From 115b42f00df4d148732d552e81e3abed7ebf9aa9 Mon Sep 17 00:00:00 2001 From: Jason Hilder Date: Fri, 11 Sep 2026 07:51:18 +0200 Subject: [PATCH] Better naming. opponent > enemy --- src/entity.odin | 6 +++-- src/entity_ball.odin | 11 ++++----- src/level_manager.odin | 51 ++++++++++++++++++++++++++++++++++-------- 3 files changed, 50 insertions(+), 18 deletions(-) diff --git a/src/entity.odin b/src/entity.odin index f5f9eb2..c2dce78 100644 --- a/src/entity.odin +++ b/src/entity.odin @@ -9,7 +9,7 @@ import rl "vendor:raylib" Entity_Type :: enum { Player, - Enemy, + Opponent, Ball, } @@ -29,8 +29,10 @@ Entity :: struct { speed: f32, // 2D momentum & direction (ball / physics) vel: rl.Vector2, + target_y: f32, + reaction_timer: f32 } // ------------------------------------------------------------------------------ -// TODO: Entity Dispatchers +// @todo: entity dispatchers // ------------------------------------------------------------------------------ diff --git a/src/entity_ball.odin b/src/entity_ball.odin index 21b7161..618b2e3 100644 --- a/src/entity_ball.odin +++ b/src/entity_ball.odin @@ -1,8 +1,8 @@ package game import "core:math/rand" -import "core:log" import rl "vendor:raylib" +import "core:log" init_ball :: proc() -> Entity { return Entity{ @@ -29,18 +29,15 @@ reset_ball :: proc(ball: ^Entity) { } update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) { - // first check the level timer are we waiting to serve? + // 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 @@ -50,9 +47,9 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) { 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) { + } else if check_ball_paddle_collision(ball^, level.opponent) { ball.vel.x = -abs(ball.vel.x) - ball.pos.x = level.enemy.pos.x - radius + ball.pos.x = level.opponent.pos.x - radius } // bounds collision detection diff --git a/src/level_manager.odin b/src/level_manager.odin index 81dbf38..a7c6bad 100644 --- a/src/level_manager.odin +++ b/src/level_manager.odin @@ -1,5 +1,6 @@ package game +import "core:fmt" import rl "vendor:raylib" // ------------------------------------------------------------------------------ @@ -8,7 +9,7 @@ import rl "vendor:raylib" Level :: struct { field_bounds: rl.Rectangle, player: Entity, - enemy: Entity, + opponent: Entity, ball: Entity, serve_timer: f32, wait_time: f32, @@ -17,7 +18,7 @@ Level :: struct { } FIELD_BORDER :: 3 -SERVE_WAIT_TIME :: 0.5 +SERVE_WAIT_TIME :: 1.0 init_level :: proc() -> Level { // positions work off viewport resolution, independent of target display size @@ -36,14 +37,14 @@ init_level :: proc() -> Level { player_ent.pos.x = bounds.x + FIELD_BORDER player_ent.pos.y = bounds.y + (bounds.height / 2) - (player_ent.size.y / 2) - enemy_ent := init_enemy() - enemy_ent.pos.x = (bounds.x + bounds.width) - (enemy_ent.size.x) - FIELD_BORDER - enemy_ent.pos.y = bounds.y + (bounds.height / 2) - (enemy_ent.size.y / 2) + opponent_ent := init_opponent() + opponent_ent.pos.x = (bounds.x + bounds.width) - (opponent_ent.size.x) - FIELD_BORDER + opponent_ent.pos.y = bounds.y + (bounds.height / 2) - (opponent_ent.size.y / 2) return Level{ field_bounds = bounds, player = player_ent, - enemy = enemy_ent, + opponent = opponent_ent, ball = init_ball(), serve_timer = SERVE_WAIT_TIME, wait_time = SERVE_WAIT_TIME, @@ -53,9 +54,9 @@ init_level :: proc() -> Level { } update_level :: proc(level: ^Level, input: Input_Event, dt: f32) { - update_player(&level.player, input, level.field_bounds, dt) - // update_enemy(&level.enemy, level.ball, level.field_bounds, dt) update_ball(&level.ball, level, dt) + update_player(&level.player, input, level.field_bounds, dt) + update_opponent(&level.opponent, level.ball, level.field_bounds, dt) } render_level :: proc(level: Level) { @@ -68,6 +69,38 @@ render_level :: proc(level: Level) { rl.DrawLineEx(start_pos, end_pos, FIELD_BORDER, rl.WHITE) render_player(level.player, level.field_bounds) - render_enemy(level.enemy, level.field_bounds) + render_opponent(level.opponent, level.field_bounds) render_ball(level.ball, level.field_bounds) } + +render_hud :: proc(level: Level) { + // 2 spacing, 20 font size, 5 padding + font := rl.GetFontDefault() + + // player one id + p1_size := rl.MeasureTextEx(font, "PLAYER 1", 20, 2) + p1_box := rl.Rectangle{5, 5, p1_size.x, p1_size.y} + p1_pos := rl.Vector2{p1_box.x, p1_box.y} + rl.DrawTextEx(font, "PLAYER 1", p1_pos, 20, 2, rl.WHITE) + // rl.DrawRectangleLinesEx(p1_box, 1.0, rl.RED) + + // opponent id + opp_size := rl.MeasureTextEx(font, "COMPUTER", 20, 2) + opp_box := rl.Rectangle{(VIEWPORT_W - 5 - opp_size.x), 5, (opp_size.x), (opp_size.y)} + opp_pos := rl.Vector2{opp_box.x, opp_box.y} + rl.DrawTextEx(font, "COMPUTER", opp_pos, 20, 2, rl.WHITE) + // rl.DrawRectangleLinesEx(opp_box, 1.0, rl.RED) + + // score box + // DYNAMIC SCORE BOX + // Format the score dynamically into a C-string allocated on the temp allocator + score_text := fmt.ctprintf("%d : %d", level.score_player, level.score_enemy) + score_size := rl.MeasureTextEx(font, score_text, 20, 2) + score_box := rl.Rectangle{(VIEWPORT_W / 2 - score_size.x / 2), 5, (score_size.x), (score_size.y)} + score_pos := rl.Vector2{score_box.x, score_box.y} + rl.DrawTextEx(font, score_text, score_pos, 20, 2, rl.WHITE) + // rl.DrawRectangleLinesEx(score_box, 1.0, rl.RED) + + // game name + // rl.DrawRectangleLines(VIEWPORT_W / 2 - 50, VIEWPORT_H - 50, 100, 50, rl.RED) +}