Compare commits
7
Commits
| 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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size: rl.Vector2,
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// Fixed input speed (paddles)
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// Fixed input speed (paddles)
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speed: f32,
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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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// 2D momentum & direction (ball / physics)
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vel: rl.Vector2,
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vel: rl.Vector2,
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target_y: f32,
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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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active = true,
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pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
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pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
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speed = 500,
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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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vel = rl.Vector2{0,0},
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shape = .Circle,
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shape = .Circle,
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size = rl.Vector2{15, 15}
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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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reset_ball :: proc(ball: ^Entity) {
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ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
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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.vel = rl.Vector2{0,0}
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ball.speed = 500
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}
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}
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update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
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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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return
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}
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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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radius := ball.size.x
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field_bounds := level.field_bounds
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field_bounds := level.field_bounds
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// paddle collisions detection (player then enemy)
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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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if check_ball_paddle_collision(ball, level.player) {
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ball.vel.x = abs(ball.vel.x)
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resolve_collision(ball, level.player, true)
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// stp stickiness
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} else if check_ball_paddle_collision(ball, level.opponent) {
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ball.pos.x = level.player.pos.x + level.player.size.x + radius
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resolve_collision(ball, level.opponent, false)
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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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}
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}
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// bounds collision detection
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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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reset_ball(ball)
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level.serve_timer = level.wait_time
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level.serve_timer = level.wait_time
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}
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}
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ball.pos += ball.vel * dt
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}
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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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paddle_rec := rl.Rectangle{
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x = paddle.pos.x,
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x = paddle.pos.x,
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y = paddle.pos.y,
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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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height = paddle.size.y,
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}
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}
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collided := rl.CheckCollisionCircleRec(ball.pos, ball.size.x, paddle_rec)
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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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return collided
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}
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}
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increment_score :: proc(score_side: ^int, max_score: int, player: bool) {
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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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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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}
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render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) {
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render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) {
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+42
-28
@@ -1,28 +1,26 @@
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package game
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package game
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// all possible game events
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Change_Resolution_Data :: struct { res_dir: int }
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Event_Type :: enum {
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Game_Over_Data :: struct { winner_is_player: bool }
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// game state
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Simple_Event :: enum {
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Game_Start,
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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_Pause,
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Game_Resume,
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Game_Resume,
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Game_Back,
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Game_Main_Menu,
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Game_Main_Menu,
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Game_Settings,
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Game_Settings,
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Game_Over_Generic,
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// ui events
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Game_Quit,
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UI_Select,
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UI_Select,
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// gameplay
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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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// optional details attached to an event
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Event :: union {
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Event :: struct {
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Simple_Event,
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type: Event_Type,
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Change_Resolution_Data,
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winner_is_player: bool,
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Game_Over_Data,
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}
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}
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// global event storage
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// global event storage
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@@ -38,29 +36,44 @@ flush_events :: proc() {
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process_events :: proc(game: ^Game) {
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process_events :: proc(game: ^Game) {
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for event in GLOBAL_EVENTS {
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for event in GLOBAL_EVENTS {
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#partial switch event.type {
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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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// 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 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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case .Game_Start:
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game.overlay_scene = nil
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set_root_scene(game, make_gameplay_scene())
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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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audio_fade_in(&game.audio, duration = 1.5)
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case .Game_Pause:
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case .Game_Pause:
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game.overlay_scene = make_pause_overlay()
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push_scene(game, make_pause_overlay())
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case .Game_Resume:
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case .Game_Resume, .Game_Back:
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game.overlay_scene = nil
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pop_scene(game)
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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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case .Game_Settings:
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game.overlay_scene = nil
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push_scene(game, make_settings_menu(&game.audio, RESOLUTIONS[game.res_index].label))
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game.overlay_scene = make_settings_menu(&game.audio)
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case .Game_Over:
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case .Game_Main_Menu:
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game.overlay_scene = make_game_over_overlay(event.winner_is_player)
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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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case .Game_Quit:
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game.should_close = true
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game.should_close = true
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@@ -73,3 +86,4 @@ process_events :: proc(game: ^Game) {
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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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}
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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_W :: 1280
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VIEWPORT_H :: 720
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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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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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Game :: struct {
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viewport: rl.RenderTexture2D,
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viewport: rl.RenderTexture2D,
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scene: Scene,
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scene_stack: [dynamic]Scene,
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overlay_scene: Maybe(Scene),
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should_close: bool,
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should_close: bool,
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audio: Audio_Manager,
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audio: Audio_Manager,
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||||||
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||||||
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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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|
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// ------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------
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||||||
// Game Lifecycle
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// Game Lifecycle
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// ------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------
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game_init :: proc(game: ^Game) {
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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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||||||
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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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||||||
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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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rl.SetTargetFPS(60)
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||||||
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|
||||||
// init any global managers
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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
|
// allocate some event capacity to stop early dynamic reallocations
|
||||||
GLOBAL_EVENTS = make([dynamic]Event, 0, 16)
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GLOBAL_EVENTS = make([dynamic]Event, 0, 16)
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||||||
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|
||||||
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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.viewport = rl.LoadRenderTexture(VIEWPORT_W, VIEWPORT_H)
|
||||||
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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game.should_close = false
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||||||
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set_root_scene(game, make_main_menu())
|
||||||
}
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}
|
||||||
|
|
||||||
game_update :: proc(game: ^Game) {
|
game_update :: proc(game: ^Game) {
|
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dt := rl.GetFrameTime()
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dt := rl.GetFrameTime()
|
||||||
input := poll_input()
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input := poll_input()
|
||||||
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|
||||||
// Pass direct pointers (^Scene) so modifications persist
|
active_scene := get_active_scene(game)
|
||||||
// only update the overlay, if it currently exists
|
if active_scene != nil {
|
||||||
if overlay, ok := &game.overlay_scene.?; ok {
|
scene_update(active_scene, game, input, dt)
|
||||||
scene_update(overlay, game, input, dt)
|
|
||||||
} else {
|
|
||||||
scene_update(&game.scene, game, input, dt)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// background music buffer streaming
|
// background music buffer streaming
|
||||||
@@ -61,28 +81,27 @@ game_render :: proc(game: ^Game) {
|
|||||||
rl.BeginTextureMode(game.viewport)
|
rl.BeginTextureMode(game.viewport)
|
||||||
rl.ClearBackground(rl.BLACK)
|
rl.ClearBackground(rl.BLACK)
|
||||||
|
|
||||||
// Render base scene
|
// @note: fine for now but probably not a good idea...
|
||||||
scene_render(&game.scene)
|
// Render all scenes in the stack from bottom to top
|
||||||
|
for i in 0 ..< len(game.scene_stack) {
|
||||||
// Render active overlay on top if present
|
scene_render(&game.scene_stack[i])
|
||||||
if overlay, ok := &game.overlay_scene.?; ok {
|
|
||||||
scene_render(overlay)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
rl.EndTextureMode()
|
rl.EndTextureMode()
|
||||||
|
|
||||||
render_game_to_window(game.viewport.texture)
|
render_game_to_window(game)
|
||||||
|
|
||||||
rl.EndDrawing()
|
rl.EndDrawing()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
game_quit :: proc(game: ^Game) {
|
game_quit :: proc(game: ^Game) {
|
||||||
delete(GLOBAL_EVENTS)
|
|
||||||
rl.UnloadRenderTexture(game.viewport)
|
|
||||||
|
|
||||||
// cleanup global managers
|
|
||||||
audio_manager_quit(&game.audio)
|
audio_manager_quit(&game.audio)
|
||||||
|
|
||||||
|
rl.UnloadRenderTexture(game.viewport)
|
||||||
|
delete(GLOBAL_EVENTS)
|
||||||
|
delete(game.scene_stack)
|
||||||
|
|
||||||
rl.CloseWindow()
|
rl.CloseWindow()
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -93,13 +112,32 @@ game_should_run :: proc(game: Game) -> bool {
|
|||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// Window Upscale Render
|
// Window Upscale Render
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
render_game_to_window :: proc(texture: rl.Texture) {
|
game_set_resolution :: proc(game: ^Game, res_index: int) {
|
||||||
|
game.res_index = clamp(res_index, 0, len(RESOLUTIONS) - 1)
|
||||||
|
|
||||||
|
target_w := RESOLUTIONS[game.res_index].width
|
||||||
|
target_h := RESOLUTIONS[game.res_index].height
|
||||||
|
|
||||||
|
monitor := rl.GetCurrentMonitor()
|
||||||
|
screen_w := rl.GetMonitorWidth(monitor)
|
||||||
|
screen_h := rl.GetMonitorHeight(monitor)
|
||||||
|
|
||||||
|
// Clamp window size so it doesn't exceed physical screen limits
|
||||||
|
game.window_w = min(target_w, screen_w)
|
||||||
|
game.window_h = min(target_h, screen_h)
|
||||||
|
|
||||||
|
rl.SetWindowSize(game.window_w, game.window_h)
|
||||||
|
}
|
||||||
|
|
||||||
|
render_game_to_window :: proc(game: ^Game) {
|
||||||
|
texture := game.viewport.texture
|
||||||
|
|
||||||
rl.DrawTexturePro(
|
rl.DrawTexturePro(
|
||||||
texture,
|
texture,
|
||||||
// src: inverted y coordinate flips opengl texture buffer correctly
|
// src: inverted y coordinate flips opengl texture buffer correctly
|
||||||
rl.Rectangle{0, 0, f32(texture.width), -f32(texture.height)},
|
rl.Rectangle{0, 0, f32(texture.width), -f32(texture.height)},
|
||||||
// dst: scales viewport canvas to fill window resolution
|
// dst: scales viewport canvas to fill window resolution
|
||||||
rl.Rectangle{0, 0, f32(WINDOW_W), f32(WINDOW_H)},
|
rl.Rectangle{0, 0, f32(game.window_w), f32(game.window_h)},
|
||||||
rl.Vector2{},
|
rl.Vector2{},
|
||||||
0,
|
0,
|
||||||
rl.WHITE,
|
rl.WHITE,
|
||||||
|
|||||||
+114
-66
@@ -1,5 +1,6 @@
|
|||||||
package game
|
package game
|
||||||
|
|
||||||
|
import "core:fmt"
|
||||||
import rl "vendor:raylib"
|
import rl "vendor:raylib"
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
@@ -20,9 +21,57 @@ Scene :: struct {
|
|||||||
winner_is_player: bool,
|
winner_is_player: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
push_scene :: proc(game: ^Game, scene: Scene) {
|
||||||
|
append(&game.scene_stack, scene)
|
||||||
|
}
|
||||||
|
|
||||||
|
pop_scene :: proc(game: ^Game) {
|
||||||
|
if len(game.scene_stack) > 1 {
|
||||||
|
pop(&game.scene_stack)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
set_root_scene :: proc(game: ^Game, root_scene: Scene) {
|
||||||
|
clear(&game.scene_stack)
|
||||||
|
append(&game.scene_stack, root_scene)
|
||||||
|
}
|
||||||
|
|
||||||
|
get_active_scene :: proc(game: ^Game) -> ^Scene {
|
||||||
|
if len(game.scene_stack) == 0 do return nil
|
||||||
|
return &game.scene_stack[len(game.scene_stack) - 1]
|
||||||
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// Unified Scene Dispatchers
|
// Unified Scene Dispatchers
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
|
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 .Settings_Menu:
|
||||||
|
update_settings_menu(scene, input)
|
||||||
|
|
||||||
|
case .Game_Over:
|
||||||
|
update_game_over(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(.Game_Pause)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Process events triggered during scene updates
|
||||||
|
process_events(game)
|
||||||
|
}
|
||||||
|
|
||||||
scene_render :: proc(scene: ^Scene) {
|
scene_render :: proc(scene: ^Scene) {
|
||||||
if level, ok := scene.level.?; ok {
|
if level, ok := scene.level.?; ok {
|
||||||
render_level(level)
|
render_level(level)
|
||||||
@@ -41,34 +90,6 @@ 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 .Settings_Menu:
|
|
||||||
update_settings_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)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Now handle any events triggered
|
|
||||||
process_events(game)
|
|
||||||
}
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// UI Definitions
|
// UI Definitions
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
@@ -90,9 +111,15 @@ UI_Slider :: struct {
|
|||||||
step: f32,
|
step: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UI_Selector :: struct {
|
||||||
|
label: cstring,
|
||||||
|
value_label: cstring,
|
||||||
|
}
|
||||||
|
|
||||||
UI_Item :: union {
|
UI_Item :: union {
|
||||||
UI_Button,
|
UI_Button,
|
||||||
UI_Slider,
|
UI_Slider,
|
||||||
|
UI_Selector,
|
||||||
}
|
}
|
||||||
|
|
||||||
UI_Menu :: struct {
|
UI_Menu :: struct {
|
||||||
@@ -145,8 +172,17 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
|
|||||||
minValue = 0.0,
|
minValue = 0.0,
|
||||||
maxValue = 1.0,
|
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 {
|
if input.up_pressed {
|
||||||
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
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 {
|
if input.down_pressed {
|
||||||
menu.selected_index = (menu.selected_index + 1) % menu.count
|
menu.selected_index = (menu.selected_index + 1) % menu.count
|
||||||
emit_event(Event{ type = .UI_Select })
|
emit_event(.UI_Select)
|
||||||
}
|
}
|
||||||
|
|
||||||
if input.confirm_pressed {
|
if input.confirm_pressed {
|
||||||
switch menu.selected_index {
|
switch menu.selected_index {
|
||||||
case 0:
|
case 0:
|
||||||
emit_event(Event{ type = .Game_Start })
|
emit_event(.Game_Start)
|
||||||
case 1:
|
case 1:
|
||||||
emit_event(Event { type = .Game_Settings })
|
emit_event(.Game_Settings)
|
||||||
case 2:
|
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.?
|
menu, menu_ok := canvas.menu.?
|
||||||
assert(menu_ok, "render_pause_menu: Canvas is missing a UI_Menu component")
|
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_text: cstring = "PAUSE MENU"
|
||||||
t_width := rl.MeasureText(t_text, 40)
|
t_width := rl.MeasureText(t_text, 40)
|
||||||
@@ -273,36 +310,39 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
|
|||||||
|
|
||||||
if input.up_pressed {
|
if input.up_pressed {
|
||||||
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
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 {
|
if input.down_pressed {
|
||||||
menu.selected_index = (menu.selected_index + 1) % menu.count
|
menu.selected_index = (menu.selected_index + 1) % menu.count
|
||||||
emit_event(Event{ type = .UI_Select })
|
emit_event(.UI_Select)
|
||||||
}
|
}
|
||||||
|
|
||||||
if input.confirm_pressed {
|
if input.confirm_pressed {
|
||||||
switch menu.selected_index {
|
switch menu.selected_index {
|
||||||
case 0:
|
case 0:
|
||||||
emit_event(Event{ type = .Game_Resume })
|
emit_event(.Game_Back)
|
||||||
case 1:
|
case 1:
|
||||||
emit_event(Event { type = .Game_Settings })
|
emit_event(.Game_Settings)
|
||||||
case 2:
|
case 2:
|
||||||
emit_event(Event{ type = .Game_Main_Menu })
|
emit_event(.Game_Main_Menu)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if input.pause_pressed {
|
if input.pause_pressed {
|
||||||
emit_event(Event{ type = .Game_Resume })
|
emit_event(.Game_Back)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// Settings Menu
|
// 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 = {
|
ui_items:[8]UI_Item = {
|
||||||
0 = UI_Button{"Back"},
|
0 = UI_Button{"Back"},
|
||||||
1 = UI_Button{"Resolution"},
|
1 = UI_Selector{
|
||||||
|
label = "Resolution",
|
||||||
|
value_label = current_res_label,
|
||||||
|
},
|
||||||
2 = UI_Slider{
|
2 = UI_Slider{
|
||||||
label = "Music Volume",
|
label = "Music Volume",
|
||||||
value = &audio.user_music_vol,
|
value = &audio.user_music_vol,
|
||||||
@@ -338,6 +378,7 @@ render_settings_menu :: proc(scene: Scene) {
|
|||||||
menu, menu_ok := canvas.menu.?
|
menu, menu_ok := canvas.menu.?
|
||||||
assert(menu_ok, "render_settings_menu: Canvas is missing a UI_Menu component")
|
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})
|
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 255})
|
||||||
|
|
||||||
t_text: cstring = "SETTINGS"
|
t_text: cstring = "SETTINGS"
|
||||||
@@ -357,11 +398,11 @@ update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
|
|||||||
|
|
||||||
if input.up_pressed {
|
if input.up_pressed {
|
||||||
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
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 {
|
if input.down_pressed {
|
||||||
menu.selected_index = (menu.selected_index + 1) % menu.count
|
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]
|
current_item := &menu.items[menu.selected_index]
|
||||||
@@ -371,22 +412,29 @@ update_settings_menu :: proc(scene: ^Scene, input: Input_Event) {
|
|||||||
if input.confirm_pressed {
|
if input.confirm_pressed {
|
||||||
switch menu.selected_index {
|
switch menu.selected_index {
|
||||||
case 0:
|
case 0:
|
||||||
emit_event(Event{ type = .Game_Main_Menu })
|
emit_event(.Game_Back)
|
||||||
}
|
|
||||||
}
|
|
||||||
case UI_Slider:
|
|
||||||
if input.left_pressed {
|
|
||||||
// Decrement 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 })
|
|
||||||
}
|
|
||||||
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 })
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
case UI_Selector:
|
||||||
|
if input.left_pressed {
|
||||||
|
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(.UI_Select)
|
||||||
|
}
|
||||||
|
if input.right_pressed {
|
||||||
|
v.value^ = clamp(v.value^ + v.step, 0.0, 1.0)
|
||||||
|
emit_event(.UI_Select)
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
@@ -417,12 +465,12 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
|
|||||||
|
|
||||||
render_game_over :: proc(scene: Scene) {
|
render_game_over :: proc(scene: Scene) {
|
||||||
canvas, canvas_ok := scene.canvas.?
|
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.?
|
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_text: cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
|
||||||
t_width := rl.MeasureText(t_text, 40)
|
t_width := rl.MeasureText(t_text, 40)
|
||||||
@@ -442,25 +490,25 @@ update_game_over :: proc(scene: ^Scene, input: Input_Event) {
|
|||||||
|
|
||||||
if input.up_pressed {
|
if input.up_pressed {
|
||||||
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
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 {
|
if input.down_pressed {
|
||||||
menu.selected_index = (menu.selected_index + 1) % menu.count
|
menu.selected_index = (menu.selected_index + 1) % menu.count
|
||||||
emit_event(Event{ type = .UI_Select })
|
emit_event(.UI_Select)
|
||||||
}
|
}
|
||||||
|
|
||||||
if input.confirm_pressed {
|
if input.confirm_pressed {
|
||||||
switch menu.selected_index {
|
switch menu.selected_index {
|
||||||
case 0:
|
case 0:
|
||||||
emit_event(Event{ type = .Game_Start })
|
emit_event(.Game_Start)
|
||||||
case 1:
|
case 1:
|
||||||
emit_event(Event{ type = .Game_Main_Menu })
|
emit_event(.Game_Main_Menu)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// Game Play Scene
|
// Gameplay Scene
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
make_gameplay_scene :: proc() -> Scene {
|
make_gameplay_scene :: proc() -> Scene {
|
||||||
return Scene{
|
return Scene{
|
||||||
|
|||||||
Reference in New Issue
Block a user