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3
Commits
133c328c32
...
37dc2ab2fc
| Author | SHA1 | Date | |
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37dc2ab2fc | ||
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43b46eec1e | ||
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54f0e4dcc6 |
@@ -31,9 +31,11 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
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// first check the level timer are we waiting to serve?
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// first check the level timer are we waiting to serve?
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if level.serve_timer > 0 {
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if level.serve_timer > 0 {
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level.serve_timer -= dt
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level.serve_timer -= dt
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if level.serve_timer <= 0 {
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if level.serve_timer <= 0 {
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serve_ball(ball)
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serve_ball(ball)
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}
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}
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return
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return
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}
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}
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@@ -5,7 +5,9 @@ Event_Type :: enum {
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Game_Start,
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Game_Start,
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Game_Over,
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Game_Over,
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Game_Quit,
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Game_Quit,
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Game_Pause,
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Game_Resume,
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Game_Main_Menu,
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Score_Change,
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Score_Change,
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Ball_Collision,
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Ball_Collision,
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}
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}
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@@ -36,6 +36,7 @@ game_update :: proc(game: ^Game) {
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input := poll_input()
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input := poll_input()
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// Pass direct pointers (^Scene) so modifications persist
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// Pass direct pointers (^Scene) so modifications persist
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// only update the overlay, if it currently exists
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if overlay, ok := &game.overlay_scene.?; ok {
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if overlay, ok := &game.overlay_scene.?; ok {
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scene_update(overlay, game, input, dt)
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scene_update(overlay, game, input, dt)
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} else {
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} else {
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+234
-151
@@ -22,12 +22,6 @@ Scene :: struct {
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// ------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------
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// UI Definitions
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// UI Definitions
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// ------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------
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UI_Menu :: struct {
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items: [8]cstring,
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count: int,
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selected_index: int,
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}
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Canvas :: struct {
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Canvas :: struct {
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bounds: rl.Rectangle,
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bounds: rl.Rectangle,
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padding: f32,
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padding: f32,
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@@ -36,45 +30,33 @@ Canvas :: struct {
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menu: Maybe(UI_Menu),
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menu: Maybe(UI_Menu),
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}
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}
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UI_Menu :: struct {
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items: [8]cstring,
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count: int,
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selected_index: int,
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}
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get_canvas_item_rec :: proc(canvas: Canvas, index: int, top_margin: f32 = 120) -> rl.Rectangle {
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get_canvas_item_rec :: proc(canvas: Canvas, index: int, top_margin: f32 = 120) -> rl.Rectangle {
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y_pos := (canvas.bounds.y + top_margin) + (f32(index) * (canvas.item_height + canvas.item_spaceing))
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y_pos := (canvas.bounds.y + top_margin) + (f32(index) * (canvas.item_height + canvas.item_spaceing))
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width_value := (canvas.bounds.width * 0.5)
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return rl.Rectangle{
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return rl.Rectangle{
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x = canvas.bounds.x + canvas.padding,
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x = (canvas.bounds.x) + width_value * 0.5,
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y = y_pos,
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y = y_pos,
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width = canvas.bounds.width - (canvas.padding * 2.0),
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width = width_value,
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height = canvas.item_height
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height = canvas.item_height,
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}
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}
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}
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}
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render_main_menu :: proc(scene: Scene) {
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list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
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canvas, ok := scene.canvas.?
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// Assert or log error if canvas is unexpectedly missing
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if !ok { return }
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// Safely unwrap the embedded menu state
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menu, menu_ok := canvas.menu.?
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if !menu_ok { return }
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// draw canvas base background
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rl.DrawRectangleRec(canvas.bounds, rl.BLACK)
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// draw the menu header
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t_text: cstring = "PONG"
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t_width := rl.MeasureText(t_text, 40)
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t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
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rl.DrawText(t_text, t_x, i32(canvas.padding), 40, rl.WHITE)
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// Iterate up to menu.count using the data inside UI_Menu
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for i in 0 ..< menu.count {
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for i in 0 ..< menu.count {
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item := menu.items[i]
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item := menu.items[i]
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item_rec := get_canvas_item_rec(canvas, i, top_margin = 150.0)
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item_rec := get_canvas_item_rec(canvas, i, top_margin = 150.0)
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text_width := rl.MeasureText(item, 20)
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text_width := rl.MeasureText(item, 20)
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text_x := i32(item_rec.x + (item_rec.width * 0.5)) - (text_width / 2)
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text_x := i32(item_rec.x + item_rec.width * 0.5) - (text_width / 2)
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text_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10
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text_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10
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// Highlight selected item box & text
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is_selected := (i == menu.selected_index)
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is_selected := (i == menu.selected_index)
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border_color := is_selected ? rl.ORANGE : rl.DARKGRAY
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border_color := is_selected ? rl.ORANGE : rl.DARKGRAY
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text_color := is_selected ? rl.ORANGE : rl.WHITE
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text_color := is_selected ? rl.ORANGE : rl.WHITE
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@@ -84,61 +66,8 @@ render_main_menu :: proc(scene: Scene) {
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}
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}
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}
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}
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update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
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// pointer to Canvas
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canvas, canvas_ok := &scene.canvas.?
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if !canvas_ok do return
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// pointer to UI_Menu
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menu, menu_ok := &canvas.menu.?
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if !menu_ok do return
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// get some navigation events
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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}
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if input.confirm_pressed {
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switch menu.selected_index {
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case 0: // Start Game
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emit_event(Event{ type = .Game_Start })
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case 1: // Options
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// @todo open options scene/overlay
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case 2: // Quit
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emit_event(Event{ type = .Game_Quit })
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}
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}
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}
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// @todo
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render_game_over :: proc(scene: Scene) {
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rl.DrawRectangleRec(
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rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
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rl.Color{0, 0, 0, 200},
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)
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msg :cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
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text_color := scene.winner_is_player ? rl.GREEN : rl.RED
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rl.DrawText(msg, VIEWPORT_W / 2 - 100, VIEWPORT_H / 2 - 40, 40, text_color)
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rl.DrawText("Press P to Play Again", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
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}
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// @todo
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render_pause_menu :: proc(scene: Scene) {
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rl.DrawRectangleRec(
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rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
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rl.Color{0, 0, 0, 140},
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)
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rl.DrawText("PAUSED", VIEWPORT_W / 2 - 80, VIEWPORT_H / 2 - 40, 40, rl.WHITE)
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rl.DrawText("Press P to Resume", VIEWPORT_W / 2 - 90, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
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}
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// ------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------
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// Scene Constructors
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// Main Menu
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// ------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------
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make_main_menu :: proc() -> Scene {
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make_main_menu :: proc() -> Scene {
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return Scene{
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return Scene{
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@@ -157,7 +86,182 @@ make_main_menu :: proc() -> Scene {
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}
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}
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}
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}
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// @todo
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render_main_menu :: proc(scene: Scene) {
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canvas, canvas_ok := scene.canvas.?
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assert(canvas_ok, "render_main_menu: Scene is missing a Canvas component")
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menu, menu_ok := canvas.menu.?
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assert(menu_ok, "render_main_menu: Canvas is missing a UI_Menu component")
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rl.DrawRectangleRec(canvas.bounds, rl.BLACK)
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t_text: cstring = "PONG"
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t_width := rl.MeasureText(t_text, 40)
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t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
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rl.DrawText(t_text, t_x, i32(canvas.padding), 40, rl.WHITE)
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list_menu_items(canvas, menu)
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}
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update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
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canvas, canvas_ok := &scene.canvas.?
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assert(canvas_ok, "update_main_menu: Scene is missing a Canvas component")
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menu, menu_ok := &canvas.menu.?
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assert(menu_ok, "update_main_menu: Canvas is missing a UI_Menu component")
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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}
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if input.confirm_pressed {
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switch menu.selected_index {
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case 0:
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emit_event(Event{ type = .Game_Start })
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case 1:
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// @todo open options
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case 2:
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emit_event(Event{ type = .Game_Quit })
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}
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}
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}
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// ------------------------------------------------------------------------------
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// Pause Menu
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// ------------------------------------------------------------------------------
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make_pause_overlay :: proc() -> Scene {
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return Scene{
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type = .Pause_Menu,
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canvas = Canvas{
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bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
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padding = 20,
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item_height = 40,
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item_spaceing = 15,
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menu = UI_Menu{
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items = {0 = "Resume Game", 1 = "Options", 2 = "Main Menu"},
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count = 3,
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selected_index = 0,
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},
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},
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}
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}
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render_pause_menu :: proc(scene: Scene) {
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canvas, canvas_ok := scene.canvas.?
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assert(canvas_ok, "render_pause_menu: Scene is missing a Canvas component")
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menu, menu_ok := canvas.menu.?
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assert(menu_ok, "render_pause_menu: Canvas is missing a UI_Menu component")
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rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 220})
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t_text: cstring = "PAUSE MENU"
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t_width := rl.MeasureText(t_text, 40)
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t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
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rl.DrawText(t_text, t_x, i32(canvas.padding), 40, rl.WHITE)
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list_menu_items(canvas, menu)
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}
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update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
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canvas, canvas_ok := &scene.canvas.?
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assert(canvas_ok, "update_pause_menu: Scene is missing a Canvas component")
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menu, menu_ok := &canvas.menu.?
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assert(menu_ok, "update_pause_menu: Canvas is missing a UI_Menu component")
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||||||
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if input.up_pressed {
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menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
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}
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if input.down_pressed {
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menu.selected_index = (menu.selected_index + 1) % menu.count
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||||||
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}
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||||||
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if input.confirm_pressed {
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switch menu.selected_index {
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case 0:
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emit_event(Event{ type = .Game_Resume })
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case 1:
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// @todo open options
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case 2:
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emit_event(Event{ type = .Game_Main_Menu })
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}
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||||||
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}
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||||||
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if input.pause_pressed {
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emit_event(Event{ type = .Game_Resume })
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}
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||||||
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}
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||||||
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// ------------------------------------------------------------------------------
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||||||
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// Game Over Menu
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||||||
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// ------------------------------------------------------------------------------
|
||||||
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make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
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return Scene{
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|
type = .Game_Over,
|
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winner_is_player = winner_is_player,
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canvas = Canvas{
|
||||||
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bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
|
||||||
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padding = 20,
|
||||||
|
item_height = 40,
|
||||||
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item_spaceing = 15,
|
||||||
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menu = UI_Menu{
|
||||||
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items = {0 = "Restart Game", 1 = "Main Menu"},
|
||||||
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count = 2,
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||||||
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selected_index = 0,
|
||||||
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},
|
||||||
|
},
|
||||||
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}
|
||||||
|
}
|
||||||
|
|
||||||
|
render_game_over :: proc(scene: Scene) {
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||||||
|
canvas, canvas_ok := scene.canvas.?
|
||||||
|
assert(canvas_ok, "render_pause_menu: Scene is missing a Canvas component")
|
||||||
|
|
||||||
|
menu, menu_ok := canvas.menu.?
|
||||||
|
assert(menu_ok, "render_pause_menu: Canvas is missing a UI_Menu component")
|
||||||
|
|
||||||
|
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
|
||||||
|
|
||||||
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t_text: cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
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||||||
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t_width := rl.MeasureText(t_text, 40)
|
||||||
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t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
|
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text_color := scene.winner_is_player ? rl.GREEN : rl.RED
|
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rl.DrawText(t_text, t_x, i32(canvas.padding), 40, text_color)
|
||||||
|
|
||||||
|
list_menu_items(canvas, menu)
|
||||||
|
}
|
||||||
|
|
||||||
|
update_game_over :: proc(scene: ^Scene, input: Input_Event) {
|
||||||
|
canvas, canvas_ok := &scene.canvas.?
|
||||||
|
assert(canvas_ok, "update_pause_menu: Scene is missing a Canvas component")
|
||||||
|
|
||||||
|
menu, menu_ok := &canvas.menu.?
|
||||||
|
assert(menu_ok, "update_pause_menu: Canvas is missing a UI_Menu component")
|
||||||
|
|
||||||
|
if input.up_pressed {
|
||||||
|
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
||||||
|
}
|
||||||
|
if input.down_pressed {
|
||||||
|
menu.selected_index = (menu.selected_index + 1) % menu.count
|
||||||
|
}
|
||||||
|
|
||||||
|
if input.confirm_pressed {
|
||||||
|
switch menu.selected_index {
|
||||||
|
case 0:
|
||||||
|
emit_event(Event{ type = .Game_Start })
|
||||||
|
case 1:
|
||||||
|
emit_event(Event{ type = .Game_Main_Menu })
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------------------------
|
||||||
|
// Game Play Scene
|
||||||
|
// ------------------------------------------------------------------------------
|
||||||
make_gameplay_scene :: proc() -> Scene {
|
make_gameplay_scene :: proc() -> Scene {
|
||||||
return Scene{
|
return Scene{
|
||||||
type = .Gameplay,
|
type = .Gameplay,
|
||||||
@@ -165,81 +269,15 @@ make_gameplay_scene :: proc() -> Scene {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// @todo
|
|
||||||
make_pause_overlay :: proc() -> Scene {
|
|
||||||
return Scene{
|
|
||||||
type = .Pause_Menu,
|
|
||||||
canvas = Canvas{},
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// @todo
|
|
||||||
make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
|
|
||||||
return Scene{
|
|
||||||
type = .Game_Over,
|
|
||||||
canvas = Canvas{},
|
|
||||||
winner_is_player = winner_is_player,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// Unified Scene Dispatchers
|
// Unified Scene Dispatchers
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
|
|
||||||
// mutate level state through pointer if level exists
|
|
||||||
if level, ok := &scene.level.?; ok {
|
|
||||||
update_level(level, input, dt)
|
|
||||||
}
|
|
||||||
|
|
||||||
// dispatch scene behavior
|
|
||||||
#partial switch scene.type {
|
|
||||||
case .Main_Menu:
|
|
||||||
update_main_menu(scene, input)
|
|
||||||
|
|
||||||
case .Gameplay:
|
|
||||||
if input.pause_pressed {
|
|
||||||
game.overlay_scene = make_pause_overlay()
|
|
||||||
}
|
|
||||||
|
|
||||||
case .Pause_Menu:
|
|
||||||
if input.pause_pressed {
|
|
||||||
game.overlay_scene = nil
|
|
||||||
}
|
|
||||||
|
|
||||||
case .Game_Over:
|
|
||||||
// Press P or your start key to restart
|
|
||||||
if input.pause_pressed {
|
|
||||||
game.overlay_scene = nil
|
|
||||||
game.scene = make_gameplay_scene()
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Loop over global frame events
|
|
||||||
for event in GLOBAL_EVENTS {
|
|
||||||
#partial switch event.type {
|
|
||||||
case .Game_Start:
|
|
||||||
// clear old state
|
|
||||||
game.overlay_scene = nil
|
|
||||||
|
|
||||||
// swap to the gameplay scene
|
|
||||||
// @todo consider different levels here?
|
|
||||||
game.scene = make_gameplay_scene()
|
|
||||||
case .Game_Over:
|
|
||||||
game.overlay_scene = make_game_over_overlay(event.winner_is_player)
|
|
||||||
case .Game_Quit:
|
|
||||||
game.should_close = true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
scene_render :: proc(scene: ^Scene) {
|
scene_render :: proc(scene: ^Scene) {
|
||||||
// render gameplay field & hud if present
|
|
||||||
if level, ok := scene.level.?; ok {
|
if level, ok := scene.level.?; ok {
|
||||||
render_level(level)
|
render_level(level)
|
||||||
render_hud(level)
|
render_hud(level)
|
||||||
}
|
}
|
||||||
|
|
||||||
// render scene/overlay ui elements
|
|
||||||
#partial switch scene.type {
|
#partial switch scene.type {
|
||||||
case .Pause_Menu:
|
case .Pause_Menu:
|
||||||
render_pause_menu(scene^)
|
render_pause_menu(scene^)
|
||||||
@@ -250,3 +288,48 @@ scene_render :: proc(scene: ^Scene) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
|
||||||
|
#partial switch scene.type {
|
||||||
|
case .Main_Menu:
|
||||||
|
update_main_menu(scene, input)
|
||||||
|
|
||||||
|
case .Pause_Menu:
|
||||||
|
update_pause_menu(scene, input)
|
||||||
|
|
||||||
|
case .Gameplay:
|
||||||
|
level, level_ok := &scene.level.?
|
||||||
|
assert(level_ok, "scene_update: .Gameplay scene is missing a Level component")
|
||||||
|
update_level(level, input, dt)
|
||||||
|
|
||||||
|
if input.pause_pressed {
|
||||||
|
emit_event(Event{ type = .Game_Pause })
|
||||||
|
}
|
||||||
|
|
||||||
|
case .Game_Over:
|
||||||
|
update_game_over(scene, input)
|
||||||
|
}
|
||||||
|
|
||||||
|
for event in GLOBAL_EVENTS {
|
||||||
|
#partial switch event.type {
|
||||||
|
case .Game_Start:
|
||||||
|
game.overlay_scene = nil
|
||||||
|
game.scene = make_gameplay_scene()
|
||||||
|
|
||||||
|
case .Game_Pause:
|
||||||
|
game.overlay_scene = make_pause_overlay()
|
||||||
|
|
||||||
|
case .Game_Resume:
|
||||||
|
game.overlay_scene = nil
|
||||||
|
|
||||||
|
case .Game_Main_Menu:
|
||||||
|
game.overlay_scene = nil
|
||||||
|
game.scene = make_main_menu()
|
||||||
|
|
||||||
|
case .Game_Over:
|
||||||
|
game.overlay_scene = make_game_over_overlay(event.winner_is_player)
|
||||||
|
|
||||||
|
case .Game_Quit:
|
||||||
|
game.should_close = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user