Level logic now lives in a manager.

This commit is contained in:
2026-09-10 07:43:46 +02:00
parent f4a0efe560
commit 174dc73f6c
+73
View File
@@ -0,0 +1,73 @@
package game
import rl "vendor:raylib"
// ------------------------------------------------------------------------------
// LEVEL specifics
// ------------------------------------------------------------------------------
Level :: struct {
field_bounds: rl.Rectangle,
player: Entity,
enemy: Entity,
ball: Entity,
serve_timer: f32,
wait_time: f32,
score_player: int,
score_enemy: int,
}
FIELD_BORDER :: 3
SERVE_WAIT_TIME :: 0.5
init_level :: proc() -> Level {
// positions work off viewport resolution, independent of target display size
// 10% padding around the field
pad_x := f32(VIEWPORT_W) * 0.10
pad_y := f32(VIEWPORT_H) * 0.10
bounds := rl.Rectangle{
x = pad_x,
y = pad_y,
width = f32(VIEWPORT_W) - (pad_x * 2),
height = f32(VIEWPORT_H) - (pad_y * 2),
}
player_ent := init_player()
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)
return Level{
field_bounds = bounds,
player = player_ent,
enemy = enemy_ent,
ball = init_ball(),
serve_timer = SERVE_WAIT_TIME,
wait_time = SERVE_WAIT_TIME,
score_player = 0,
score_enemy = 0,
}
}
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)
}
render_level :: proc(level: Level) {
rl.DrawRectangleRec(level.field_bounds, rl.DARKGRAY)
rl.DrawRectangleLinesEx(level.field_bounds, FIELD_BORDER, rl.RAYWHITE)
center_x := f32(VIEWPORT_W) / 2.0
start_pos := rl.Vector2{center_x, level.field_bounds.y + FIELD_BORDER}
end_pos := rl.Vector2{center_x, level.field_bounds.y + level.field_bounds.height - FIELD_BORDER}
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_ball(level.ball, level.field_bounds)
}