Better naming. opponent > enemy

This commit is contained in:
2026-09-11 07:51:18 +02:00
parent 75ce3e04a4
commit 115b42f00d
3 changed files with 50 additions and 18 deletions
+4 -2
View File
@@ -9,7 +9,7 @@ import rl "vendor:raylib"
Entity_Type :: enum { Entity_Type :: enum {
Player, Player,
Enemy, Opponent,
Ball, Ball,
} }
@@ -29,8 +29,10 @@ Entity :: struct {
speed: f32, speed: f32,
// 2D momentum & direction (ball / physics) // 2D momentum & direction (ball / physics)
vel: rl.Vector2, vel: rl.Vector2,
target_y: f32,
reaction_timer: f32
} }
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
// TODO: Entity Dispatchers // @todo: entity dispatchers
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
+4 -7
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@@ -1,8 +1,8 @@
package game package game
import "core:math/rand" import "core:math/rand"
import "core:log"
import rl "vendor:raylib" import rl "vendor:raylib"
import "core:log"
init_ball :: proc() -> Entity { init_ball :: proc() -> Entity {
return Entity{ return Entity{
@@ -29,18 +29,15 @@ reset_ball :: proc(ball: ^Entity) {
} }
update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) { 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 { if level.serve_timer > 0 {
level.serve_timer -= dt level.serve_timer -= dt
if level.serve_timer <= 0 { if level.serve_timer <= 0 {
serve_ball(ball) serve_ball(ball)
} }
// return early if timer still ticking
return return
} }
// serve_ball(ball)
ball.pos += ball.vel * dt ball.pos += ball.vel * dt
radius := ball.size.x radius := ball.size.x
field_bounds := level.field_bounds 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) ball.vel.x = abs(ball.vel.x)
// stp stickiness // stp stickiness
ball.pos.x = level.player.pos.x + level.player.size.x + radius 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.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 // bounds collision detection
+42 -9
View File
@@ -1,5 +1,6 @@
package game package game
import "core:fmt"
import rl "vendor:raylib" import rl "vendor:raylib"
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
@@ -8,7 +9,7 @@ import rl "vendor:raylib"
Level :: struct { Level :: struct {
field_bounds: rl.Rectangle, field_bounds: rl.Rectangle,
player: Entity, player: Entity,
enemy: Entity, opponent: Entity,
ball: Entity, ball: Entity,
serve_timer: f32, serve_timer: f32,
wait_time: f32, wait_time: f32,
@@ -17,7 +18,7 @@ Level :: struct {
} }
FIELD_BORDER :: 3 FIELD_BORDER :: 3
SERVE_WAIT_TIME :: 0.5 SERVE_WAIT_TIME :: 1.0
init_level :: proc() -> Level { init_level :: proc() -> Level {
// positions work off viewport resolution, independent of target display size // 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.x = bounds.x + FIELD_BORDER
player_ent.pos.y = bounds.y + (bounds.height / 2) - (player_ent.size.y / 2) player_ent.pos.y = bounds.y + (bounds.height / 2) - (player_ent.size.y / 2)
enemy_ent := init_enemy() opponent_ent := init_opponent()
enemy_ent.pos.x = (bounds.x + bounds.width) - (enemy_ent.size.x) - FIELD_BORDER opponent_ent.pos.x = (bounds.x + bounds.width) - (opponent_ent.size.x) - FIELD_BORDER
enemy_ent.pos.y = bounds.y + (bounds.height / 2) - (enemy_ent.size.y / 2) opponent_ent.pos.y = bounds.y + (bounds.height / 2) - (opponent_ent.size.y / 2)
return Level{ return Level{
field_bounds = bounds, field_bounds = bounds,
player = player_ent, player = player_ent,
enemy = enemy_ent, opponent = opponent_ent,
ball = init_ball(), ball = init_ball(),
serve_timer = SERVE_WAIT_TIME, serve_timer = SERVE_WAIT_TIME,
wait_time = 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_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_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) { render_level :: proc(level: Level) {
@@ -68,6 +69,38 @@ render_level :: proc(level: Level) {
rl.DrawLineEx(start_pos, end_pos, FIELD_BORDER, rl.WHITE) rl.DrawLineEx(start_pos, end_pos, FIELD_BORDER, rl.WHITE)
render_player(level.player, level.field_bounds) 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_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)
}