renamed entities.
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@@ -1,36 +0,0 @@
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package game
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import rl "vendor:raylib"
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// ------------------------------------------------------------------------------
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// Generic base structure shared by all world objects.
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// Fields are populated selectively based on entity type.
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// ------------------------------------------------------------------------------
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Entity_Type :: enum {
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Player,
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Enemy,
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Ball,
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}
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Shape_Type :: enum {
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Rectangle,
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Circle,
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}
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Entity :: struct {
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type: Entity_Type,
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active: bool,
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pos: rl.Vector2,
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shape: Shape_Type,
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shape_size: rl.Vector2,
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// Fixed input speed (paddles)
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speed: f32,
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// 2D momentum & direction (ball / physics)
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vel: rl.Vector2,
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}
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// ------------------------------------------------------------------------------
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// TODO: Entity Dispatchers
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// ------------------------------------------------------------------------------
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@@ -1,20 +0,0 @@
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package game
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import rl "vendor:raylib"
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init_ball :: proc() -> Entity {
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ball_radius: f32 = 25
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return Entity{
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type = .Ball,
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active = true,
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pos = rl.Vector2{(WINDOW_WIDTH / 2), (WINDOW_HEIGHT / 2) - (ball_radius / 2)},
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speed = 900,
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shape = .Circle,
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shape_size = rl.Vector2{25, 0}
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}
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}
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render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) {
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rl.DrawCircleV(ball.pos, ball.shape_size.x, rl.MAROON)
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}
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@@ -1,18 +0,0 @@
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package game
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import rl "vendor:raylib"
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init_enemy :: proc() -> Entity {
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return Entity{
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type = .Enemy,
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active = true,
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pos = rl.Vector2{0,0},
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speed = 900,
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shape = .Rectangle,
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shape_size = rl.Vector2{50, 250}
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}
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}
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render_enemy :: proc(enemy: Entity, field_bounds: rl.Rectangle) {
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rl.DrawRectangleV(enemy.pos, enemy.shape_size, rl.BLACK)
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}
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