Big additions.

Updated speeds etc for smaller resolution.
Added a squish animation on collision of paddles.
Updated the paddles from here to indicate a hit.
Make use of simple particle system for on hit effects.
This commit is contained in:
2026-09-28 08:05:54 +02:00
parent d4d67cbd6c
commit 2fc3bd07a2
+130 -10
View File
@@ -1,5 +1,6 @@
package game package game
import "core:math"
import "core:math/rand" import "core:math/rand"
import rl "vendor:raylib" import rl "vendor:raylib"
@@ -8,11 +9,12 @@ init_ball :: proc() -> Entity {
type = .Ball, type = .Ball,
active = true, active = true,
pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}, pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
speed = 500, speed = 100,
max_speed = 800, max_speed = 550,
vel = rl.Vector2{0,0}, vel = rl.Vector2{0,0},
shape = .Circle, shape = .Circle,
size = rl.Vector2{15, 15} size = rl.Vector2{8, 0},
tween_duration = 0.65,
} }
} }
@@ -26,10 +28,15 @@ serve_ball :: proc(ball: ^Entity) {
reset_ball :: proc(ball: ^Entity) { reset_ball :: proc(ball: ^Entity) {
ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)} ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
ball.vel = rl.Vector2{0,0} ball.vel = rl.Vector2{0,0}
ball.speed = 500 ball.speed = 300
} }
update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) { update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
// squish animation check
if ball.tween_elapsed < ball.tween_duration {
ball.tween_elapsed += dt
}
// 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
@@ -41,14 +48,30 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
return return
} }
// Update trail history buffer
update_ball_trail(ball, dt)
radius := ball.size.x radius := ball.size.x
field_bounds := level.field_bounds field_bounds := level.field_bounds
// paddle collisions detection (player then enemy) // paddle collisions detection (player then enemy)
if check_ball_paddle_collision(ball, level.player) { if check_ball_paddle_collision(ball, level.player) {
level.player.color = rl.Color{255,255,255,255}
ball.tween_elapsed = 0.0
resolve_collision(ball, level.player, true) resolve_collision(ball, level.player, true)
spawn_max_speed_sparks(&level.particles, level.player, ball.pos.y, true)
// if ball.speed >= ball.max_speed - 100 {
// spawn_max_speed_sparks(&level.particles, ball.pos, true)
// }
} else if check_ball_paddle_collision(ball, level.opponent) { } else if check_ball_paddle_collision(ball, level.opponent) {
level.opponent.color = rl.Color{255,255,255,255}
ball.tween_elapsed = 0.0
resolve_collision(ball, level.opponent, false) resolve_collision(ball, level.opponent, false)
spawn_max_speed_sparks(&level.particles, level.opponent, ball.pos.y, false)
} else {
level.opponent.color = rl.Color{255,255,255,0}
level.player.color = rl.Color{255,255,255,0}
} }
// bounds collision detection // bounds collision detection
@@ -56,13 +79,13 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
if ball.pos.y <= field_bounds.y + ball.size.x { ball.vel.y = -ball.vel.y } if ball.pos.y <= field_bounds.y + ball.size.x { ball.vel.y = -ball.vel.y }
if ball.pos.x >= (field_bounds.x + field_bounds.width) - ball.size.x { if ball.pos.x >= (field_bounds.x + field_bounds.width) - ball.size.x {
increment_score(&level.score_player, level.score_win, true) increment_score(&level.score_player, level.score_win, true, ball)
reset_ball(ball) reset_ball(ball)
level.serve_timer = level.wait_time level.serve_timer = level.wait_time
} }
if ball.pos.x <= field_bounds.x + ball.size.x { if ball.pos.x <= field_bounds.x + ball.size.x {
increment_score(&level.score_enemy, level.score_win, false) increment_score(&level.score_enemy, level.score_win, false, ball)
reset_ball(ball) reset_ball(ball)
level.serve_timer = level.wait_time level.serve_timer = level.wait_time
} }
@@ -82,14 +105,17 @@ check_ball_paddle_collision :: proc(ball: ^Entity, paddle: Entity) -> bool {
return collided return collided
} }
increment_score :: proc(score_side: ^int, max_score: int, player: bool) { increment_score :: proc(score_side: ^int, max_score: int, player: bool, ball: ^Entity) {
score_side^ += 1 score_side^ += 1
if score_side^ == max_score do emit_event(Game_Over_Data{player}) if score_side^ == max_score {
emit_event(Game_Over_Data{player})
ball.trail_count = 0
}
} }
increment_speed :: proc(ball: ^Entity) { increment_speed :: proc(ball: ^Entity) {
if ball.speed <= ball.max_speed { if ball.speed <= ball.max_speed {
ball.speed += 100 ball.speed += 45
ball.vel = rl.Vector2Normalize({ball.vel.x, ball.vel.y}) * ball.speed ball.vel = rl.Vector2Normalize({ball.vel.x, ball.vel.y}) * ball.speed
} }
} }
@@ -121,6 +147,100 @@ resolve_collision :: proc(ball: ^Entity, paddle: Entity, is_player: bool) {
} }
} }
update_ball_trail :: proc(ball: ^Entity, dt: f32) {
if ball.speed < 300 {
ball.trail_count = 0
return
}
ball.trail_timer += dt
// get pos every 20ms
sample_rate := f32(0.02)
if ball.trail_timer >= sample_rate {
ball.trail_timer = 0.0
// shift old pos back
for i := MAX_TRAILS - 1; i > 0; i -= 1 {
ball.trail_positions[i] = ball.trail_positions[i - 1]
}
// store new pos
ball.trail_positions[0] = ball.pos
if ball.trail_count < MAX_TRAILS {
ball.trail_count += 1
}
}
}
spawn_max_speed_sparks :: proc(particles: ^[dynamic]Particle, paddle: Entity, ball_y: f32, is_player: bool) {
count := 12
impact_x := is_player ? (paddle.pos.x + paddle.size.x) : paddle.pos.x
impact_y := clamp(ball_y, paddle.pos.y, paddle.pos.y + paddle.size.y)
impact_pos := rl.Vector2{impact_x, impact_y}
for _ in 0 ..< count {
// Direct sparks outward from the paddle face
base_angle := is_player ? f32(0.0) : rl.PI // 0 rad = right, PI rad = left
spread := (f32(rand.float32()) - 0.5) * 1.2
angle := base_angle + spread
speed := f32(rand.float32() * 180.0 + 100.0)
append(particles, Particle{
pos = impact_pos,
vel = {math.cos(angle) * speed, math.sin(angle) * speed},
color = rl.SKYBLUE,
life = 0.25,
max_life = 0.25,
size = f32(rand.float32() * 2.0 + 1.5),
})
}
}
render_ball_trail :: proc(ball: Entity) {
if ball.trail_count == 0 do return
base_radius := ball.size.x
for i in 0 ..< ball.trail_count {
pos := ball.trail_positions[i]
// Farther back in history = smaller and fainter
progress := f32(i + 1) / f32(ball.trail_count) // 0.0 -> 1.0
radius := base_radius * (1.0 - (progress * 0.6)) // Shrinks slightly
alpha := u8(180.0 * (1.0 - progress)) // Fades out
trail_color := rl.Color{rl.MAROON.r, rl.MAROON.g, rl.MAROON.b, alpha}
rl.DrawCircleV(pos, radius, trail_color)
}
}
render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) { render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) {
rl.DrawCircleV(ball.pos, ball.size.x, rl.MAROON) render_ball_trail(ball)
radius_x := ball.size.x
radius_y := ball.size.x
// if animation active
if ball.tween_elapsed < ball.tween_duration {
radius_x = rl.EaseBackOut(
ball.tween_elapsed,
5.0,
ball.size.x - 5.0,
ball.tween_duration
)
radius_y = rl.EaseBackOut(
ball.tween_elapsed,
12.0,
ball.size.x - 12.0,
ball.tween_duration
)
}
rl.DrawEllipse(i32(ball.pos.x), i32(ball.pos.y), radius_x, radius_y, rl.MAROON)
} }