Small tweaks for testing and better design.
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@@ -9,9 +9,9 @@ init_opponent :: proc() -> Entity {
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type = .Opponent,
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type = .Opponent,
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active = true,
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active = true,
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pos = rl.Vector2{0,0},
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pos = rl.Vector2{0,0},
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speed = 800,
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speed = 250,
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shape = .Rectangle,
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shape = .Rectangle,
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size = rl.Vector2{30, 150}
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size = rl.Vector2{16, 64}
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}
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}
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}
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}
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@@ -27,7 +27,7 @@ update_opponent :: proc(self: ^Entity, ball: Entity, bounds: rl.Rectangle, dt: f
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// center of ball - center of paddle gives the target
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// center of ball - center of paddle gives the target
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self.target_y = (ball.pos.y + (ball.size.y / 2)) - (self.size.y / 2) + error_offset
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self.target_y = (ball.pos.y + (ball.size.y / 2)) - (self.size.y / 2) + error_offset
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self.reaction_timer = 0.20
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self.reaction_timer = 0.15
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}
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}
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} else {
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} else {
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// ball going away get back to middle of screen
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// ball going away get back to middle of screen
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@@ -49,5 +49,12 @@ update_opponent :: proc(self: ^Entity, ball: Entity, bounds: rl.Rectangle, dt: f
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}
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}
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render_opponent :: proc(self: Entity, field_bounds: rl.Rectangle) {
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render_opponent :: proc(self: Entity, field_bounds: rl.Rectangle) {
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rl.DrawRectangleV(self.pos, self.size, rl.BLACK)
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opp_rec := rl.Rectangle{
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x = self.pos.x - 5,
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y = self.pos.y,
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width = self.size.x,
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height = self.size.y,
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}
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rl.DrawRectangleRounded(opp_rec, 2.0, 120, self.color)
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rl.DrawRectangleRoundedLinesEx(opp_rec, 2.0, 120, 1.0, rl.WHITE)
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}
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}
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