Initial scene manager.

This commit is contained in:
2026-09-08 08:27:22 +02:00
parent 655219738d
commit 6b6725b8bb
+132
View File
@@ -0,0 +1,132 @@
package game
import rl "vendor:raylib"
Scene :: union {
Scene_Menu,
Scene_Gameplay,
}
Scene_Menu :: struct {
selected_option: int,
}
Scene_Gameplay :: struct {
level: Level,
}
// ------------------------------------------------------------------------------
// Scene Dispatchers
// ------------------------------------------------------------------------------
scene_update :: proc(game: ^Game, dt: f32) {
// Must mutate the actual union via pointer
switch &s in game.current_scene {
case Scene_Menu: // update_menu(&s, game, dt)
case Scene_Gameplay: update_gameplay(&s, game, dt)
}
}
scene_render :: proc(game: ^Game) {
// Value inspect is fine for rendering
switch &s in game.current_scene {
case Scene_Menu: // render_menu(s)
case Scene_Gameplay: render_gameplay(s, game.is_paused)
}
}
// ------------------------------------------------------------------------------
// Gameplay Scene
// ------------------------------------------------------------------------------
init_gameplay_scene :: proc() -> Scene_Gameplay {
return Scene_Gameplay{
level = init_level(),
}
}
update_gameplay :: proc(scene: ^Scene_Gameplay, game: ^Game, dt: f32) {
if rl.IsKeyPressed(.P) {
game.is_paused = !game.is_paused
}
if game.is_paused {
if rl.IsKeyPressed(.Q) {
game.current_scene = Scene_Menu{selected_option = 0}
}
return
}
// Delegate world updates to level logic
update_level(&scene.level, dt)
}
render_gameplay :: proc(scene: Scene_Gameplay, is_paused: bool) {
// Delegate world rendering to level logic
render_level(scene.level)
// Scene UI Overlays
if is_paused {
rl.DrawText("PAUSED", 1200, 700, 40, rl.WHITE)
rl.DrawText("Press Q to Quit to Menu", 1150, 760, 20, rl.LIGHTGRAY)
}
}
//
Level :: struct {
field_bounds: rl.Rectangle,
player: Entity,
enemy: Entity,
ball: Entity,
}
init_level :: proc() -> Level {
pad_x := f32(WINDOW_WIDTH) * 0.10
pad_y := f32(WINDOW_HEIGHT) * 0.10
bounds := rl.Rectangle{
x = pad_x,
y = pad_y,
width = f32(WINDOW_WIDTH) - (pad_x * 2),
height = f32(WINDOW_HEIGHT) - (pad_y * 2),
}
// player entity
player_ent := init_player()
player_ent.pos.x = bounds.x + 3
player_ent.pos.y = bounds.y + (bounds.height / 2) - (player_ent.shape_size.y / 2)
// enemy entity
enemy_ent := init_enemy()
enemy_ent.pos.x = (bounds.width + pad_x) - (enemy_ent.shape_size.x) - 3
enemy_ent.pos.y = bounds.y + (bounds.height / 2) - (enemy_ent.shape_size.y / 2)
return Level{
field_bounds = bounds,
player = player_ent,
enemy = enemy_ent,
ball = init_ball()
}
}
update_level :: proc(level: ^Level, dt: f32) {
update_player(dt, &level.player, level)
// update_enemy(...)
// update_ball(...)
}
render_level :: proc(level: Level) {
// Field Background & Outer Border
rl.DrawRectangleRec(level.field_bounds, rl.DARKGRAY)
rl.DrawRectangleLinesEx(level.field_bounds, 3, rl.RAYWHITE)
// Center Divide Line
center_x := f32(WINDOW_WIDTH) / 2.0
start_pos := rl.Vector2{center_x, level.field_bounds.y + 3}
end_pos := rl.Vector2{center_x, level.field_bounds.y + level.field_bounds.height - 3}
rl.DrawLineEx(start_pos, end_pos, 3.0, rl.WHITE)
// Entities
render_player(level.player, level.field_bounds)
render_enemy(level.enemy, level.field_bounds)
render_ball(level.ball, level.field_bounds)
}