Compare commits
7
Commits
34a52f2076
...
72c564b24a
| Author | SHA1 | Date | |
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72c564b24a | ||
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4260b11fdb | ||
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1ce0992cf3 | ||
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df18e0c8b7 | ||
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5791f14db8 | ||
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179a3fa91b | ||
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4a45ba3328 |
@@ -27,6 +27,7 @@ Entity :: struct {
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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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max_speed: f32,
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// 2D momentum & direction (ball / physics)
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vel: rl.Vector2,
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target_y: f32,
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+44
-11
@@ -9,6 +9,7 @@ init_ball :: proc() -> Entity {
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active = true,
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pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
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speed = 500,
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max_speed = 800,
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vel = rl.Vector2{0,0},
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shape = .Circle,
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size = rl.Vector2{15, 15}
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@@ -25,6 +26,7 @@ serve_ball :: proc(ball: ^Entity) {
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reset_ball :: proc(ball: ^Entity) {
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ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
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ball.vel = rl.Vector2{0,0}
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ball.speed = 500
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}
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update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
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@@ -39,18 +41,14 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
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return
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}
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ball.pos += ball.vel * dt
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radius := ball.size.x
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field_bounds := level.field_bounds
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// paddle collisions detection (player then enemy)
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if check_ball_paddle_collision(ball^, level.player) {
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ball.vel.x = abs(ball.vel.x)
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// stp stickiness
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ball.pos.x = level.player.pos.x + level.player.size.x + radius
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} else if check_ball_paddle_collision(ball^, level.opponent) {
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ball.vel.x = -abs(ball.vel.x)
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ball.pos.x = level.opponent.pos.x - radius
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if check_ball_paddle_collision(ball, level.player) {
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resolve_collision(ball, level.player, true)
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} else if check_ball_paddle_collision(ball, level.opponent) {
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resolve_collision(ball, level.opponent, false)
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}
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// bounds collision detection
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@@ -68,9 +66,11 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
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reset_ball(ball)
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level.serve_timer = level.wait_time
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}
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ball.pos += ball.vel * dt
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}
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check_ball_paddle_collision :: proc(ball: Entity, paddle: Entity) -> bool {
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check_ball_paddle_collision :: proc(ball: ^Entity, paddle: Entity) -> bool {
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paddle_rec := rl.Rectangle{
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x = paddle.pos.x,
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y = paddle.pos.y,
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@@ -78,14 +78,47 @@ check_ball_paddle_collision :: proc(ball: Entity, paddle: Entity) -> bool {
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height = paddle.size.y,
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}
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collided := rl.CheckCollisionCircleRec(ball.pos, ball.size.x, paddle_rec)
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if collided do emit_event(Event{ type = .Ball_Collision })
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if collided do emit_event(.Ball_Collision)
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return collided
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}
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increment_score :: proc(score_side: ^int, max_score: int, player: bool) {
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score_side^ += 1
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if score_side^ == max_score do emit_event(Game_Over_Data{player})
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}
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if score_side^ == max_score do emit_event(Event{ .Game_Over, player })
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increment_speed :: proc(ball: ^Entity) {
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if ball.speed <= ball.max_speed {
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ball.speed += 100
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ball.vel = rl.Vector2Normalize({ball.vel.x, ball.vel.y}) * ball.speed
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}
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}
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resolve_collision :: proc(ball: ^Entity, paddle: Entity, is_player: bool) {
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ball_center_y := ball.pos.y
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paddle_center_y := paddle.pos.y + (paddle.size.y / 2.0)
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local_y := ball_center_y - paddle_center_y
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half_height := paddle.size.y / 2.0
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// check if we are in top or bottom half of paddle
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hit_t := clamp(local_y / half_height, -1.0, 1.0)
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// direction is dependant of if its the player
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dir_x: f32 = is_player ? 1.0 : -1.0
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// steer the angle by a value using its hit t value
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dir_y := hit_t * 1.3
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new_dir := rl.Vector2Normalize({dir_x, dir_y})
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ball.vel = new_dir * ball.speed
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increment_speed(ball)
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// Resolve overlap
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if is_player {
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ball.pos.x = paddle.pos.x + paddle.size.x + ball.size.x
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} else {
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ball.pos.x = paddle.pos.x - ball.size.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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+56
-42
@@ -1,28 +1,26 @@
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package game
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// all possible game events
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Event_Type :: enum {
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// game state
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Change_Resolution_Data :: struct { res_dir: int }
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Game_Over_Data :: struct { winner_is_player: bool }
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Simple_Event :: enum {
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Game_Start,
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Game_Over,
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Game_Quit,
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Game_Pause,
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Game_Resume,
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Game_Back,
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Game_Main_Menu,
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Game_Settings,
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// ui events
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Game_Over_Generic,
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Game_Quit,
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UI_Select,
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// gameplay
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Score_Change,
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Ball_Collision,
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}
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// optional details attached to an event
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Event :: struct {
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type: Event_Type,
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winner_is_player: bool,
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Event :: union {
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Simple_Event,
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Change_Resolution_Data,
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Game_Over_Data,
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}
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// global event storage
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@@ -38,38 +36,54 @@ flush_events :: proc() {
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process_events :: proc(game: ^Game) {
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for event in GLOBAL_EVENTS {
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#partial switch event.type {
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case .Game_Start:
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game.overlay_scene = nil
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game.scene = make_gameplay_scene()
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audio_fade_in(&game.audio, duration = 1.5)
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switch e in event {
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case Change_Resolution_Data:
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new_index := (game.res_index + e.res_dir + len(RESOLUTIONS)) % len(RESOLUTIONS)
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game_set_resolution(game, new_index)
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case .Game_Pause:
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game.overlay_scene = make_pause_overlay()
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case .Game_Resume:
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game.overlay_scene = nil
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case .Game_Main_Menu:
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game.overlay_scene = nil
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game.scene = make_main_menu()
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audio_fade_out(&game.audio, duration = 1.0)
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case .Game_Settings:
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game.overlay_scene = nil
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game.overlay_scene = make_settings_menu(&game.audio)
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case .Game_Over:
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game.overlay_scene = make_game_over_overlay(event.winner_is_player)
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case .Game_Quit:
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game.should_close = true
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case .UI_Select:
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// Dynamically update the active UI_Selector label on screen
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if active_scene := get_active_scene(game); active_scene != nil {
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if canvas, ok := &active_scene.canvas.?; ok {
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if menu, menu_ok := &canvas.menu.?; menu_ok {
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if selector, sel_ok := &menu.items[1].(UI_Selector); sel_ok {
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selector.value_label = RESOLUTIONS[game.res_index].label
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}
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}
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}
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}
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audio_play_sfx(&game.audio, .UI_Select)
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case .Ball_Collision:
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audio_play_sfx(&game.audio, .Ball_Collision)
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case Game_Over_Data:
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push_scene(game, make_game_over_overlay(e.winner_is_player))
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case Simple_Event:
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#partial switch e {
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case .Game_Start:
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set_root_scene(game, make_gameplay_scene())
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audio_fade_in(&game.audio, duration = 1.5)
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case .Game_Pause:
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push_scene(game, make_pause_overlay())
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case .Game_Resume, .Game_Back:
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pop_scene(game)
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case .Game_Settings:
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push_scene(game, make_settings_menu(&game.audio, RESOLUTIONS[game.res_index].label))
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case .Game_Main_Menu:
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set_root_scene(game, make_main_menu())
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audio_fade_out(&game.audio, duration = 1.0)
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case .Game_Quit:
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game.should_close = true
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case .UI_Select:
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audio_play_sfx(&game.audio, .UI_Select)
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case .Ball_Collision:
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audio_play_sfx(&game.audio, .Ball_Collision)
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}
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}
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}
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}
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+64
-26
@@ -4,23 +4,46 @@ import rl "vendor:raylib"
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VIEWPORT_W :: 1280
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VIEWPORT_H :: 720
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WINDOW_W :: 2560
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WINDOW_H :: 1440
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WINDOW_TITLE :: "Pong"
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Resolution :: struct {
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width: i32,
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height: i32,
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label: cstring,
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}
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// Preset window dimensions
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RESOLUTIONS := [?]Resolution{
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{1280, 720, "1280x720"},
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{1920, 1080, "1920x1080"},
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{2560, 1440, "2560x1440"},
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{3840, 2160, "3840x2160"},
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}
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Game :: struct {
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viewport: rl.RenderTexture2D,
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scene: Scene,
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overlay_scene: Maybe(Scene),
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scene_stack: [dynamic]Scene,
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should_close: bool,
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audio: Audio_Manager,
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// resolution state
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window_w: i32,
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window_h: i32,
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res_index: int
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}
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// ------------------------------------------------------------------------------
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// Game Lifecycle
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// ------------------------------------------------------------------------------
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game_init :: proc(game: ^Game) {
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rl.InitWindow(WINDOW_W, WINDOW_H, WINDOW_TITLE)
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//rl.SetConfigFlags({.WINDOW_RESIZABLE, .MSAA_4X_HINT})
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rl.SetConfigFlags({.MSAA_4X_HINT})
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game.res_index = 2
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game.window_w = RESOLUTIONS[game.res_index].width
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game.window_h = RESOLUTIONS[game.res_index].height
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rl.InitWindow(game.window_w, game.window_h, WINDOW_TITLE)
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rl.SetTargetFPS(60)
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// init any global managers
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@@ -29,22 +52,19 @@ game_init :: proc(game: ^Game) {
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// allocate some event capacity to stop early dynamic reallocations
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GLOBAL_EVENTS = make([dynamic]Event, 0, 16)
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game.scene_stack = make([dynamic]Scene, 0, 8)
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game.viewport = rl.LoadRenderTexture(VIEWPORT_W, VIEWPORT_H)
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game.scene = make_main_menu()
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game.overlay_scene = nil
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game.should_close = false
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set_root_scene(game, make_main_menu())
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}
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game_update :: proc(game: ^Game) {
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dt := rl.GetFrameTime()
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input := poll_input()
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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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scene_update(overlay, game, input, dt)
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} else {
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scene_update(&game.scene, game, input, dt)
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active_scene := get_active_scene(game)
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if active_scene != nil {
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scene_update(active_scene, game, input, dt)
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}
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// background music buffer streaming
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@@ -61,28 +81,27 @@ game_render :: proc(game: ^Game) {
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rl.BeginTextureMode(game.viewport)
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rl.ClearBackground(rl.BLACK)
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// Render base scene
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scene_render(&game.scene)
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// Render active overlay on top if present
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if overlay, ok := &game.overlay_scene.?; ok {
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scene_render(overlay)
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// @note: fine for now but probably not a good idea...
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// Render all scenes in the stack from bottom to top
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for i in 0 ..< len(game.scene_stack) {
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scene_render(&game.scene_stack[i])
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}
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rl.EndTextureMode()
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render_game_to_window(game.viewport.texture)
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render_game_to_window(game)
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rl.EndDrawing()
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}
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game_quit :: proc(game: ^Game) {
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delete(GLOBAL_EVENTS)
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rl.UnloadRenderTexture(game.viewport)
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// cleanup global managers
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audio_manager_quit(&game.audio)
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rl.UnloadRenderTexture(game.viewport)
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delete(GLOBAL_EVENTS)
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delete(game.scene_stack)
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rl.CloseWindow()
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}
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@@ -93,13 +112,32 @@ game_should_run :: proc(game: Game) -> bool {
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// ------------------------------------------------------------------------------
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// Window Upscale Render
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// ------------------------------------------------------------------------------
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render_game_to_window :: proc(texture: rl.Texture) {
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game_set_resolution :: proc(game: ^Game, res_index: int) {
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game.res_index = clamp(res_index, 0, len(RESOLUTIONS) - 1)
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target_w := RESOLUTIONS[game.res_index].width
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target_h := RESOLUTIONS[game.res_index].height
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monitor := rl.GetCurrentMonitor()
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screen_w := rl.GetMonitorWidth(monitor)
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screen_h := rl.GetMonitorHeight(monitor)
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// Clamp window size so it doesn't exceed physical screen limits
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game.window_w = min(target_w, screen_w)
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game.window_h = min(target_h, screen_h)
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rl.SetWindowSize(game.window_w, game.window_h)
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}
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render_game_to_window :: proc(game: ^Game) {
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texture := game.viewport.texture
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rl.DrawTexturePro(
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texture,
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// src: inverted y coordinate flips opengl texture buffer correctly
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rl.Rectangle{0, 0, f32(texture.width), -f32(texture.height)},
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// dst: scales viewport canvas to fill window resolution
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rl.Rectangle{0, 0, f32(WINDOW_W), f32(WINDOW_H)},
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rl.Rectangle{0, 0, f32(game.window_w), f32(game.window_h)},
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rl.Vector2{},
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0,
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rl.WHITE,
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+109
-61
@@ -1,5 +1,6 @@
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package game
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|
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import "core:fmt"
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import rl "vendor:raylib"
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// ------------------------------------------------------------------------------
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@@ -20,9 +21,57 @@ Scene :: struct {
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winner_is_player: bool,
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}
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push_scene :: proc(game: ^Game, scene: Scene) {
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append(&game.scene_stack, scene)
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}
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pop_scene :: proc(game: ^Game) {
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if len(game.scene_stack) > 1 {
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pop(&game.scene_stack)
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}
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}
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set_root_scene :: proc(game: ^Game, root_scene: Scene) {
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clear(&game.scene_stack)
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append(&game.scene_stack, root_scene)
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}
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get_active_scene :: proc(game: ^Game) -> ^Scene {
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if len(game.scene_stack) == 0 do return nil
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return &game.scene_stack[len(game.scene_stack) - 1]
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}
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|
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// ------------------------------------------------------------------------------
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// Unified Scene Dispatchers
|
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// ------------------------------------------------------------------------------
|
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scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
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#partial switch scene.type {
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case .Main_Menu:
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update_main_menu(scene, input)
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|
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case .Pause_Menu:
|
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update_pause_menu(scene, input)
|
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|
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case .Settings_Menu:
|
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update_settings_menu(scene, input)
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|
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case .Game_Over:
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update_game_over(scene, input)
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|
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case .Gameplay:
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level, level_ok := &scene.level.?
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assert(level_ok, "scene_update: .Gameplay scene is missing a Level component")
|
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update_level(level, input, dt)
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|
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if input.pause_pressed {
|
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emit_event(.Game_Pause)
|
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}
|
||||
}
|
||||
|
||||
// Process events triggered during scene updates
|
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process_events(game)
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}
|
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|
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scene_render :: proc(scene: ^Scene) {
|
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if level, ok := scene.level.?; ok {
|
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render_level(level)
|
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@@ -41,34 +90,6 @@ scene_render :: proc(scene: ^Scene) {
|
||||
}
|
||||
}
|
||||
|
||||
scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
|
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#partial switch scene.type {
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case .Main_Menu:
|
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update_main_menu(scene, input)
|
||||
|
||||
case .Pause_Menu:
|
||||
update_pause_menu(scene, input)
|
||||
|
||||
case .Settings_Menu:
|
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update_settings_menu(scene, input)
|
||||
|
||||
case .Gameplay:
|
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level, level_ok := &scene.level.?
|
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assert(level_ok, "scene_update: .Gameplay scene is missing a Level component")
|
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update_level(level, input, dt)
|
||||
|
||||
if input.pause_pressed {
|
||||
emit_event(Event{ type = .Game_Pause })
|
||||
}
|
||||
|
||||
case .Game_Over:
|
||||
update_game_over(scene, input)
|
||||
}
|
||||
|
||||
// Now handle any events triggered
|
||||
process_events(game)
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
// UI Definitions
|
||||
// ------------------------------------------------------------------------------
|
||||
@@ -90,9 +111,15 @@ UI_Slider :: struct {
|
||||
step: f32,
|
||||
}
|
||||
|
||||
UI_Selector :: struct {
|
||||
label: cstring,
|
||||
value_label: cstring,
|
||||
}
|
||||
|
||||
UI_Item :: union {
|
||||
UI_Button,
|
||||
UI_Slider,
|
||||
UI_Selector,
|
||||
}
|
||||
|
||||
UI_Menu :: struct {
|
||||
@@ -145,8 +172,17 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
|
||||
minValue = 0.0,
|
||||
maxValue = 1.0,
|
||||
)
|
||||
}
|
||||
|
||||
case UI_Selector:
|
||||
// draw label left half
|
||||
lbl_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10
|
||||
rl.DrawText(v.label, i32(item_rec.x + 15), lbl_y, 20, text_color)
|
||||
|
||||
display_str := fmt.ctprintf("< %s >", v.value_label)
|
||||
str_w := rl.MeasureText(display_str, 20)
|
||||
val_x := i32(item_rec.x + item_rec.width) - str_w - 15
|
||||
rl.DrawText(display_str, val_x, lbl_y, 20, text_color)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -202,21 +238,21 @@ update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
|
||||
|
||||
if input.up_pressed {
|
||||
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
if input.down_pressed {
|
||||
menu.selected_index = (menu.selected_index + 1) % menu.count
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
|
||||
if input.confirm_pressed {
|
||||
switch menu.selected_index {
|
||||
case 0:
|
||||
emit_event(Event{ type = .Game_Start })
|
||||
emit_event(.Game_Start)
|
||||
case 1:
|
||||
emit_event(Event { type = .Game_Settings })
|
||||
emit_event(.Game_Settings)
|
||||
case 2:
|
||||
emit_event(Event{ type = .Game_Quit })
|
||||
emit_event(.Game_Quit)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -254,7 +290,8 @@ render_pause_menu :: proc(scene: Scene) {
|
||||
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, 220})
|
||||
// Semi-transparent overlay so gameplay stays visible behind menu
|
||||
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 200})
|
||||
|
||||
t_text: cstring = "PAUSE MENU"
|
||||
t_width := rl.MeasureText(t_text, 40)
|
||||
@@ -273,36 +310,39 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
|
||||
|
||||
if input.up_pressed {
|
||||
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
if input.down_pressed {
|
||||
menu.selected_index = (menu.selected_index + 1) % menu.count
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
|
||||
if input.confirm_pressed {
|
||||
switch menu.selected_index {
|
||||
case 0:
|
||||
emit_event(Event{ type = .Game_Resume })
|
||||
emit_event(.Game_Back)
|
||||
case 1:
|
||||
emit_event(Event { type = .Game_Settings })
|
||||
emit_event(.Game_Settings)
|
||||
case 2:
|
||||
emit_event(Event{ type = .Game_Main_Menu })
|
||||
emit_event(.Game_Main_Menu)
|
||||
}
|
||||
}
|
||||
|
||||
if input.pause_pressed {
|
||||
emit_event(Event{ type = .Game_Resume })
|
||||
emit_event(.Game_Back)
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
// Settings Menu
|
||||
// ------------------------------------------------------------------------------
|
||||
make_settings_menu :: proc(audio: ^Audio_Manager) -> Scene {
|
||||
make_settings_menu :: proc(audio: ^Audio_Manager, current_res_label: cstring) -> Scene {
|
||||
ui_items:[8]UI_Item = {
|
||||
0 = UI_Button{"Back"},
|
||||
1 = UI_Button{"Resolution"},
|
||||
1 = UI_Selector{
|
||||
label = "Resolution",
|
||||
value_label = current_res_label,
|
||||
},
|
||||
2 = UI_Slider{
|
||||
label = "Music Volume",
|
||||
value = &audio.user_music_vol,
|
||||
@@ -338,6 +378,7 @@ render_settings_menu :: proc(scene: Scene) {
|
||||
menu, menu_ok := canvas.menu.?
|
||||
assert(menu_ok, "render_settings_menu: Canvas is missing a UI_Menu component")
|
||||
|
||||
// Dark semi-transparent overlay
|
||||
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
|
||||
|
||||
t_text: cstring = "SETTINGS"
|
||||
@@ -357,11 +398,11 @@ update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
|
||||
|
||||
if input.up_pressed {
|
||||
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
if input.down_pressed {
|
||||
menu.selected_index = (menu.selected_index + 1) % menu.count
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
|
||||
current_item := &menu.items[menu.selected_index]
|
||||
@@ -371,22 +412,29 @@ update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
|
||||
if input.confirm_pressed {
|
||||
switch menu.selected_index {
|
||||
case 0:
|
||||
emit_event(Event{ type = .Game_Main_Menu })
|
||||
emit_event(.Game_Back)
|
||||
}
|
||||
}
|
||||
case UI_Slider:
|
||||
|
||||
case UI_Selector:
|
||||
if input.left_pressed {
|
||||
// Decrement value by step and keep within normalized 0.0 - 1.0 bounds
|
||||
emit_event(Change_Resolution_Data{-1})
|
||||
|
||||
}
|
||||
if input.right_pressed {
|
||||
emit_event(Change_Resolution_Data{1})
|
||||
}
|
||||
|
||||
case UI_Slider:
|
||||
if input.left_pressed {
|
||||
v.value^ = clamp(v.value^ - v.step, 0.0, 1.0)
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
if input.right_pressed {
|
||||
// Increment value by step and keep within normalized 0.0 - 1.0 bounds
|
||||
v.value^ = clamp(v.value^ + v.step, 0.0, 1.0)
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
@@ -399,7 +447,7 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
|
||||
}
|
||||
|
||||
return Scene{
|
||||
type = .Game_Over,
|
||||
type = .Game_Over,
|
||||
winner_is_player = winner_is_player,
|
||||
canvas = Canvas{
|
||||
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
|
||||
@@ -417,12 +465,12 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
|
||||
|
||||
render_game_over :: proc(scene: Scene) {
|
||||
canvas, canvas_ok := scene.canvas.?
|
||||
assert(canvas_ok, "update_game_over: Scene is missing a Canvas component")
|
||||
assert(canvas_ok, "render_game_over: Scene is missing a Canvas component")
|
||||
|
||||
menu, menu_ok := canvas.menu.?
|
||||
assert(menu_ok, "update_game_over: Canvas is missing a UI_Menu component")
|
||||
assert(menu_ok, "render_game_over: Canvas is missing a UI_Menu component")
|
||||
|
||||
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
|
||||
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 220})
|
||||
|
||||
t_text: cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
|
||||
t_width := rl.MeasureText(t_text, 40)
|
||||
@@ -442,25 +490,25 @@ update_game_over :: proc(scene: ^Scene, input: Input_Event) {
|
||||
|
||||
if input.up_pressed {
|
||||
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
if input.down_pressed {
|
||||
menu.selected_index = (menu.selected_index + 1) % menu.count
|
||||
emit_event(Event{ type = .UI_Select })
|
||||
emit_event(.UI_Select)
|
||||
}
|
||||
|
||||
if input.confirm_pressed {
|
||||
switch menu.selected_index {
|
||||
case 0:
|
||||
emit_event(Event{ type = .Game_Start })
|
||||
emit_event(.Game_Start)
|
||||
case 1:
|
||||
emit_event(Event{ type = .Game_Main_Menu })
|
||||
emit_event(.Game_Main_Menu)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
// Game Play Scene
|
||||
// Gameplay Scene
|
||||
// ------------------------------------------------------------------------------
|
||||
make_gameplay_scene :: proc() -> Scene {
|
||||
return Scene{
|
||||
|
||||
Reference in New Issue
Block a user