Level logic now lives in a manager.
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package game
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import rl "vendor:raylib"
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// ------------------------------------------------------------------------------
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// LEVEL specifics
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// ------------------------------------------------------------------------------
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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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ball: Entity,
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serve_timer: f32,
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wait_time: f32,
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score_player: int,
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score_enemy: int,
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}
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FIELD_BORDER :: 3
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SERVE_WAIT_TIME :: 0.5
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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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// 10% padding around the field
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pad_x := f32(VIEWPORT_W) * 0.10
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pad_y := f32(VIEWPORT_H) * 0.10
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bounds := rl.Rectangle{
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x = pad_x,
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y = pad_y,
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width = f32(VIEWPORT_W) - (pad_x * 2),
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height = f32(VIEWPORT_H) - (pad_y * 2),
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}
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player_ent := init_player()
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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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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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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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score_player = 0,
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score_enemy = 0,
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}
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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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}
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render_level :: proc(level: Level) {
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rl.DrawRectangleRec(level.field_bounds, rl.DARKGRAY)
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rl.DrawRectangleLinesEx(level.field_bounds, FIELD_BORDER, rl.RAYWHITE)
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center_x := f32(VIEWPORT_W) / 2.0
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start_pos := rl.Vector2{center_x, level.field_bounds.y + FIELD_BORDER}
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end_pos := rl.Vector2{center_x, level.field_bounds.y + level.field_bounds.height - FIELD_BORDER}
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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_ball(level.ball, level.field_bounds)
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}
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