Moved and renamed entities.
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@@ -0,0 +1,36 @@
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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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// width / height or diameter / diameter
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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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@@ -0,0 +1,33 @@
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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{(VIEWPORT_WIDTH / 2), (VIEWPORT_HEIGHT / 2) - (ball_radius / 2)},
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vel = rl.Vector2{400,0},
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shape = .Circle,
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size = rl.Vector2{15, 15}
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}
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}
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update_ball :: proc(ball: ^Entity, field_bounds: rl.Rectangle, dt: f32) {
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ball.pos += ball.vel * dt
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if ball.pos.x >= (field_bounds.x + field_bounds.width) - ball.size.x {
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ball.vel.x = -ball.vel.x
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}
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if ball.pos.x <= field_bounds.x + ball.size.x {
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ball.vel.x = -ball.vel.x
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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.size.x, rl.MAROON)
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}
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@@ -0,0 +1,18 @@
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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 = 800,
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shape = .Rectangle,
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size = rl.Vector2{30, 150}
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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.size, rl.BLACK)
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}
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@@ -0,0 +1,32 @@
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package game
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import "core:math"
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import rl "vendor:raylib"
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init_player :: proc() -> Entity {
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return Entity{
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type = .Player,
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active = true,
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pos = rl.Vector2{0,0},
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speed = 800,
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shape = .Rectangle,
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size = rl.Vector2{30, 150}
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}
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}
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update_player :: proc(player: ^Entity, input: Input_Event, bounds: rl.Rectangle, dt: f32,) {
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// move direction is captured and calculated + normalized from input manager
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// Apply Movement (Frame-rate independent)
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player.pos.y += input.move_dir.y * player.speed * dt
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// 3. Clamp Position within Field Bounds
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min_y := bounds.y + 3 // Padding offset inside border
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max_y := bounds.y + bounds.height - player.size.y - 3
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player.pos.y = math.clamp(player.pos.y, min_y, max_y)
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}
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render_player :: proc(player: Entity, field_bounds: rl.Rectangle) {
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rl.DrawRectangleV(player.pos, player.size, rl.BLACK)
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}
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