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8 Commits
Author SHA1 Message Date
jasonhilder 2fc3bd07a2 Big additions.
Updated speeds etc for smaller resolution.
Added a squish animation on collision of paddles.
Updated the paddles from here to indicate a hit.
Make use of simple particle system for on hit effects.
2026-09-28 08:05:54 +02:00
jasonhilder d4d67cbd6c Trying out defaults. 2026-09-28 08:04:39 +02:00
jasonhilder a185a1e777 Better structure and size constants for pixel art resolution. 2026-09-28 08:04:30 +02:00
jasonhilder 23301801e7 Very simple particle system. 2026-09-28 08:04:09 +02:00
jasonhilder 3691f33654 Updates for smaller internal resoultion and style change. 2026-09-28 08:03:57 +02:00
jasonhilder 7e78a0e219 Changing to a pixel art style with crt bg. 2026-09-28 08:03:31 +02:00
jasonhilder cdaddeee44 Small tweaks for testing and better design. 2026-09-28 08:02:46 +02:00
jasonhilder 5ec8c918b3 New fields for fat struct. 2026-09-28 08:02:27 +02:00
9 changed files with 350 additions and 110 deletions
+3 -2
View File
@@ -31,6 +31,7 @@ Audio_Manager :: struct {
fade_elapsed_sec: f32,
fade_duration_sec: f32,
}
// ------------------------------------------------------------------------------
// Lifecycle procs
// ------------------------------------------------------------------------------
@@ -39,13 +40,13 @@ audio_init :: proc(audio: ^Audio_Manager) {
audio.sounds = make(map[Sound_ID]rl.Sound)
// Load SFX
audio.sfx_vol = 0.5
audio.sfx_vol = 0.3
audio.sounds[.UI_Select] = rl.LoadSound("assets/audio/ui/select.ogg")
audio.sounds[.Ball_Collision] = rl.LoadSound("assets/audio/gameplay/ballhit.ogg")
// Load Music Stream
audio.user_music_vol = 0.1
audio.current_music_vol = 0.0
audio.current_music_vol = 0.1
audio.fade_state = .None
audio.music = rl.LoadMusicStream("assets/audio/gameplay/music/track_1.wav")
audio.music_loaded = true
+15 -5
View File
@@ -6,6 +6,7 @@ import rl "vendor:raylib"
// Generic base structure shared by all world objects.
// Fields are populated selectively based on entity type.
// ------------------------------------------------------------------------------
MAX_TRAILS :: 8
Entity_Type :: enum {
Player,
@@ -23,17 +24,26 @@ Entity :: struct {
active: bool,
pos: rl.Vector2,
shape: Shape_Type,
color: rl.Color,
// width / height or diameter / diameter
size: rl.Vector2,
// Fixed input speed (paddles)
speed: f32,
max_speed: f32,
// 2D momentum & direction (ball / physics)
vel: rl.Vector2,
target_y: f32,
reaction_timer: f32
}
reaction_timer: f32,
// ------------------------------------------------------------------------------
// @todo: entity dispatchers
// ------------------------------------------------------------------------------
// animation options
tween_duration: f32,
tween_elapsed: f32,
// trail effect
trail_positions: [MAX_TRAILS]rl.Vector2,
trail_count: int,
trail_timer: f32,
}
+130 -10
View File
@@ -1,5 +1,6 @@
package game
import "core:math"
import "core:math/rand"
import rl "vendor:raylib"
@@ -8,11 +9,12 @@ init_ball :: proc() -> Entity {
type = .Ball,
active = true,
pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
speed = 500,
max_speed = 800,
speed = 100,
max_speed = 550,
vel = rl.Vector2{0,0},
shape = .Circle,
size = rl.Vector2{15, 15}
size = rl.Vector2{8, 0},
tween_duration = 0.65,
}
}
@@ -26,10 +28,15 @@ serve_ball :: proc(ball: ^Entity) {
reset_ball :: proc(ball: ^Entity) {
ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
ball.vel = rl.Vector2{0,0}
ball.speed = 500
ball.speed = 300
}
update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
// squish animation check
if ball.tween_elapsed < ball.tween_duration {
ball.tween_elapsed += dt
}
// first check the level timer are we waiting to serve?
if level.serve_timer > 0 {
level.serve_timer -= dt
@@ -41,14 +48,30 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
return
}
// Update trail history buffer
update_ball_trail(ball, dt)
radius := ball.size.x
field_bounds := level.field_bounds
// paddle collisions detection (player then enemy)
if check_ball_paddle_collision(ball, level.player) {
level.player.color = rl.Color{255,255,255,255}
ball.tween_elapsed = 0.0
resolve_collision(ball, level.player, true)
spawn_max_speed_sparks(&level.particles, level.player, ball.pos.y, true)
// if ball.speed >= ball.max_speed - 100 {
// spawn_max_speed_sparks(&level.particles, ball.pos, true)
// }
} else if check_ball_paddle_collision(ball, level.opponent) {
level.opponent.color = rl.Color{255,255,255,255}
ball.tween_elapsed = 0.0
resolve_collision(ball, level.opponent, false)
spawn_max_speed_sparks(&level.particles, level.opponent, ball.pos.y, false)
} else {
level.opponent.color = rl.Color{255,255,255,0}
level.player.color = rl.Color{255,255,255,0}
}
// bounds collision detection
@@ -56,13 +79,13 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
if ball.pos.y <= field_bounds.y + ball.size.x { ball.vel.y = -ball.vel.y }
if ball.pos.x >= (field_bounds.x + field_bounds.width) - ball.size.x {
increment_score(&level.score_player, level.score_win, true)
increment_score(&level.score_player, level.score_win, true, ball)
reset_ball(ball)
level.serve_timer = level.wait_time
}
if ball.pos.x <= field_bounds.x + ball.size.x {
increment_score(&level.score_enemy, level.score_win, false)
increment_score(&level.score_enemy, level.score_win, false, ball)
reset_ball(ball)
level.serve_timer = level.wait_time
}
@@ -82,14 +105,17 @@ check_ball_paddle_collision :: proc(ball: ^Entity, paddle: Entity) -> bool {
return collided
}
increment_score :: proc(score_side: ^int, max_score: int, player: bool) {
increment_score :: proc(score_side: ^int, max_score: int, player: bool, ball: ^Entity) {
score_side^ += 1
if score_side^ == max_score do emit_event(Game_Over_Data{player})
if score_side^ == max_score {
emit_event(Game_Over_Data{player})
ball.trail_count = 0
}
}
increment_speed :: proc(ball: ^Entity) {
if ball.speed <= ball.max_speed {
ball.speed += 100
ball.speed += 45
ball.vel = rl.Vector2Normalize({ball.vel.x, ball.vel.y}) * ball.speed
}
}
@@ -121,6 +147,100 @@ resolve_collision :: proc(ball: ^Entity, paddle: Entity, is_player: bool) {
}
}
update_ball_trail :: proc(ball: ^Entity, dt: f32) {
if ball.speed < 300 {
ball.trail_count = 0
return
}
ball.trail_timer += dt
// get pos every 20ms
sample_rate := f32(0.02)
if ball.trail_timer >= sample_rate {
ball.trail_timer = 0.0
// shift old pos back
for i := MAX_TRAILS - 1; i > 0; i -= 1 {
ball.trail_positions[i] = ball.trail_positions[i - 1]
}
// store new pos
ball.trail_positions[0] = ball.pos
if ball.trail_count < MAX_TRAILS {
ball.trail_count += 1
}
}
}
spawn_max_speed_sparks :: proc(particles: ^[dynamic]Particle, paddle: Entity, ball_y: f32, is_player: bool) {
count := 12
impact_x := is_player ? (paddle.pos.x + paddle.size.x) : paddle.pos.x
impact_y := clamp(ball_y, paddle.pos.y, paddle.pos.y + paddle.size.y)
impact_pos := rl.Vector2{impact_x, impact_y}
for _ in 0 ..< count {
// Direct sparks outward from the paddle face
base_angle := is_player ? f32(0.0) : rl.PI // 0 rad = right, PI rad = left
spread := (f32(rand.float32()) - 0.5) * 1.2
angle := base_angle + spread
speed := f32(rand.float32() * 180.0 + 100.0)
append(particles, Particle{
pos = impact_pos,
vel = {math.cos(angle) * speed, math.sin(angle) * speed},
color = rl.SKYBLUE,
life = 0.25,
max_life = 0.25,
size = f32(rand.float32() * 2.0 + 1.5),
})
}
}
render_ball_trail :: proc(ball: Entity) {
if ball.trail_count == 0 do return
base_radius := ball.size.x
for i in 0 ..< ball.trail_count {
pos := ball.trail_positions[i]
// Farther back in history = smaller and fainter
progress := f32(i + 1) / f32(ball.trail_count) // 0.0 -> 1.0
radius := base_radius * (1.0 - (progress * 0.6)) // Shrinks slightly
alpha := u8(180.0 * (1.0 - progress)) // Fades out
trail_color := rl.Color{rl.MAROON.r, rl.MAROON.g, rl.MAROON.b, alpha}
rl.DrawCircleV(pos, radius, trail_color)
}
}
render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) {
rl.DrawCircleV(ball.pos, ball.size.x, rl.MAROON)
render_ball_trail(ball)
radius_x := ball.size.x
radius_y := ball.size.x
// if animation active
if ball.tween_elapsed < ball.tween_duration {
radius_x = rl.EaseBackOut(
ball.tween_elapsed,
5.0,
ball.size.x - 5.0,
ball.tween_duration
)
radius_y = rl.EaseBackOut(
ball.tween_elapsed,
12.0,
ball.size.x - 12.0,
ball.tween_duration
)
}
rl.DrawEllipse(i32(ball.pos.x), i32(ball.pos.y), radius_x, radius_y, rl.MAROON)
}
+11 -4
View File
@@ -9,9 +9,9 @@ init_opponent :: proc() -> Entity {
type = .Opponent,
active = true,
pos = rl.Vector2{0,0},
speed = 800,
speed = 250,
shape = .Rectangle,
size = rl.Vector2{30, 150}
size = rl.Vector2{16, 64}
}
}
@@ -27,7 +27,7 @@ update_opponent :: proc(self: ^Entity, ball: Entity, bounds: rl.Rectangle, dt: f
// center of ball - center of paddle gives the target
self.target_y = (ball.pos.y + (ball.size.y / 2)) - (self.size.y / 2) + error_offset
self.reaction_timer = 0.20
self.reaction_timer = 0.15
}
} else {
// ball going away get back to middle of screen
@@ -49,5 +49,12 @@ update_opponent :: proc(self: ^Entity, ball: Entity, bounds: rl.Rectangle, dt: f
}
render_opponent :: proc(self: Entity, field_bounds: rl.Rectangle) {
rl.DrawRectangleV(self.pos, self.size, rl.BLACK)
opp_rec := rl.Rectangle{
x = self.pos.x - 5,
y = self.pos.y,
width = self.size.x,
height = self.size.y,
}
rl.DrawRectangleRounded(opp_rec, 2.0, 120, self.color)
rl.DrawRectangleRoundedLinesEx(opp_rec, 2.0, 120, 1.0, rl.WHITE)
}
+5 -4
View File
@@ -8,13 +8,12 @@ init_player :: proc() -> Entity {
type = .Player,
active = true,
pos = rl.Vector2{0,0},
speed = 800,
speed = 250,
shape = .Rectangle,
size = rl.Vector2{30, 150}
size = rl.Vector2{16, 64}
}
}
update_player :: proc(player: ^Entity, input: Input_Event, bounds: rl.Rectangle, dt: f32,) {
// move direction is captured and calculated + normalized from input manager
// Apply Movement (Frame-rate independent)
@@ -28,5 +27,7 @@ update_player :: proc(player: ^Entity, input: Input_Event, bounds: rl.Rectangle,
}
render_player :: proc(player: Entity, field_bounds: rl.Rectangle) {
rl.DrawRectangleV(player.pos, player.size, rl.BLACK)
player_rec := rl.Rectangle{player.pos.x + 5, player.pos.y, player.size.x, player.size.y}
rl.DrawRectangleRounded(player_rec, 2.0, 120, player.color)
rl.DrawRectangleRoundedLinesEx(player_rec, 2.0, 120, 1.0, rl.WHITE)
}
+21 -3
View File
@@ -3,8 +3,10 @@ package game
import "core:strings"
import rl "vendor:raylib"
VIEWPORT_W :: 1280
VIEWPORT_H :: 720
// VIEWPORT_W :: 1280
// VIEWPORT_H :: 720
VIEWPORT_W :: 640
VIEWPORT_H :: 360
WINDOW_TITLE :: "Pong"
Resolution :: struct {
@@ -23,6 +25,7 @@ RESOLUTIONS := [?]Resolution{
Game :: struct {
viewport: rl.RenderTexture2D,
bg_texture: rl.Texture2D,
scene_stack: [dynamic]Scene,
should_close: bool,
audio: Audio_Manager,
@@ -61,6 +64,18 @@ game_init :: proc(game: ^Game) {
game.scene_stack = make([dynamic]Scene, 0, 8)
game.viewport = rl.LoadRenderTexture(VIEWPORT_W, VIEWPORT_H)
// Force nearest neighbor point filtering on the viewport texture
rl.SetTextureFilter(game.viewport.texture, .POINT)
// Generate soft CRT background radial texture once on startup
bg_center := rl.Color{22, 28, 36, 255}
bg_corner := rl.Color{6, 8, 12, 255}
bg_img := rl.GenImageGradientRadial(VIEWPORT_W, VIEWPORT_H, 0.3, bg_center, bg_corner)
game.bg_texture = rl.LoadTextureFromImage(bg_img)
rl.UnloadImage(bg_img) // Free CPU memory
// rl.SetTextureFilter(game.bg_texture, .BILINEAR)
game.should_close = false
set_root_scene(game, make_main_menu())
}
@@ -86,7 +101,7 @@ game_render :: proc(game: ^Game) {
rl.ClearBackground(rl.BLACK)
rl.BeginTextureMode(game.viewport)
rl.ClearBackground(rl.BLACK)
rl.DrawTexture(game.bg_texture, 0, 0, rl.WHITE)
// @note: fine for now but probably not a good idea...
// Render all scenes in the stack from bottom to top
@@ -98,6 +113,7 @@ game_render :: proc(game: ^Game) {
render_game_to_window(game)
rl.DrawFPS(10, game.window_h - 20)
rl.EndDrawing()
}
@@ -105,6 +121,7 @@ game_render :: proc(game: ^Game) {
game_quit :: proc(game: ^Game) {
audio_manager_quit(&game.audio)
rl.UnloadTexture(game.bg_texture)
rl.UnloadRenderTexture(game.viewport)
delete(GLOBAL_EVENTS)
delete(game.scene_stack)
@@ -149,4 +166,5 @@ render_game_to_window :: proc(game: ^Game) {
0,
rl.WHITE,
)
}
+54 -28
View File
@@ -4,11 +4,18 @@ import "core:fmt"
import rl "vendor:raylib"
// ------------------------------------------------------------------------------
// LEVEL specifics
// LEVEL Specifics
// ------------------------------------------------------------------------------
FIELD_BORDER :: 3
FIELD_BORDER :: 2
SERVE_WAIT_TIME :: 1.0
// ------------------------------------------------------------------------------
// HUD Styling Constants
// ------------------------------------------------------------------------------
HUD_FONT_SIZE :: 10.0
HUD_FONT_SPACING :: 1.0
HUD_PADDING :: 4.0
Level :: struct {
field_bounds: rl.Rectangle,
player: Entity,
@@ -19,12 +26,10 @@ Level :: struct {
score_player: int,
score_enemy: int,
score_win: int,
particles: [dynamic]Particle,
}
init_level :: proc() -> Level {
// positions work off viewport resolution,
// independent of target display size
// 10% padding around the field
pad_x := f32(VIEWPORT_W) * 0.10
pad_y := f32(VIEWPORT_H) * 0.10
@@ -53,18 +58,28 @@ init_level :: proc() -> Level {
score_win = 1,
score_player = 0,
score_enemy = 0,
particles = make([dynamic]Particle),
}
}
// Free memory allocated by dynamic slice fields in the level struct
cleanup_level :: proc(level: ^Level) {
delete(level.particles)
}
update_level :: proc(level: ^Level, input: Input_Event, dt: f32) {
update_ball(&level.ball, level, dt)
update_player(&level.player, input, level.field_bounds, dt)
update_opponent(&level.opponent, level.ball, level.field_bounds, dt)
update_particles(&level.particles, dt)
}
render_level :: proc(level: Level) {
rl.DrawRectangleRec(level.field_bounds, rl.DARKGRAY)
rl.DrawRectangleLinesEx(level.field_bounds, FIELD_BORDER, rl.RAYWHITE)
rl.BeginBlendMode(.ADDITIVE)
// Draw outward field glow
render_field_outward_glow(level.field_bounds, FIELD_BORDER, rl.WHITE)
render_particles(level.particles)
rl.EndBlendMode()
center_x := f32(VIEWPORT_W) / 2.0
start_pos := rl.Vector2{center_x, level.field_bounds.y + FIELD_BORDER}
@@ -76,31 +91,42 @@ render_level :: proc(level: Level) {
render_ball(level.ball, level.field_bounds)
}
render_field_outward_glow :: proc(bounds: rl.Rectangle, line_thickness: f32, glow_color: rl.Color) {
rl.DrawRectangleLinesEx(bounds, line_thickness, glow_color)
glow_layers := 24
glow_step := f32(1.0)
for i in 1 ..= glow_layers {
offset := f32(i) * glow_step
outer_rec := rl.Rectangle{
x = bounds.x - offset,
y = bounds.y - offset,
width = bounds.width + (offset * 2.0),
height = bounds.height + (offset * 2.0),
}
alpha := u8(155.0 / f32(i * i))
layer_color := rl.Color{glow_color.r, glow_color.g, glow_color.b, alpha}
rl.DrawRectangleLinesEx(outer_rec, line_thickness, layer_color)
}
}
render_hud :: proc(level: Level) {
// 2 spacing, 20 font size, 5 padding
font := rl.GetFontDefault()
// player one id
p1_size := rl.MeasureTextEx(font, "PLAYER 1", 20, 2)
p1_box := rl.Rectangle{5, 5, p1_size.x, p1_size.y}
p1_pos := rl.Vector2{p1_box.x, p1_box.y}
rl.DrawTextEx(font, "PLAYER 1", p1_pos, 20, 2, rl.WHITE)
// rl.DrawRectangleLinesEx(p1_box, 1.0, rl.RED)
p1_size := rl.MeasureTextEx(font, "PLAYER 1", HUD_FONT_SIZE, HUD_FONT_SPACING)
p1_pos := rl.Vector2{HUD_PADDING, HUD_PADDING}
rl.DrawTextEx(font, "PLAYER 1", p1_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
// opponent id
opp_size := rl.MeasureTextEx(font, "COMPUTER", 20, 2)
opp_box := rl.Rectangle{(VIEWPORT_W - 5 - opp_size.x), 5, (opp_size.x), (opp_size.y)}
opp_pos := rl.Vector2{opp_box.x, opp_box.y}
rl.DrawTextEx(font, "COMPUTER", opp_pos, 20, 2, rl.WHITE)
opp_size := rl.MeasureTextEx(font, "COMPUTER", HUD_FONT_SIZE, HUD_FONT_SPACING)
opp_pos := rl.Vector2{f32(VIEWPORT_W) - HUD_PADDING - opp_size.x, HUD_PADDING}
rl.DrawTextEx(font, "COMPUTER", opp_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
// score box
// Format the score dynamically into a C-string allocated on the temp allocator
score_text := fmt.ctprintf("%d : %d", level.score_player, level.score_enemy)
score_size := rl.MeasureTextEx(font, score_text, 20, 2)
score_box := rl.Rectangle{(VIEWPORT_W / 2 - score_size.x / 2), 5, (score_size.x), (score_size.y)}
score_pos := rl.Vector2{score_box.x, score_box.y}
rl.DrawTextEx(font, score_text, score_pos, 20, 2, rl.WHITE)
// game name
// rl.DrawRectangleLines(VIEWPORT_W / 2 - 50, VIEWPORT_H - 50, 100, 50, rl.RED)
score_size := rl.MeasureTextEx(font, score_text, HUD_FONT_SIZE, HUD_FONT_SPACING)
score_pos := rl.Vector2{(f32(VIEWPORT_W) * 0.5) - (score_size.x * 0.5), HUD_PADDING}
rl.DrawTextEx(font, score_text, score_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
}
+40
View File
@@ -0,0 +1,40 @@
package game
import rl "vendor:raylib"
Particle :: struct {
pos: rl.Vector2,
vel: rl.Vector2,
color: rl.Color,
life: f32,
max_life: f32,
size: f32
}
update_particles :: proc(particles: ^[dynamic]Particle, dt: f32) {
#reverse for &p, i in particles {
p.life -= dt
if p.life <= 0 {
unordered_remove(particles, i)
continue
}
// update live particles
p.pos += p.vel * dt
// times the velocitt so we can slow it down over time
p.vel *= 0.92
}
}
render_particles :: proc(particles: [dynamic]Particle) {
rl.BeginBlendMode(.ADDITIVE)
for p in particles {
alpha := u8(255 * (p.life / p.max_life))
col := rl.Color{p.color.r, p.color.g, p.color.b, alpha}
rl.DrawRectangleV(p.pos, {p.size, p.size}, col)
}
rl.EndBlendMode()
}
+59 -42
View File
@@ -27,11 +27,22 @@ push_scene :: proc(game: ^Game, scene: Scene) {
pop_scene :: proc(game: ^Game) {
if len(game.scene_stack) > 1 {
top_index := len(game.scene_stack) - 1
destroy_scene(&game.scene_stack[top_index])
pop(&game.scene_stack)
}
}
destroy_scene :: proc(scene: ^Scene) {
if level, ok := &scene.level.?; ok {
cleanup_level(level)
}
}
set_root_scene :: proc(game: ^Game, root_scene: Scene) {
for &scene in game.scene_stack {
destroy_scene(&scene)
}
clear(&game.scene_stack)
append(&game.scene_stack, root_scene)
}
@@ -90,6 +101,18 @@ scene_render :: proc(scene: ^Scene) {
}
}
// ------------------------------------------------------------------------------
// UI Layout & Styling Constants
// ------------------------------------------------------------------------------
UI_TITLE_FONT_SIZE :: 20
UI_LABEL_FONT_SIZE :: 10
UI_TITLE_PADDING :: 10.0
UI_ITEM_HEIGHT :: 20.0
UI_ITEM_SPACING :: 8.0
UI_ITEM_BORDER_THICK :: 2.0
UI_TOP_MARGIN_DEFAULT :: 60.0
UI_TOP_MARGIN_LIST :: 75.0
// ------------------------------------------------------------------------------
// UI Definitions
// ------------------------------------------------------------------------------
@@ -128,7 +151,7 @@ UI_Menu :: struct {
selected_index: int,
}
get_canvas_item_rec :: proc(canvas: Canvas, index: int, top_margin: f32 = 120) -> rl.Rectangle {
get_canvas_item_rec :: proc(canvas: Canvas, index: int, top_margin: f32 = UI_TOP_MARGIN_DEFAULT) -> rl.Rectangle {
y_pos := (canvas.bounds.y + top_margin) + (f32(index) * (canvas.item_height + canvas.item_spaceing))
width_value := (canvas.bounds.width * 0.5)
@@ -143,26 +166,26 @@ get_canvas_item_rec :: proc(canvas: Canvas, index: int, top_margin: f32 = 120) -
list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
for i in 0 ..< menu.count {
item := menu.items[i]
item_rec := get_canvas_item_rec(canvas, i, top_margin = 150.0)
item_rec := get_canvas_item_rec(canvas, i, top_margin = UI_TOP_MARGIN_LIST)
is_selected := (i == menu.selected_index)
border_color := is_selected ? rl.ORANGE : rl.DARKGRAY
text_color := is_selected ? rl.ORANGE : rl.WHITE
rl.DrawRectangleLinesEx(item_rec, 3, border_color)
rl.DrawRectangleLinesEx(item_rec, UI_ITEM_BORDER_THICK, border_color)
#partial switch v in item {
case UI_Button:
text_width := rl.MeasureText(v.label, 20)
text_width := rl.MeasureText(v.label, UI_LABEL_FONT_SIZE)
text_x := i32(item_rec.x + item_rec.width * 0.5) - (text_width / 2)
text_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10
rl.DrawText(v.label, text_x, text_y, 20, text_color)
text_y := i32(item_rec.y + (item_rec.height * 0.5)) - (UI_LABEL_FONT_SIZE / 2)
rl.DrawText(v.label, text_x, text_y, UI_LABEL_FONT_SIZE, text_color)
case UI_Slider:
slider_rec := item_rec
text_width := rl.MeasureText(v.label, 20)
slider_rec.x = slider_rec.x + f32(text_width)
slider_rec.width = (slider_rec.width - f32(text_width))
text_width := rl.MeasureText(v.label, UI_LABEL_FONT_SIZE)
slider_rec.x = slider_rec.x + f32(text_width * 2)
slider_rec.width = (slider_rec.width - f32(text_width * 2))
rl.GuiSlider(
bounds = slider_rec,
@@ -174,14 +197,13 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
)
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)
lbl_y := i32(item_rec.y + (item_rec.height * 0.5)) - (UI_LABEL_FONT_SIZE / 2)
rl.DrawText(v.label, i32(item_rec.x + 8), lbl_y, UI_LABEL_FONT_SIZE, 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)
str_w := rl.MeasureText(display_str, UI_LABEL_FONT_SIZE)
val_x := i32(item_rec.x + item_rec.width) - str_w - 8
rl.DrawText(display_str, val_x, lbl_y, UI_LABEL_FONT_SIZE, text_color)
}
}
}
@@ -200,9 +222,9 @@ make_main_menu :: proc() -> Scene {
type = .Main_Menu,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20,
item_height = 40,
item_spaceing = 15,
padding = UI_TITLE_PADDING,
item_height = UI_ITEM_HEIGHT,
item_spaceing = UI_ITEM_SPACING,
menu = UI_Menu{
items = ui_items,
count = 3,
@@ -219,12 +241,10 @@ render_main_menu :: proc(scene: Scene) {
menu, menu_ok := canvas.menu.?
assert(menu_ok, "render_main_menu: Canvas is missing a UI_Menu component")
rl.DrawRectangleRec(canvas.bounds, rl.BLACK)
t_text: cstring = "PONG"
t_width := rl.MeasureText(t_text, 40)
t_width := rl.MeasureText(t_text, UI_TITLE_FONT_SIZE)
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
rl.DrawText(t_text, t_x, i32(canvas.padding), 40, rl.WHITE)
rl.DrawText(t_text, t_x, i32(canvas.padding), UI_TITLE_FONT_SIZE, rl.WHITE)
list_menu_items(canvas, menu)
}
@@ -271,9 +291,9 @@ make_pause_overlay :: proc() -> Scene {
type = .Pause_Menu,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20,
item_height = 40,
item_spaceing = 15,
padding = UI_TITLE_PADDING,
item_height = UI_ITEM_HEIGHT,
item_spaceing = UI_ITEM_SPACING,
menu = UI_Menu{
items = ui_items,
count = 3,
@@ -294,9 +314,9 @@ render_pause_menu :: proc(scene: Scene) {
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 200})
t_text: cstring = "PAUSE MENU"
t_width := rl.MeasureText(t_text, 40)
t_width := rl.MeasureText(t_text, UI_TITLE_FONT_SIZE)
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
rl.DrawText(t_text, t_x, i32(canvas.padding), 40, rl.WHITE)
rl.DrawText(t_text, t_x, i32(canvas.padding), UI_TITLE_FONT_SIZE, rl.WHITE)
list_menu_items(canvas, menu)
}
@@ -344,12 +364,12 @@ make_settings_menu :: proc(audio: ^Audio_Manager, current_res_label: cstring) ->
value_label = current_res_label,
},
2 = UI_Slider{
label = "Music Volume",
label = "Music ",
value = &audio.user_music_vol,
step = 0.1,
},
3 = UI_Slider{
label = "SFX Volume",
label = "SFX ",
value = &audio.sfx_vol,
step = 0.1,
},
@@ -359,9 +379,9 @@ make_settings_menu :: proc(audio: ^Audio_Manager, current_res_label: cstring) ->
type = .Settings_Menu,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20,
item_height = 40,
item_spaceing = 15,
padding = UI_TITLE_PADDING,
item_height = UI_ITEM_HEIGHT,
item_spaceing = UI_ITEM_SPACING,
menu = UI_Menu{
items = ui_items,
count = 4,
@@ -378,13 +398,10 @@ 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"
t_width := rl.MeasureText(t_text, 40)
t_width := rl.MeasureText(t_text, UI_TITLE_FONT_SIZE)
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
rl.DrawText(t_text, t_x, i32(canvas.padding), 40, rl.WHITE)
rl.DrawText(t_text, t_x, i32(canvas.padding), UI_TITLE_FONT_SIZE, rl.WHITE)
list_menu_items(canvas, menu)
}
@@ -451,9 +468,9 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
winner_is_player = winner_is_player,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20,
item_height = 40,
item_spaceing = 15,
padding = UI_TITLE_PADDING,
item_height = UI_ITEM_HEIGHT,
item_spaceing = UI_ITEM_SPACING,
menu = UI_Menu{
items = ui_items,
count = 2,
@@ -473,10 +490,10 @@ render_game_over :: proc(scene: Scene) {
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)
t_width := rl.MeasureText(t_text, UI_TITLE_FONT_SIZE)
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
text_color := scene.winner_is_player ? rl.GREEN : rl.RED
rl.DrawText(t_text, t_x, i32(canvas.padding), 40, text_color)
rl.DrawText(t_text, t_x, i32(canvas.padding), UI_TITLE_FONT_SIZE, text_color)
list_menu_items(canvas, menu)
}