Better structure and size constants for pixel art resolution.
This commit is contained in:
+57
-31
@@ -4,11 +4,18 @@ import "core:fmt"
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import rl "vendor:raylib"
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// ------------------------------------------------------------------------------
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// LEVEL specifics
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// LEVEL Specifics
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// ------------------------------------------------------------------------------
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FIELD_BORDER :: 3
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FIELD_BORDER :: 2
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SERVE_WAIT_TIME :: 1.0
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// ------------------------------------------------------------------------------
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// HUD Styling Constants
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// ------------------------------------------------------------------------------
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HUD_FONT_SIZE :: 10.0
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HUD_FONT_SPACING :: 1.0
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HUD_PADDING :: 4.0
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Level :: struct {
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field_bounds: rl.Rectangle,
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player: Entity,
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@@ -19,19 +26,17 @@ Level :: struct {
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score_player: int,
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score_enemy: int,
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score_win: int,
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particles: [dynamic]Particle,
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}
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init_level :: proc() -> Level {
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// positions work off viewport resolution,
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// 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_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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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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@@ -53,18 +58,28 @@ init_level :: proc() -> Level {
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score_win = 1,
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score_player = 0,
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score_enemy = 0,
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particles = make([dynamic]Particle),
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}
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}
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// Free memory allocated by dynamic slice fields in the level struct
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cleanup_level :: proc(level: ^Level) {
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delete(level.particles)
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}
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update_level :: proc(level: ^Level, input: Input_Event, dt: f32) {
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update_ball(&level.ball, level, dt)
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update_player(&level.player, input, level.field_bounds, dt)
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update_opponent(&level.opponent, level.ball, level.field_bounds, dt)
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update_particles(&level.particles, 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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rl.BeginBlendMode(.ADDITIVE)
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// Draw outward field glow
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render_field_outward_glow(level.field_bounds, FIELD_BORDER, rl.WHITE)
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render_particles(level.particles)
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rl.EndBlendMode()
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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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@@ -76,31 +91,42 @@ render_level :: proc(level: Level) {
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render_ball(level.ball, level.field_bounds)
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}
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render_field_outward_glow :: proc(bounds: rl.Rectangle, line_thickness: f32, glow_color: rl.Color) {
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rl.DrawRectangleLinesEx(bounds, line_thickness, glow_color)
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glow_layers := 24
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glow_step := f32(1.0)
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for i in 1 ..= glow_layers {
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offset := f32(i) * glow_step
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outer_rec := rl.Rectangle{
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x = bounds.x - offset,
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y = bounds.y - offset,
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width = bounds.width + (offset * 2.0),
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height = bounds.height + (offset * 2.0),
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}
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alpha := u8(155.0 / f32(i * i))
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layer_color := rl.Color{glow_color.r, glow_color.g, glow_color.b, alpha}
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rl.DrawRectangleLinesEx(outer_rec, line_thickness, layer_color)
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}
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}
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render_hud :: proc(level: Level) {
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// 2 spacing, 20 font size, 5 padding
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font := rl.GetFontDefault()
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// player one id
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p1_size := rl.MeasureTextEx(font, "PLAYER 1", 20, 2)
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p1_box := rl.Rectangle{5, 5, p1_size.x, p1_size.y}
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p1_pos := rl.Vector2{p1_box.x, p1_box.y}
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rl.DrawTextEx(font, "PLAYER 1", p1_pos, 20, 2, rl.WHITE)
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// rl.DrawRectangleLinesEx(p1_box, 1.0, rl.RED)
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p1_size := rl.MeasureTextEx(font, "PLAYER 1", HUD_FONT_SIZE, HUD_FONT_SPACING)
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p1_pos := rl.Vector2{HUD_PADDING, HUD_PADDING}
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rl.DrawTextEx(font, "PLAYER 1", p1_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
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// opponent id
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opp_size := rl.MeasureTextEx(font, "COMPUTER", 20, 2)
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opp_box := rl.Rectangle{(VIEWPORT_W - 5 - opp_size.x), 5, (opp_size.x), (opp_size.y)}
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opp_pos := rl.Vector2{opp_box.x, opp_box.y}
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rl.DrawTextEx(font, "COMPUTER", opp_pos, 20, 2, rl.WHITE)
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opp_size := rl.MeasureTextEx(font, "COMPUTER", HUD_FONT_SIZE, HUD_FONT_SPACING)
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opp_pos := rl.Vector2{f32(VIEWPORT_W) - HUD_PADDING - opp_size.x, HUD_PADDING}
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rl.DrawTextEx(font, "COMPUTER", opp_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
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// score box
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// Format the score dynamically into a C-string allocated on the temp allocator
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score_text := fmt.ctprintf("%d : %d", level.score_player, level.score_enemy)
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score_size := rl.MeasureTextEx(font, score_text, 20, 2)
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score_box := rl.Rectangle{(VIEWPORT_W / 2 - score_size.x / 2), 5, (score_size.x), (score_size.y)}
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score_pos := rl.Vector2{score_box.x, score_box.y}
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rl.DrawTextEx(font, score_text, score_pos, 20, 2, rl.WHITE)
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// game name
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// rl.DrawRectangleLines(VIEWPORT_W / 2 - 50, VIEWPORT_H - 50, 100, 50, rl.RED)
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}
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score_size := rl.MeasureTextEx(font, score_text, HUD_FONT_SIZE, HUD_FONT_SPACING)
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score_pos := rl.Vector2{(f32(VIEWPORT_W) * 0.5) - (score_size.x * 0.5), HUD_PADDING}
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rl.DrawTextEx(font, score_text, score_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
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}
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