Updated to track score, serve and reset.

This commit is contained in:
2026-09-10 07:43:57 +02:00
parent 174dc73f6c
commit 07ac240e1c
+66 -12
View File
@@ -1,31 +1,85 @@
package game package game
import "core:math/rand"
import "core:log"
import rl "vendor:raylib" import rl "vendor:raylib"
init_ball :: proc() -> Entity { init_ball :: proc() -> Entity {
ball_radius: f32 = 25
return Entity{ return Entity{
type = .Ball, type = .Ball,
active = true, active = true,
pos = rl.Vector2{(VIEWPORT_WIDTH / 2), (VIEWPORT_HEIGHT / 2) - (ball_radius / 2)}, pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
vel = rl.Vector2{400,0}, speed = 500,
vel = rl.Vector2{0,0},
shape = .Circle, shape = .Circle,
size = rl.Vector2{15, 15} size = rl.Vector2{15, 15}
} }
} }
update_ball :: proc(ball: ^Entity, field_bounds: rl.Rectangle, dt: f32) { serve_ball :: proc(ball: ^Entity) {
ball.pos += ball.vel * dt // Randomize initial direction: -1.0 or 1.0
dir_x := f32(rand.float32() > 0.5 ? 1 : -1)
dir_y := rand.choice([]f32{-0.1, 0.1}) // Slightly angled launch
ball.vel = rl.Vector2Normalize({dir_x, dir_y}) * ball.speed
}
if ball.pos.x >= (field_bounds.x + field_bounds.width) - ball.size.x { reset_ball :: proc(ball: ^Entity) {
ball.vel.x = -ball.vel.x ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
} ball.vel = rl.Vector2{0,0}
}
if ball.pos.x <= field_bounds.x + ball.size.x { update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
ball.vel.x = -ball.vel.x // first check the level timer are we waiting to serve?
} if level.serve_timer > 0 {
level.serve_timer -= dt
if level.serve_timer <= 0 {
serve_ball(ball)
}
// return early if timer still ticking
return
}
// serve_ball(ball)
ball.pos += ball.vel * dt
radius := ball.size.x
field_bounds := level.field_bounds
// paddle collisions detection (player then enemy)
if check_ball_paddle_collision(ball^, level.player) {
ball.vel.x = abs(ball.vel.x)
// stp stickiness
ball.pos.x = level.player.pos.x + level.player.size.x + radius
} else if check_ball_paddle_collision(ball^, level.enemy) {
ball.vel.x = -abs(ball.vel.x)
ball.pos.x = level.enemy.pos.x - radius
}
// bounds collision detection
if ball.pos.y >= (field_bounds.y + field_bounds.height) - ball.size.x { ball.vel.y = -ball.vel.y }
if ball.pos.y <= field_bounds.y + ball.size.x { ball.vel.y = -ball.vel.y }
if ball.pos.x >= (field_bounds.x + field_bounds.width) - ball.size.x {
level.score_player += 1
reset_ball(ball)
level.serve_timer = level.wait_time
}
if ball.pos.x <= field_bounds.x + ball.size.x {
level.score_enemy += 1
reset_ball(ball)
level.serve_timer = level.wait_time
}
}
check_ball_paddle_collision :: proc(ball: Entity, paddle: Entity) -> bool {
paddle_rec := rl.Rectangle{
x = paddle.pos.x,
y = paddle.pos.y,
width = paddle.size.x,
height = paddle.size.y,
}
return rl.CheckCollisionCircleRec(ball.pos, ball.size.x, paddle_rec)
} }
render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) { render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) {