Small tweaks for testing and better design.

This commit is contained in:
2026-09-28 08:02:46 +02:00
parent 5ec8c918b3
commit cdaddeee44
+11 -4
View File
@@ -9,9 +9,9 @@ init_opponent :: proc() -> Entity {
type = .Opponent,
active = true,
pos = rl.Vector2{0,0},
speed = 800,
speed = 250,
shape = .Rectangle,
size = rl.Vector2{30, 150}
size = rl.Vector2{16, 64}
}
}
@@ -27,7 +27,7 @@ update_opponent :: proc(self: ^Entity, ball: Entity, bounds: rl.Rectangle, dt: f
// center of ball - center of paddle gives the target
self.target_y = (ball.pos.y + (ball.size.y / 2)) - (self.size.y / 2) + error_offset
self.reaction_timer = 0.20
self.reaction_timer = 0.15
}
} else {
// ball going away get back to middle of screen
@@ -49,5 +49,12 @@ update_opponent :: proc(self: ^Entity, ball: Entity, bounds: rl.Rectangle, dt: f
}
render_opponent :: proc(self: Entity, field_bounds: rl.Rectangle) {
rl.DrawRectangleV(self.pos, self.size, rl.BLACK)
opp_rec := rl.Rectangle{
x = self.pos.x - 5,
y = self.pos.y,
width = self.size.x,
height = self.size.y,
}
rl.DrawRectangleRounded(opp_rec, 2.0, 120, self.color)
rl.DrawRectangleRoundedLinesEx(opp_rec, 2.0, 120, 1.0, rl.WHITE)
}