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@@ -1,3 +1,86 @@
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# pong_raylib
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# PONG 2026
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Classic pong implemented in Odin and Raylib
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A deliberately over engineered Pong clone in [Odin](https://odin-lang.org) with [raylib](https://www.raylib.com).
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Retro line-based graphics with a CRT post-processing shader.
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## Screenshots
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## Why Over-Engineered?
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While the game could have been done in a single file, the goal was to structure the project like a small production game instead:
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- **Manager-per-subsystem**: audio, input, event, level, particle, and scene managers, each in its own file
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- **Event system**: decoupled communication between systems (`event_manager.odin`) instead of direct calls
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- **Scene management**: state/scene stack for menus, gameplay, etc. (`scene_manager.odin`)
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- **Entity layer**: shared base entity with ball, player, and opponent specializations
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- **Input abstraction**: keyboard and gamepad behind one interface
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- **Data-driven assets**: audio and shaders loaded from `assets/`, not embedded
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The idea behind breaking it into systems is so that it can help build my foundations into more complex games.
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## Features
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- Single-player vs AI opponent
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- CRT fragment shader (`assets/shaders/crt.fs`)
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- Particle effects, sound effects, music
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- Gamepad support via SDL controller mappings
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## Controls
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| Action | Keyboard | Gamepad |
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|--------|----------|---------|
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| Move | W(up) S(down) | Left Joystick |
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| Select | Enter | A button |
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| Pause | Spacebar | Start button |
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## Requirements
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Please note, I have not built this on MacOs or Windows, only linux.
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While in theory if you have the odin compiler it should just work as there is no external libs besides those bundled with Odin.
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- Odin compiler (version dev-2026-10:e87445a58)
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- raylib (bundled with Odin as `vendor:raylib`)
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- GPU/driver with OpenGL 3.3 support (shader uses `#version 330`)
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## Build & Run
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./build.sh # see build.sh for flags and options
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./out/pong
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## Project Layout
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assets/
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audio/ music, SFX, UI sounds
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shaders/ crt.fs
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screenshots/ README images
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src/
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main.odin entry point
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game.odin game state and loop
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*_manager.odin audio, event, input, level, particle, scene
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entity*.odin base entity, ball, player, opponent
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out/ build output
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build.sh build script
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## Credits
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Sourced from the web, not mine.
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| File | Title | Author | Source | License |
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|------|-------|--------|--------|---------|
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| `UI, gameplay effects` | Impact Sounds 1.0 + Interface Sounds 1.0 | Kenney | https://www.kenney.nl | [CC0 1.0](http://creativecommons.org/publicdomain/zero/1.0/) |
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| `Background Music` | 5 Action Chiptunes By Juhani Junkala | Juhani Junkala | <download page URL> | CC0 1.0 |
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### Third-Party
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- `gamecontrollerdb.txt`: [SDL_GameControllerDB](https://github.com/mdqinc/SDL_GameControllerDB) (zlib)
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- [raylib](https://github.com/raysan5/raylib) by Ramon Santamaria (@raysan5), zlib
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- [Odin](https://github.com/odin-lang/Odin), BSD-3-Clause
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## License
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MIT, see [LICENSE](LICENSE).
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Any third-party assets retain their original licenses, listed above.
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Binary file not shown.
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After Width: | Height: | Size: 632 KiB |
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After Width: | Height: | Size: 400 KiB |
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After Width: | Height: | Size: 420 KiB |
@@ -120,6 +120,7 @@ check_ball_paddle_collision :: proc(ball: ^Entity, paddle: Entity) -> bool {
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}
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increment_score :: proc(score_side: ^int, max_score: int, player: bool, ball: ^Entity) {
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emit_event(.Score_Change)
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score_side^ += 1
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if score_side^ == max_score {
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emit_event(Game_Over_Data{player})
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@@ -58,14 +58,6 @@ process_events :: proc(game: ^Game) {
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push_scene(game, make_game_over_overlay(e.winner_is_player))
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case Ball_Collision_Data:
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// normalize the speed between 0.0 -> 1.0
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// map that value to the camera displacement
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min_speed: f32 = 200.0
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max_speed: f32 = 550.0
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speed_factor := clamp((e.speed - min_speed) / (max_speed - min_speed), 0, 1.0)
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intensity := 0.5 + (speed_factor * 4.5)
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game_trigger_shake(game, intensity, duration = 0.15)
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audio_play_sfx(&game.audio, .Ball_Collision)
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case Simple_Event:
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@@ -81,6 +73,9 @@ process_events :: proc(game: ^Game) {
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case .Game_Resume:
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pop_scene(game)
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case .Score_Change:
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game_trigger_shake(game, 10, duration = 0.20)
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case .Game_Settings:
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parent: Maybe(Scene_Type) = nil
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if active := get_active_scene(game); active != nil {
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+35
-8
@@ -6,7 +6,7 @@ import rl "vendor:raylib"
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VIEWPORT_W :: 640
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VIEWPORT_H :: 360
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WINDOW_TITLE :: "Pong"
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WINDOW_TITLE :: "PONG 2026"
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Resolution :: struct {
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width: i32,
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@@ -16,7 +16,11 @@ Resolution :: struct {
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// Preset window dimensions
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RESOLUTIONS := [?]Resolution{
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{0, 0, "Fullscreen"},
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{1024, 768, "1024x768"},
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{1280, 720, "1280x720"},
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{1366, 768, "1366x768"},
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{1600, 900, "1600x900"},
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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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@@ -45,7 +49,11 @@ Game :: struct {
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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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res_index: int,
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// Controller state.
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controller_gid: i32,
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controller_connected: bool,
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}
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// AO: lets me load this at compile time!
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@@ -55,14 +63,18 @@ gamepad_compat := #load("../gamecontrollerdb.txt", string)
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// Game Lifecycle
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// ------------------------------------------------------------------------------
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game_init :: proc(game: ^Game) {
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rl.SetConfigFlags({.WINDOW_ALWAYS_RUN, .MSAA_4X_HINT})
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game.res_index = 2
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rl.SetConfigFlags({.WINDOW_ALWAYS_RUN, .MSAA_4X_HINT, .WINDOW_RESIZABLE})
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game.controller_gid = -1
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game.res_index = 0
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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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rl.SetExitKey(.KEY_NULL)
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rl.HideCursor()
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game_set_resolution(game, game.res_index)
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gamepad_cstr := strings.clone_to_cstring(gamepad_compat)
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defer delete(gamepad_cstr)
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@@ -109,7 +121,7 @@ game_init :: proc(game: ^Game) {
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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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input := poll_input(game)
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// -------------------------------------------------------------------------
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// Update Camera Shake
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@@ -177,8 +189,7 @@ game_render :: proc(game: ^Game) {
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render_game_to_window(game)
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when DEBUG do rl.DrawFPS(10, game.window_h - 20)
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// when DEBUG do rl.DrawFPS(10, rl.GetScreenHeight() - 20)
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rl.EndDrawing()
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}
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@@ -209,6 +220,17 @@ game_trigger_shake :: proc(game: ^Game, intensity: f32, duration: f32 = 0.15) {
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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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borderless := rl.IsWindowState({.BORDERLESS_WINDOWED_MODE})
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if game.res_index == 0 {
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if !borderless do rl.ToggleBorderlessWindowed()
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return
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}
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if borderless {
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rl.ToggleBorderlessWindowed()
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rl.RestoreWindow()
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}
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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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@@ -226,13 +248,18 @@ game_set_resolution :: proc(game: ^Game, res_index: int) {
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render_game_to_window :: proc(game: ^Game) {
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texture := game.viewport.texture
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w, h := f32(rl.GetScreenWidth()), f32(rl.GetScreenHeight())
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s := min(w / VIEWPORT_W, h / VIEWPORT_H)
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dst := rl.Rectangle{(w - VIEWPORT_W*s)/2, (h - VIEWPORT_H*s)/2, VIEWPORT_W*s, VIEWPORT_H*s}
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rl.BeginShaderMode(game.crt_shader)
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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(game.window_w), f32(game.window_h)},
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// rl.Rectangle{0, 0, f32(game.window_w), f32(game.window_h)},
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dst,
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rl.Vector2{},
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0,
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rl.WHITE,
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+19
-13
@@ -1,5 +1,6 @@
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package game
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import "core:strings"
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import rl "vendor:raylib"
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// ------------------------------------------------------------------------------
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@@ -21,35 +22,40 @@ Input_Event :: struct {
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}
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// Currently active controller
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active_gamepad_id: i32 = -1
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is_real_pad :: proc(i: i32) -> bool {
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return rl.IsGamepadAvailable(i) &&
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!strings.contains(string(rl.GetGamepadName(i)), "Mouse") &&
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!strings.contains(string(rl.GetGamepadName(i)), "Keyboard")
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}
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update_active_gamepad :: proc() {
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update_active_gamepad :: proc(game: ^Game) {
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// is there currently a controller, if so check if its still connected.
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if active_gamepad_id != -1 {
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if rl.IsGamepadAvailable(active_gamepad_id) {
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if game.controller_gid != -1 {
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if rl.IsGamepadAvailable(game.controller_gid) {
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// do nothing still connected
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return
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}
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// else we lost connection
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active_gamepad_id = -1
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rl.TraceLog(.WARNING, "Controller disconnected!!")
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game.controller_gid = -1
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game.controller_connected = false
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}
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for i: i32 = 0; i < 4; i += 1 {
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if rl.IsGamepadAvailable(i) {
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active_gamepad_id = i
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if rl.IsGamepadAvailable(i) && is_real_pad(i) {
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game.controller_connected = true
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game.controller_gid = i
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return
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}
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}
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}
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poll_input :: proc() -> Input_Event {
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poll_input :: proc(game: ^Game) -> Input_Event {
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input_event := Input_Event{}
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input_dir := rl.Vector2{0, 0}
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update_active_gamepad()
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gamepad_active := active_gamepad_id != -1
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gid := active_gamepad_id
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update_active_gamepad(game)
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gamepad_active := game.controller_connected
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gid := game.controller_gid
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// --------------------------------------------------------------------------
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// Continuous Input (keyboard + gamepad d-pad)
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@@ -86,7 +92,7 @@ poll_input :: proc() -> Input_Event {
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input_event.right_pressed = rl.IsKeyPressed(.D) || rl.IsKeyPressed(.RIGHT) ||
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(gamepad_active && rl.IsGamepadButtonPressed(gid, .LEFT_FACE_RIGHT))
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input_event.confirm_pressed = rl.IsKeyPressed(.ENTER) || rl.IsKeyPressed(.SPACE) ||
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input_event.confirm_pressed = rl.IsKeyPressed(.ENTER) ||
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(gamepad_active && rl.IsGamepadButtonPressed(gid, .RIGHT_FACE_DOWN))
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input_event.pause_pressed = rl.IsKeyPressed(.SPACE) ||
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@@ -120,7 +120,7 @@ render_hud :: proc(level: Level) {
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p1_size := rl.MeasureTextEx(font, "PLAYER 1", HUD_FONT_SIZE, HUD_FONT_SPACING)
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p1_pos := rl.Vector2{HUD_PADDING, HUD_PADDING}
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rl.DrawTextEx(font, "PLAYER 1", p1_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
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rl.DrawTextEx(font, "PLAYER", p1_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
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opp_size := rl.MeasureTextEx(font, "COMPUTER", HUD_FONT_SIZE, HUD_FONT_SPACING)
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opp_pos := rl.Vector2{f32(VIEWPORT_W) - HUD_PADDING - opp_size.x, HUD_PADDING}
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@@ -1,6 +1,5 @@
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package game
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import "core:strings"
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import "core:fmt"
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import rl "vendor:raylib"
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@@ -251,7 +250,7 @@ render_main_menu :: proc(scene: Scene) {
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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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t_text: cstring = "PONG"
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t_text: cstring = WINDOW_TITLE
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t_width := rl.MeasureText(t_text, UI_TITLE_FONT_SIZE)
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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), UI_TITLE_FONT_SIZE, rl.WHITE)
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Reference in New Issue
Block a user