_mat) > 0) { metal -= 5.0f; energy -= 25.0f; } } else if (drag_node >= 0 && drag_node < (int)graph.nodes.size()) { bool foundation = graph.is_on_ground(wy); float ny = foundation ? graph.ground_level : wy; // Length guard first, so a rejected link leaves no orphan node. const auto& m = graph.materials[cur_mat]; float dlen = std::hypot(wx - graph.nodes[drag_node].x, ny - graph.nodes[drag_node].y); if (dlen >= m.min_length && dlen <= m.max_link_length) { int new_id = graph.add_node(wx, ny, foundation); if (graph.add_link(drag_node, new_id, cur_mat) > 0) { metal -= 5.0f; energy -= 25.0f; if (foundation) { metal -= 50.0f; energy -= 400.0f; } } } } drag_node = -1; placing = false; } // ---- Finish extrusion ---- if (extruding_edge >= 0 && !input.mouse_down(SDL_BUTTON_RIGHT)) { float offx = wx - extrude_start_x; float offy = wy - extrude_start_y; if (std::sqrt(offx*offx + offy*offy) > 0.1f) { graph.extrude_edge(extruding_edge, offx, offy); metal -= 10.0f; energy -= 25.0f; } extruding_edge = -1; } update_camera(camera, input, frame_dt); // ---- Simulation (fixed timestep, so it stays frame-rate independent // and deterministic) ---- accumulator += frame_dt; while (accumulator >= FIXED_DT) { graph.step(FIXED_DT); // mass-spring integration (oversampled) graph.check_strain(); // snap struts past axial/angle limits graph.update_timers(FIXED_DT); // build-grace countdown graph.update_fire(FIXED_DT); // burn DoT + spread graph.kill_grounded(); // destroy debris below the ground // Weapons: tick reloads. for (auto& c : cannons) if (c.cooldown > 0.0f) c.cooldown = std::max(0.0f, c.cooldown - FIXED_DT); // Cannon shells: ballistic, detonate on ground or a projectile-blocking // strut (shells pass THROUGH background bracing / ropes). for (auto& p : projectiles) { if (p.life <= 0.0f) continue; p.vy -= graph.gravity * FIXED_DT; p.x += p.vx * FIXED_DT; p.y += p.vy * FIXED_DT; p.life -= FIXED_DT; bool hit = false; if (p.y <= graph.ground_level) { p.y = graph.ground_level; hit = true; } else if (graph.find_blocking_edge(p.x, p.y, p.radius + 0.15f) >= 0) hit = true; if (hit) { if (p.ignite > 0.0f && uni(rng) < p.ignite) graph.ignite_area(p.x, p.y, p.splash * 0.7f); // ~25% incendiary graph.apply_splash(p.x, p.y, p.splash, p.damage, p.knock); for (auto& dv : devices) if (dv.hp > 0.0f) { // splash hits devices too float d = std::hypot(dv.x - p.x, dv.y - p.y); if (d < p.splash) dv.hp -= p.damage * (1.0f - d / p.splash); } explosions.push_back({p.x, p.y, EXPLOSION_LIFE}); p.life = 0.0f; } } // Laser beams: damage + ignite everything crossed, pass through // bg-brace/ropes, stop at the first wood strut. Also burns devices. for (auto& bm : beams) { if (bm.time_left <= 0.0f) continue; graph.beam_fire(bm.ox, bm.oy, std::cos(bm.angle), std::sin(bm.angle), bm.range, bm.dps * FIXED_DT, bm.ignite, bm.hx, bm.hy); float ex = bm.hx - bm.ox, ey = bm.hy - bm.oy; float len2 = ex*ex + ey*ey; for (auto& dv : devices) if (dv.hp > 0.0f && len2 > 1e-6f) { float t = std::clamp(((dv.x-bm.ox)*ex + (dv.y-bm.oy)*ey) / len2, 0.0f, 1.0f); float d = std::hypot(dv.x - (bm.ox+t*ex), dv.y - (bm.oy+t*ey)); if (d < 0.6f) dv.hp -= bm.dps * FIXED_DT; } bm.time_left -= FIXED_DT; } // Resources: team-0 devices generate metal/energy (capped). float egen = 0.0f, mgen = 0.0f; ecap = BASE_ECAP; mcap = BASE_MCAP; for (auto& dv : devices) if (dv.team == 0 && dv.hp > 0.0f) { const DeviceDef& def = device_defs[dv.def]; ecap += def.energy_storage; mcap += def.metal_storage; if (def.wind) egen += def.wind_max_rate * std::clamp((dv.y - graph.ground_level) / def.wind_max_height, 0.0f, 1.0f); else if (def.needs_deposit) { if (dv.on_deposit) { egen += def.energy_rate; mgen += def.metal_rate; } } else { egen += def.energy_rate; mgen += def.metal_rate; } } energy = std::clamp(energy + egen * FIXED_DT, 0.0f, ecap); metal = std::clamp(metal + mgen * FIXED_DT, 0.0f, mcap); // Win/loss: a team with no living reactor loses. if (!game_over) { int pa = 0, ea = 0; for (auto& dv : devices) if (device_defs[dv.def].is_core && dv.hp > 0.0f) (dv.team == 0 ? pa : ea)++; if (ea == 0) { game_over = true; winner = 0; } else if (pa == 0) { game_over = true; winner = 1; } } accumulator -= FIXED_DT; } devices.erase(std::remove_if(devices.begin(), devices.end(), [](const Device& d){ return d.hp <= 0.0f; }), devices.end()); projectiles.erase( std::remove_if(projectiles.begin(), projectiles.end(), [](const Projectile& p){ return p.life <= 0.0f; }), projectiles.end()); beams.erase( std::remove_if(beams.begin(), beams.end(), [](const Beam& b){ return b.time_left <= 0.0f; }), beams.end()); // Spawn an explosion puff for everything the ground destroyed this frame. for (const auto& d : graph.destroyed_events) explosions.push_back({d.x, d.y, EXPLOSION_LIFE}); graph.destroyed_events.clear(); // Age out explosion puffs. for (auto& ex : explosions) ex.life -= frame_dt; explosions.erase( std::remove_if(explosions.begin(), explosions.end(), [](const Explosion& e){ return e.life <= 0.0f; }), explosions.end()); // Destruction above may have removed nodes/edges, invalidating indices // cached at frame start. Drop stale ones and re-query hover for rendering. if (drag_node >= (int)graph.nodes.size()) { drag_node = -1; placing = false; } if (extruding_edge >= (int)graph.edges.size()) extruding_edge = -1; hover_node = graph.find_nearest_node(wx, wy, 0.5f); hover_edge = (hover_node < 0) ? graph.find_nearest_edge(wx, wy, 0.4f) : -1; // ---- Render ---- renderer.begin_frame(camera); // Ground: solid fill for depth, then a tiled dirt strip along the surface. renderer.draw_box(0.0f, graph.ground_level - 1.0e4f, 1.0e5f, 1.0e4f, 0.0f, 0.20f, 0.16f, 0.12f, 1.0f); if (ground_tex) { float halfvis = camera.viewport_width() / (2.0f * camera.zoom()); float left = camera.position().x - halfvis - 2.0f; float right = camera.position().x + halfvis + 2.0f; const float ts = 2.0f; // tile size (world units) float startx = std::floor(left / ts) * ts + ts * 0.5f; for (float cx = startx; cx < right; cx += ts) renderer.draw_sprite(cx, graph.ground_level - ts * 0.5f, ts * 0.5f, ts * 0.5f, 0.0f, ground_tex); } // Metal deposits (markers on the ground; mines must sit on these). for (auto& d : map.deposits) { if (deposit_tex) renderer.draw_sprite(d.first, d.second + 0.2f, 0.35f, 0.35f, 0.0f, deposit_tex); else renderer.draw_box(d.first, d.second + 0.2f, 0.3f, 0.3f, 0.0f, 0.8f, 0.7f, 0.2f, 0.9f); } // Triangle faces FIRST — a dark cladding panel that sits BEHIND the // struts (filling triangulated cells), so it never hides the edges. for (const auto& f : graph.faces) { auto& pa = graph.nodes[f.node_a]; auto& pb = graph.nodes[f.node_b]; auto& pc = graph.nodes[f.node_c]; SDL_Renderer* sdl = renderer.sdl_renderer(); auto to_scr = [&](float px, float py) -> SDL_FPoint { float zoom = camera.zoom(); float ox = camera.viewport_width() * 0.5f - camera.position().x * zoom; float oy = camera.viewport_height() * 0.5f + camera.position().y * zoom; return {ox + px * zoom, oy - py * zoom}; }; auto p0 = to_scr(pa.x, pa.y); auto p1 = to_scr(pb.x, pb.y); auto p2 = to_scr(pc.x, pc.y); // Dark, semi-transparent panel (SDL_FColor is 0..1 floats). SDL_FColor fc = {0.10f, 0.07f, 0.05f, 0.75f}; SDL_Vertex verts[3] = { {{p0.x, p0.y}, fc, {0,0}}, {{p1.x, p1.y}, fc, {0,0}}, {{p2.x, p2.y}, fc, {0,0}}, }; int idx[3] = {0, 1, 2}; SDL_RenderGeometry(sdl, NULL, verts, 3, idx, 3); } // Build edges — drawn ON TOP of the panels so struts stay visible. // Textured if the material has one; tinted by stress (red compressed, // blue tension) multiplied by the material colour. for (const auto& e : graph.edges) { auto& pa = graph.nodes[e.node_a]; auto& pb = graph.nodes[e.node_b]; float mx = (pa.x + pb.x) * 0.5f; float my = (pa.y + pb.y) * 0.5f; float dx = pb.x - pa.x; float dy = pb.y - pa.y; float len = std::sqrt(dx*dx + dy*dy); float ang = std::atan2(dy, dx); // stress tint (white -> red/blue), then modulated by material colour float t = std::min(1.0f, std::fabs(e.stress) / 0.10f); float tr = 1.0f, tg = 1.0f, tb = 1.0f; if (e.stress < 0.0f) { tg = 1.0f - t; tb = 1.0f - t; } // compressed else if (e.stress > 0.0f) { tr = 1.0f - t; tg = 1.0f - t; } // stretched float cr = e.r * tr, cg = e.g * tg, cb = e.b * tb; if (e.burning) { // fiery orange, flickering float fl = 0.6f + 0.4f * std::sin((float)SDL_GetTicks() * 0.02f + mx); cr = 1.0f; cg = 0.35f * fl; cb = 0.08f; } SDL_Texture* tex = (e.mat < (int)mat_tex.size()) ? mat_tex[e.mat] : nullptr; if (tex) renderer.draw_sprite(mx, my, len * 0.5f, e.half_width, ang, tex, cr, cg, cb, e.a); else renderer.draw_box (mx, my, len * 0.5f, e.half_width, ang, cr, cg, cb, e.a); } // Nodes for (const auto& n : graph.nodes) { float col = n.is_foundation ? 0.3f : 0.9f; renderer.draw_box(n.x, n.y, 0.15f, 0.15f, 0.0f, col, col, col, 0.8f); } // Radial timer (yellow) while a fresh strut is curing (build grace). for (const auto& e : graph.edges) { if (e.settle <= 0.0f) continue; auto& pa = graph.nodes[e.node_a]; auto& pb = graph.nodes[e.node_b]; float mx = (pa.x + pb.x) * 0.5f, my = (pa.y + pb.y) * 0.5f; float frac = e.settle / BuildGraph::SETTLE_TIME; renderer.draw_radial_timer(mx, my, 0.28f, frac, 1.0f, 0.75f, 0.15f, 0.85f); } // Preview during edge drag if (placing && drag_node >= 0 && drag_node < (int)graph.nodes.size()) { float px = graph.nodes[drag_node].x; float py = graph.nodes[drag_node].y; int target = graph.find_nearest_node(wx, wy, 0.5f); float ex = wx, ey = wy; if (target >= 0 && target != drag_node) { ex = graph.nodes[target].x; ey = graph.nodes[target].y; } const auto& m = graph.materials[cur_mat]; // Tint red if the link would be rejected (too short / too long). float len = std::hypot(ex - px, ey - py); bool valid = len >= m.min_length && len <= m.max_link_length; float cr = valid ? m.r : 1.0f, cg = valid ? m.g : 0.2f, cb = valid ? m.b : 0.2f; draw_preview_line(renderer, px, py, ex, ey, m.half_width, cr, cg, cb, 0.6f); } // Preview during extrusion — angled box + auto-brace diagonal if (extruding_edge >= 0) { auto* ee = graph.mutable_edge(extruding_edge); if (ee) { const auto& na = graph.nodes[ee->node_a]; const auto& nb = graph.nodes[ee->node_b]; float offx = wx - extrude_start_x, offy = wy - extrude_start_y; // Clamp the preview drag to max_length (matches extrude_edge). { float ol = std::sqrt(offx*offx + offy*offy); float maxlen = graph.materials[cur_mat].max_length; if (ol > maxlen && ol > 1e-6f) { offx *= maxlen/ol; offy *= maxlen/ol; } } if (std::sqrt(offx*offx + offy*offy) > 0.1f) { float cx = na.x + offx, cy = na.y + offy; float dx = nb.x + offx, dy = nb.y + offy; const auto& m = graph.materials[cur_mat]; float hw = m.half_width; draw_preview_line(renderer, na.x, na.y, cx, cy, hw, m.r, m.g, m.b, 0.5f); draw_preview_line(renderer, nb.x, nb.y, dx, dy, hw, m.r, m.g, m.b, 0.5f); draw_preview_line(renderer, cx, cy, dx, dy, hw, m.r, m.g, m.b, 0.5f); // brace preview: longer diagonal, if it clears the minimum if (!graph.materials[cur_mat].tension_only) { float l1 = std::hypot(dx - na.x, dy - na.y); // ea-nd float l2 = std::hypot(cx - nb.x, cy - nb.y); // eb-nc if (l1 >= l2) { if (l1 >= BuildGraph::MIN_BRACE_LENGTH) draw_preview_line(renderer, na.x, na.y, dx, dy, hw, m.r, m.g, m.b, 0.35f); } else { if (l2 >= BuildGraph::MIN_BRACE_LENGTH) draw_preview_line(renderer, nb.x, nb.y, cx, cy, hw, m.r, m.g, m.b, 0.35f); } } } } } // Highlight hovered node/edge if (hover_node >= 0 && !placing) { auto& p = graph.nodes[hover_node]; renderer.draw_box(p.x, p.y, 0.22f, 0.22f, 0.0f, 1.0f, 0.8f, 0.2f, 0.8f); } if (hover_edge >= 0 && !placing && extruding_edge < 0) { auto* he = graph.mutable_edge(hover_edge); if (he) { auto& pa = graph.nodes[he->node_a]; auto& pb = graph.nodes[he->node_b]; float mx = (pa.x+pb.x)*0.5f, my = (pa.y+pb.y)*0.5f; float dx = pb.x-pa.x, dy = pb.y-pa.y; float len = std::sqrt(dx*dx+dy*dy), ang = std::atan2(dy,dx); renderer.draw_box(mx, my, len*0.5f, 0.18f, ang, 0.3f, 0.7f, 1.0f, 0.5f); } } // Devices (reactors glow + pulse by team; turbines/mines/batteries) + HP bars. for (const auto& dv : devices) { const DeviceDef& def = device_defs[dv.def]; float tr = def.r, tg = def.g, tb = def.b; if (def.is_core) { float pulse = 0.7f + 0.3f * std::sin((float)SDL_GetTicks() * 0.006f); if (dv.team == 0) { tr = 0.3f*pulse; tg = 1.0f*pulse; tb = 0.5f*pulse; } else { tr = 1.0f*pulse; tg = 0.3f*pulse; tb = 0.3f*pulse; } } SDL_Texture* tex = dev_tex[dv.def]; if (tex) renderer.draw_sprite(dv.x, dv.y, def.half_w, def.half_h, 0.0f, tex, tr, tg, tb, 1.0f); else renderer.draw_box(dv.x, dv.y, def.half_w, def.half_h, 0.0f, tr, tg, tb, 1.0f); // HP bar above float frac = dv.max_hp > 0.0f ? dv.hp / dv.max_hp : 0.0f; float bw = def.half_w, by = dv.y + def.half_h + 0.2f; renderer.draw_box(dv.x, by, bw, 0.06f, 0.0f, 0.1f, 0.1f, 0.1f, 0.85f); float fh = bw * frac; renderer.draw_box(dv.x - bw + fh, by, fh, 0.06f, 0.0f, frac > 0.5f ? 0.2f : 0.9f, frac > 0.5f ? 0.9f : 0.3f, 0.2f, 0.9f); } // Device placement ghost. if (place_dev >= 0 && place_dev < (int)device_defs.size()) { const DeviceDef& def = device_defs[place_dev]; bool ok = (!def.needs_deposit || on_deposit(wx, wy)) && metal >= def.cost_metal && energy >= def.cost_energy; renderer.draw_box(wx, wy, def.half_w, def.half_h, 0.0f, ok ? 0.4f : 1.0f, ok ? 1.0f : 0.3f, 0.4f, 0.4f); } // Cannons: barrel (aimed) then turret base on top. for (const auto& c : cannons) { float bl = 1.0f; float bx = c.x + std::cos(c.aim) * bl * 0.5f; float by = c.y + std::sin(c.aim) * bl * 0.5f; renderer.draw_box(bx, by, bl * 0.5f, 0.12f, c.aim, 0.30f, 0.30f, 0.34f, 1.0f); SDL_Texture* wt = (c.type >= 0 && c.type < (int)weapon_tex.size()) ? weapon_tex[c.type] : nullptr; if (wt) renderer.draw_sprite(c.x, c.y, 0.5f, 0.5f, 0.0f, wt); else renderer.draw_box(c.x, c.y, 0.5f, 0.5f, 0.0f, 0.4f, 0.4f, 0.45f, 1.0f); } // Firing arc of the selected cannon (the cone of allowed directions). // No trajectory is shown — you aim a direction within the arc. if (selected_cannon >= 0 && !weapons.empty()) { const Cannon& c = cannons[selected_cannon]; const WeaponDef& wpn = weapons[c.type]; renderer.draw_arc(c.x, c.y, 3.0f, c.mount + wpn.min_fire_angle, c.mount + wpn.max_fire_angle, 0.9f, 0.85f, 0.3f, 0.18f); float ax = c.x + std::cos(c.aim) * 3.3f; float ay = c.y + std::sin(c.aim) * 3.3f; draw_preview_line(renderer, c.x, c.y, ax, ay, 0.05f, 1.0f, 0.9f, 0.3f, 0.7f); } // Laser beams (glow + bright core, from muzzle to hit point). for (const auto& bm : beams) { float a = std::min(1.0f, bm.time_left / 0.3f); // quick fade at the end draw_preview_line(renderer, bm.ox, bm.oy, bm.hx, bm.hy, 0.14f, 1.0f, 0.35f, 0.25f, 0.35f * a); draw_preview_line(renderer, bm.ox, bm.oy, bm.hx, bm.hy, 0.05f, 1.0f, 0.85f, 0.5f, 0.95f * a); renderer.draw_box(bm.hx, bm.hy, 0.2f, 0.2f, 0.0f, 1.0f, 0.9f, 0.5f, 0.6f * a); } // Projectiles (shell sprite oriented along velocity). for (const auto& p : projectiles) { float ang = std::atan2(p.vy, p.vx); if (shell_tex) renderer.draw_sprite(p.x, p.y, 0.32f, 0.1f, ang, shell_tex); else renderer.draw_box(p.x, p.y, p.radius, p.radius, 0.0f, 1.0f, 0.8f, 0.3f, 1.0f); } // Explosion puffs (expanding, fading) where debris hit the ground. for (const auto& ex : explosions) { float t = 1.0f - ex.life / EXPLOSION_LIFE; // 0 -> 1 over lifetime float radius = 0.2f + t * 0.9f; float alpha = (1.0f - t) * 0.8f; renderer.draw_radial_timer(ex.x, ex.y, radius, 1.0f, 1.0f, 0.55f, 0.12f, alpha); } // HUD (resources vs current caps) renderer.draw_hud_bar(10, 10, mcap > 0 ? metal / mcap : 0.0f, 0.8f, 0.65f, 0.2f); renderer.draw_hud_bar(10, 28, ecap > 0 ? energy / ecap : 0.0f, 0.2f, 0.5f, 0.9f); if (selected_cannon >= 0 && !weapons.empty()) { // reload gauge of the selected cannon (fills as it reloads) float rt = weapons[cannons[selected_cannon].type].reload; float rl = rt > 0.0f ? 1.0f - cannons[selected_cannon].cooldown / rt : 1.0f; renderer.draw_hud_bar(10, 46, rl, 0.9f, 0.3f, 0.2f); } else { const auto& curm = graph.materials[cur_mat]; renderer.draw_hud_bar(10, 46, 0.3f, curm.r, curm.g, curm.b); } // ---- Dev UI (ImGui) — live tuning of the (unverified) constants ---- { int burning = 0; for (const auto& e : graph.edges) if (e.burning) burning++; ImGuiIO& io = ImGui::GetIO(); ImGui::Begin("Dev"); ImGui::Text("%.0f FPS (%.2f ms)", io.Framerate, 1000.0f / io.Framerate); ImGui::Text("nodes %zu edges %zu devices %zu", graph.nodes.size(), graph.edges.size(), devices.size()); ImGui::Text("proj %zu beams %zu burning %d", projectiles.size(), beams.size(), burning); ImGui::Text("metal %.0f/%.0f energy %.0f/%.0f", metal, mcap, energy, ecap); ImGui::Separator(); // Build palette — current tool. const char* tool = place_dev >= 0 ? device_defs[place_dev].name.c_str() : selected_cannon >= 0 ? "weapon" : graph.materials[cur_mat].name.c_str(); ImGui::Text("tool: %s", tool); if (ImGui::Button("wood")) { cur_mat = 0; place_dev = -1; selected_cannon = -1; } ImGui::SameLine(); if (ImGui::Button("bg")) { cur_mat = 1; place_dev = -1; selected_cannon = -1; } ImGui::SameLine(); if (ImGui::Button("rope")) { cur_mat = 2; place_dev = -1; selected_cannon = -1; } if (turbine_i >= 0 && ImGui::Button("turbine")) { place_dev = turbine_i; selected_cannon = -1; } if (mine_i >= 0) { ImGui::SameLine(); if (ImGui::Button("mine")) { place_dev = mine_i; selected_cannon = -1; } } if (battery_i >= 0) { ImGui::SameLine(); if (ImGui::Button("battery")) { place_dev = battery_i; selected_cannon = -1; } } if (ImGui::Button("restart (R)")) reset(); ImGui::Separator(); if (ImGui::CollapsingHeader("Physics", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::SliderFloat("gravity", &graph.gravity, 0.0f, 40.0f); ImGui::SliderFloat("air drag", &graph.air_drag, 0.0f, 3.0f); } if (ImGui::CollapsingHeader("Materials")) { for (auto& m : graph.materials) { ImGui::PushID(&m); if (ImGui::TreeNode(m.name.c_str())) { ImGui::SliderFloat("stiffness", &m.stiffness, 100.0f, 3000.0f); ImGui::SliderFloat("damping", &m.damping, 0.0f, 60.0f); ImGui::SliderFloat("hit_points", &m.hit_points, 10.0f, 600.0f); ImGui::SliderFloat("burn_rate", &m.burn_rate, 0.0f, 60.0f); ImGui::SliderFloat("spread_time", &m.spread_time, 0.1f, 5.0f); ImGui::TreePop(); } ImGui::PopID(); } } if (ImGui::CollapsingHeader("Weapons")) { for (auto& wpn : weapons) { ImGui::PushID(&wpn); if (ImGui::TreeNode(wpn.name.c_str())) { ImGui::SliderFloat("reload", &wpn.reload, 0.1f, 6.0f); if (wpn.is_beam) { ImGui::SliderFloat("beam_dps", &wpn.beam_dps, 10.0f, 300.0f); ImGui::SliderFloat("beam_duration", &wpn.beam_duration, 0.2f, 4.0f); ImGui::SliderFloat("beam_range", &wpn.beam_range, 10.0f, 120.0f); } else { ImGui::SliderFloat("muzzle_speed", &wpn.muzzle_speed, 10.0f, 100.0f); ImGui::SliderFloat("splash_damage", &wpn.splash_damage, 20.0f, 500.0f); ImGui::SliderFloat("splash_radius", &wpn.splash_radius, 0.5f, 8.0f); ImGui::SliderFloat("knockback", &wpn.knockback, 0.0f, 150.0f); ImGui::SliderFloat("fire_chance", &wpn.fire_chance, 0.0f, 1.0f); } float mn = wpn.min_fire_angle * 57.2958f; float mx = wpn.max_fire_angle * 57.2958f; if (ImGui::SliderFloat("min angle", &mn, -90.0f, 90.0f)) wpn.min_fire_angle = mn / 57.2958f; if (ImGui::SliderFloat("max angle", &mx, -90.0f, 90.0f)) wpn.max_fire_angle = mx / 57.2958f; ImGui::TreePop(); } ImGui::PopID(); } } ImGui::TextWrapped("Build: 1/2/3 wood/bg/rope, 5/6/7 turbine/mine/battery. " "Weapons: click a turret, aim in the arc, click to fire. " "Esc deselects. R restarts."); ImGui::End(); // Win/loss banner. if (game_over) { ImGui::SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.35f), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); ImGui::Begin("gameover", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove); ImGui::Text("%s", winner == 0 ? "REACTOR DESTROYED — YOU WIN" : "YOUR REACTOR IS DOWN — YOU LOSE"); ImGui::Text("Press R to restart"); ImGui::End(); } } renderer.end_frame(); } renderer.shutdown(); } void App::update(float /*dt*/) {} void App::render() {}