Better naming. opponent > enemy
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+4
-2
@@ -9,7 +9,7 @@ import rl "vendor:raylib"
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Entity_Type :: enum {
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Player,
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Enemy,
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Opponent,
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Ball,
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}
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@@ -29,8 +29,10 @@ Entity :: struct {
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speed: f32,
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// 2D momentum & direction (ball / physics)
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vel: rl.Vector2,
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target_y: f32,
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reaction_timer: f32
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}
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// ------------------------------------------------------------------------------
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// TODO: Entity Dispatchers
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// @todo: entity dispatchers
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// ------------------------------------------------------------------------------
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@@ -1,8 +1,8 @@
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package game
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import "core:math/rand"
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import "core:log"
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import rl "vendor:raylib"
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import "core:log"
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init_ball :: proc() -> Entity {
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return Entity{
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@@ -29,18 +29,15 @@ reset_ball :: proc(ball: ^Entity) {
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}
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update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
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// first check the level timer are we waiting to serve?
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// first check the level timer are we waiting to serve?
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if level.serve_timer > 0 {
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level.serve_timer -= dt
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if level.serve_timer <= 0 {
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serve_ball(ball)
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}
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// return early if timer still ticking
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return
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}
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// serve_ball(ball)
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ball.pos += ball.vel * dt
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radius := ball.size.x
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field_bounds := level.field_bounds
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@@ -50,9 +47,9 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
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ball.vel.x = abs(ball.vel.x)
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// stp stickiness
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ball.pos.x = level.player.pos.x + level.player.size.x + radius
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} else if check_ball_paddle_collision(ball^, level.enemy) {
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} else if check_ball_paddle_collision(ball^, level.opponent) {
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ball.vel.x = -abs(ball.vel.x)
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ball.pos.x = level.enemy.pos.x - radius
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ball.pos.x = level.opponent.pos.x - radius
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}
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// bounds collision detection
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+42
-9
@@ -1,5 +1,6 @@
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package game
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import "core:fmt"
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import rl "vendor:raylib"
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// ------------------------------------------------------------------------------
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@@ -8,7 +9,7 @@ import rl "vendor:raylib"
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Level :: struct {
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field_bounds: rl.Rectangle,
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player: Entity,
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enemy: Entity,
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opponent: Entity,
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ball: Entity,
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serve_timer: f32,
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wait_time: f32,
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@@ -17,7 +18,7 @@ Level :: struct {
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}
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FIELD_BORDER :: 3
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SERVE_WAIT_TIME :: 0.5
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SERVE_WAIT_TIME :: 1.0
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init_level :: proc() -> Level {
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// positions work off viewport resolution, independent of target display size
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@@ -36,14 +37,14 @@ init_level :: proc() -> Level {
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player_ent.pos.x = bounds.x + FIELD_BORDER
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player_ent.pos.y = bounds.y + (bounds.height / 2) - (player_ent.size.y / 2)
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enemy_ent := init_enemy()
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enemy_ent.pos.x = (bounds.x + bounds.width) - (enemy_ent.size.x) - FIELD_BORDER
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enemy_ent.pos.y = bounds.y + (bounds.height / 2) - (enemy_ent.size.y / 2)
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opponent_ent := init_opponent()
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opponent_ent.pos.x = (bounds.x + bounds.width) - (opponent_ent.size.x) - FIELD_BORDER
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opponent_ent.pos.y = bounds.y + (bounds.height / 2) - (opponent_ent.size.y / 2)
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return Level{
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field_bounds = bounds,
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player = player_ent,
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enemy = enemy_ent,
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opponent = opponent_ent,
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ball = init_ball(),
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serve_timer = SERVE_WAIT_TIME,
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wait_time = SERVE_WAIT_TIME,
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@@ -53,9 +54,9 @@ init_level :: proc() -> Level {
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}
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update_level :: proc(level: ^Level, input: Input_Event, dt: f32) {
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update_player(&level.player, input, level.field_bounds, dt)
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// update_enemy(&level.enemy, level.ball, level.field_bounds, dt)
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update_ball(&level.ball, level, dt)
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update_player(&level.player, input, level.field_bounds, dt)
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update_opponent(&level.opponent, level.ball, level.field_bounds, dt)
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}
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render_level :: proc(level: Level) {
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@@ -68,6 +69,38 @@ render_level :: proc(level: Level) {
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rl.DrawLineEx(start_pos, end_pos, FIELD_BORDER, rl.WHITE)
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render_player(level.player, level.field_bounds)
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render_enemy(level.enemy, level.field_bounds)
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render_opponent(level.opponent, level.field_bounds)
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render_ball(level.ball, level.field_bounds)
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}
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render_hud :: proc(level: Level) {
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// 2 spacing, 20 font size, 5 padding
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font := rl.GetFontDefault()
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// player one id
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p1_size := rl.MeasureTextEx(font, "PLAYER 1", 20, 2)
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p1_box := rl.Rectangle{5, 5, p1_size.x, p1_size.y}
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p1_pos := rl.Vector2{p1_box.x, p1_box.y}
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rl.DrawTextEx(font, "PLAYER 1", p1_pos, 20, 2, rl.WHITE)
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// rl.DrawRectangleLinesEx(p1_box, 1.0, rl.RED)
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// opponent id
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opp_size := rl.MeasureTextEx(font, "COMPUTER", 20, 2)
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opp_box := rl.Rectangle{(VIEWPORT_W - 5 - opp_size.x), 5, (opp_size.x), (opp_size.y)}
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opp_pos := rl.Vector2{opp_box.x, opp_box.y}
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rl.DrawTextEx(font, "COMPUTER", opp_pos, 20, 2, rl.WHITE)
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// rl.DrawRectangleLinesEx(opp_box, 1.0, rl.RED)
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// score box
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// DYNAMIC SCORE BOX
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// Format the score dynamically into a C-string allocated on the temp allocator
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score_text := fmt.ctprintf("%d : %d", level.score_player, level.score_enemy)
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score_size := rl.MeasureTextEx(font, score_text, 20, 2)
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score_box := rl.Rectangle{(VIEWPORT_W / 2 - score_size.x / 2), 5, (score_size.x), (score_size.y)}
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score_pos := rl.Vector2{score_box.x, score_box.y}
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rl.DrawTextEx(font, score_text, score_pos, 20, 2, rl.WHITE)
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// rl.DrawRectangleLinesEx(score_box, 1.0, rl.RED)
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// game name
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// rl.DrawRectangleLines(VIEWPORT_W / 2 - 50, VIEWPORT_H - 50, 100, 50, rl.RED)
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}
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