Better naming. opponent > enemy
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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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