Compare commits

...
37 Commits
Author SHA1 Message Date
jasonhilder 5038bc5673 Setup game controller status on game state. 2026-10-21 07:28:49 +02:00
jasonhilder 7fbdb9f5cf Updated readme for credits. 2026-10-19 07:19:10 +02:00
jasonhilder b1bab7ece5 Screenshots v1.0 2026-10-15 06:59:13 +02:00
jasonhilder ba410861e6 Initial detailed Readme V1.0 2026-10-15 06:57:14 +02:00
jasonhilder 1ee4ff920b Make screen shake only happen on score. 2026-10-15 06:56:53 +02:00
jasonhilder f9987788bf Cleanups and consitency. 2026-10-15 06:56:44 +02:00
jasonhilder ec2efe79f0 Fixed funny resolution changing. 2026-10-15 05:36:11 +02:00
jasonhilder 73b04fc80c Fixed random bug, spacebar should not be confirm. 2026-10-15 05:35:38 +02:00
jasonhilder 9b9c777515 Initial assets, sounds and shader 2026-10-13 07:13:53 +02:00
jasonhilder f1ef1075e7 ignore file for fzf 2026-10-13 07:13:40 +02:00
jasonhilder 72eb4d5447 White space/formatting clean up and better audio defaults. 2026-10-13 07:12:14 +02:00
jasonhilder d5b3588cb3 Small tweaks for theme consistency. 2026-10-13 07:11:50 +02:00
jasonhilder a7ada07466 Initial workings for simple transitions between scenes. 2026-10-13 07:11:21 +02:00
jasonhilder 79d9ba147c removed ctags. 2026-10-13 07:10:15 +02:00
jasonhilder bb35f185b8 Added compile time vars for consistency. 2026-10-08 07:48:54 +02:00
jasonhilder dda388868c Todo to add difficulty levels 2026-10-08 07:45:08 +02:00
jasonhilder fb7bfd6bf3 Event manager now handles the new parent field. 2026-10-08 07:44:49 +02:00
jasonhilder 5395225cc2 Scene rendering is better now with parent setup. 2026-10-08 07:44:31 +02:00
jasonhilder 200e05f2dc Improved scene manager history.
Added a parent field essentially making a linked list.
Allows for better menu traversal.
2026-10-08 07:43:58 +02:00
jasonhilder 404c320973 reset ball now clears trail effect. 2026-10-08 07:43:21 +02:00
jasonhilder d6c52cecda Setup serve direction after scoring 2026-10-08 07:43:00 +02:00
jasonhilder 25bd7a85a1 Better clean up funcs for managers. 2026-10-08 07:41:44 +02:00
jasonhilder 0f393af931 Moved over to vis with ctags. 2026-10-08 07:40:22 +02:00
jasonhilder cd1d9ef0e4 Updated sublime file. 2026-09-29 07:54:30 +02:00
jasonhilder 5f38503b49 Updated build file. 2026-09-29 07:54:23 +02:00
jasonhilder 29c88a67ad Setup 2D Camera for shake effect. 2026-09-29 07:54:09 +02:00
jasonhilder f345b0a5f4 Add a CRT shader effect over the game. 2026-09-29 07:53:43 +02:00
jasonhilder ce142a2d02 Setup constants and conditions for effects. 2026-09-29 07:48:52 +02:00
jasonhilder 4a1df958e4 Updated collision event for screenshake. 2026-09-29 07:48:20 +02:00
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
23 changed files with 838 additions and 771 deletions
+3
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@@ -0,0 +1,3 @@
out/
assets/
gamecontrollerdb.txt
+85 -2
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@@ -1,3 +1,86 @@
# pong_raylib # PONG 2026
Classic pong implemented in Odin and Raylib A deliberately over engineered Pong clone in [Odin](https://odin-lang.org) with [raylib](https://www.raylib.com).
Retro line-based graphics with a CRT post-processing shader.
## Screenshots
![Main menu](screenshots/main_menu.png)
![Settings menu](screenshots/settings_menu.png)
![Gameplay](screenshots/gameplay.png)
## Why Over-Engineered?
While the game could have been done in a single file, the goal was to structure the project like a small production game instead:
- **Manager-per-subsystem**: audio, input, event, level, particle, and scene managers, each in its own file
- **Event system**: decoupled communication between systems (`event_manager.odin`) instead of direct calls
- **Scene management**: state/scene stack for menus, gameplay, etc. (`scene_manager.odin`)
- **Entity layer**: shared base entity with ball, player, and opponent specializations
- **Input abstraction**: keyboard and gamepad behind one interface
- **Data-driven assets**: audio and shaders loaded from `assets/`, not embedded
The idea behind breaking it into systems is so that it can help build my foundations into more complex games.
## Features
- Single-player vs AI opponent
- CRT fragment shader (`assets/shaders/crt.fs`)
- Particle effects, sound effects, music
- Gamepad support via SDL controller mappings
## Controls
| Action | Keyboard | Gamepad |
|--------|----------|---------|
| Move | W(up) S(down) | Left Joystick |
| Select | Enter | A button |
| Pause | Spacebar | Start button |
## Requirements
Please note, I have not built this on MacOs or Windows, only linux.
While in theory if you have the odin compiler it should just work as there is no external libs besides those bundled with Odin.
- Odin compiler (version dev-2026-10:e87445a58)
- raylib (bundled with Odin as `vendor:raylib`)
- GPU/driver with OpenGL 3.3 support (shader uses `#version 330`)
## Build & Run
./build.sh # see build.sh for flags and options
./out/pong
## Project Layout
assets/
audio/ music, SFX, UI sounds
shaders/ crt.fs
screenshots/ README images
src/
main.odin entry point
game.odin game state and loop
*_manager.odin audio, event, input, level, particle, scene
entity*.odin base entity, ball, player, opponent
out/ build output
build.sh build script
## Credits
Sourced from the web, not mine.
| File | Title | Author | Source | License |
|------|-------|--------|--------|---------|
| `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/) |
| `Background Music` | 5 Action Chiptunes By Juhani Junkala | Juhani Junkala | <download page URL> | CC0 1.0 |
### Third-Party
- `gamecontrollerdb.txt`: [SDL_GameControllerDB](https://github.com/mdqinc/SDL_GameControllerDB) (zlib)
- [raylib](https://github.com/raysan5/raylib) by Ramon Santamaria (@raysan5), zlib
- [Odin](https://github.com/odin-lang/Odin), BSD-3-Clause
## License
MIT, see [LICENSE](LICENSE).
Any third-party assets retain their original licenses, listed above.
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+48
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@@ -0,0 +1,48 @@
#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Adjust these values to tweak the aesthetic:
const float SCANLINE_INTENSITY = 0.25; // Lower value = softer lines (0.08 to 0.20)
const float BLOOM_AMOUNT = 0.10; // Slight phosphor bleed/glow
const float CRT_CURVATURE = 0.03; // Subtle screen bulge (0.0 = flat)
void main() {
// 1. Subtle screen curvature distortion
vec2 uv = fragTexCoord;
vec2 dc = abs(0.5 - uv);
uv.x += uv.x * (dc.y * dc.y) * CRT_CURVATURE;
uv.y += uv.y * (dc.x * dc.x) * CRT_CURVATURE;
// Discard pixels outside the curved screen bounds
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
// 2. Sample pixel with slight horizontal blur (Phosphor bleed)
vec4 col = texture(texture0, uv);
vec4 col_left = texture(texture0, uv - vec2(0.0008, 0.0));
vec4 col_right = texture(texture0, uv + vec2(0.0008, 0.0));
col.rgb = mix(col.rgb, (col_left.rgb + col_right.rgb) * 0.5, BLOOM_AMOUNT);
// 3. Gaussian scanline profile matching 360 vertical lines
float scanline = sin(uv.y * 360.0 * 3.14159);
// Smooth power curve prevents harsh pitch-black cutoffs
float scanline_factor = pow(0.5 + 0.5 * scanline, 1.8);
// Apply scanlines smoothly
col.rgb *= mix(1.0 - SCANLINE_INTENSITY, 1.0, scanline_factor);
// 4. Subtle corner vignette
float vig = (16.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y));
col.rgb *= pow(vig, 0.05);
finalColor = col * colDiffuse * fragColor;
}
Regular → Executable
+65 -10
View File
@@ -1,33 +1,80 @@
#!/usr/bin/env bash #!/usr/bin/env bash
set -e set -eo pipefail
# Find the odin binary # Find the odin binary
export PATH="$HOME/.odin:$PATH" export PATH="$HOME/.odin:$PATH"
SRC_DIR="src" SRC_DIR="src"
OUT_DIR="out" OUT_DIR="out"
OUT_NAME="pong" OUT_NAME="pong"
# flags for every odin build; unix-style errors (file:line:col: msg) are what the vis error picker parses
ODIN_FLAGS=(-error-pos-style:unix)
# ---- ctags ------------------------------------------------------------
# tags = project tags (-t, vis runs it on every .odin save)
# + stdlib tags (-T, once, or after an Odin update), shared by all projects
TAGS_FILE="tags"
STD_TAGS="${XDG_CACHE_HOME:-$HOME/.cache}/odin-tags/std.tags"
# --languages=Odin keeps vendor's bundled C/JS out of the index;
# --fields=+n adds the line:N field the vis pickers jump to
CTAGS_OPTS=(--languages=Odin --fields=+n)
# -----------------------------------------------------------------------
BUILD_ONLY=0 BUILD_ONLY=0
OPTIMIZED=0 OPTIMIZED=0
WEB=0 WEB=0
CLEAN=0 CLEAN=0
DEBUGGER=0 DEBUGGER=0
VALGRIND=0 VALGRIND=0
TAGS=""
usage() { usage() {
echo "Usage: $0 [-b] [-o] [-w] [-d] [-v] [-c] [-h]" echo "Usage: $0 [-b] [-o] [-w] [-d] [-v] [-c] [-t] [-T] [-h]"
echo " -b build only, don't run" echo " -b build only, don't run"
echo " -o optimized release build (-o:speed, no debug info)" echo " -o optimized release build (-o:speed, no debug info)"
echo " -w web/WASM build (js_wasm32 target)" echo " -w web/WASM build (js_wasm32 target)"
echo " -d build then launch in debugger instead of running" echo " -d build then launch in debugger instead of running"
echo " -v build then run under Valgrind" echo " -v build then run under Valgrind"
echo " -c clean build artifacts" echo " -c clean build artifacts"
echo " -t re-index $SRC_DIR and merge it with the stdlib tags"
echo " -T index Odin core + vendor (once, or after an Odin update)"
echo " -h show this help" echo " -h show this help"
exit 1 exit 1
} }
while getopts "bowdvch" opt; do # stdlib tags, header lines stripped so the merged file keeps only one set
generate_std_tags() {
local root
root="$(odin root 2>/dev/null || echo "$HOME/.odin")"
root="${root%/}"
mkdir -p "$(dirname "$STD_TAGS")"
ctags -R -f - "${CTAGS_OPTS[@]}" "$root/core" "$root/vendor" | grep -v '^!_TAG_' > "$STD_TAGS.tmp"
mv -f "$STD_TAGS.tmp" "$STD_TAGS"
echo "Stdlib tags written -> $STD_TAGS"
}
# project tags merged with the stdlib tags; both inputs are byte-sorted
generate_tags() {
if [ ! -f "$STD_TAGS" ]; then
echo "No stdlib tags; run $0 -T first" >&2
exit 1
fi
# $$ keeps two overlapping on-save runs from sharing temp files
local src_tags="$TAGS_FILE.src.$$"
local merged="$TAGS_FILE.tmp.$$"
ctags -R -f "$src_tags" "${CTAGS_OPTS[@]}" "$SRC_DIR"
LC_ALL=C sort -m -u "$src_tags" "$STD_TAGS" > "$merged"
mv -f "$merged" "$TAGS_FILE"
rm -f "$src_tags"
}
while getopts "bowdvctTh" opt; do
case $opt in case $opt in
b) BUILD_ONLY=1 ;; b) BUILD_ONLY=1 ;;
o) OPTIMIZED=1 ;; o) OPTIMIZED=1 ;;
@@ -35,11 +82,18 @@ while getopts "bowdvch" opt; do
d) DEBUGGER=1 ;; d) DEBUGGER=1 ;;
v) VALGRIND=1 ;; v) VALGRIND=1 ;;
c) CLEAN=1 ;; c) CLEAN=1 ;;
t) TAGS=src ;;
T) TAGS=std ;;
h) usage ;; h) usage ;;
*) usage ;; *) usage ;;
esac esac
done done
case "$TAGS" in
src) generate_tags; exit 0 ;;
std) generate_std_tags; exit 0 ;;
esac
mkdir -p "$OUT_DIR" mkdir -p "$OUT_DIR"
if [ "$CLEAN" -eq 1 ]; then if [ "$CLEAN" -eq 1 ]; then
@@ -50,7 +104,7 @@ fi
if [ "$WEB" -eq 1 ]; then if [ "$WEB" -eq 1 ]; then
echo "Building web (WASM)..." echo "Building web (WASM)..."
odin build "$SRC_DIR" \ odin build "$SRC_DIR" "${ODIN_FLAGS[@]}" \
-target:js_wasm32 \ -target:js_wasm32 \
-out:"$OUT_DIR/$OUT_NAME.wasm" \ -out:"$OUT_DIR/$OUT_NAME.wasm" \
$( [ "$OPTIMIZED" -eq 1 ] && echo "-o:speed" || echo "-debug" ) $( [ "$OPTIMIZED" -eq 1 ] && echo "-o:speed" || echo "-debug" )
@@ -66,14 +120,15 @@ fi
if [ "$OPTIMIZED" -eq 1 ]; then if [ "$OPTIMIZED" -eq 1 ]; then
echo "Building optimized ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..." echo "Building optimized ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..."
odin build "$SRC_DIR" \ odin build "$SRC_DIR" "${ODIN_FLAGS[@]}" \
-out:"$OUT_DIR/$OUT_NAME" \ -out:"$OUT_DIR/$OUT_NAME" \
-o:speed \ -o:speed \
-no-bounds-check -no-bounds-check
else else
echo "Building debug ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..." echo "Building debug ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..."
odin build "$SRC_DIR" \ odin build "$SRC_DIR" "${ODIN_FLAGS[@]}" \
-out:"$OUT_DIR/$OUT_NAME" \ -out:"$OUT_DIR/$OUT_NAME" \
-debug \
-define:DEBUG_MODE=true -define:DEBUG_MODE=true
fi fi
@@ -86,9 +141,7 @@ if [ "$BUILD_ONLY" -eq 0 ]; then
lldb "$OUT_DIR/$OUT_NAME" lldb "$OUT_DIR/$OUT_NAME"
elif [ "$VALGRIND" -eq 1 ]; then elif [ "$VALGRIND" -eq 1 ]; then
# --show-leak-kinds=definite,possible reduces tons of noise VG_STATUS=0
# still shows the leaks you actually need to fix.
# to audit whole process, temporarily switch back to --show-leak-kinds=all
valgrind \ valgrind \
--leak-check=full \ --leak-check=full \
--show-leak-kinds=definite,possible \ --show-leak-kinds=definite,possible \
@@ -96,10 +149,12 @@ if [ "$BUILD_ONLY" -eq 0 ]; then
--errors-for-leak-kinds=definite,possible \ --errors-for-leak-kinds=definite,possible \
--error-exitcode=1 \ --error-exitcode=1 \
--log-file="$OUT_DIR/valgrind.log" \ --log-file="$OUT_DIR/valgrind.log" \
"./$OUT_DIR/$OUT_NAME" "./$OUT_DIR/$OUT_NAME" || VG_STATUS=$?
echo echo
echo "Valgrind report written to $OUT_DIR/valgrind.log" echo "Valgrind report written to $OUT_DIR/valgrind.log"
[ "$VG_STATUS" -ne 0 ] && echo "Valgrind reported errors (exit $VG_STATUS)"
exit "$VG_STATUS"
else else
"./$OUT_DIR/$OUT_NAME" "./$OUT_DIR/$OUT_NAME"
fi fi
-44
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@@ -1,44 +0,0 @@
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"variants":
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"name": "Optimized (-o)",
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-491
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+5 -4
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@@ -20,7 +20,7 @@ Sound_ID :: enum {
Audio_Manager :: struct { Audio_Manager :: struct {
sounds: map[Sound_ID]rl.Sound, sounds: map[Sound_ID]rl.Sound,
music: rl.Music, music: rl.Music,
music_loaded: bool, music_loaded: bool, //
sfx_vol: f32, // User SFX volume setting sfx_vol: f32, // User SFX volume setting
user_music_vol: f32, // User Music volume setting user_music_vol: f32, // User Music volume setting
@@ -31,6 +31,7 @@ Audio_Manager :: struct {
fade_elapsed_sec: f32, fade_elapsed_sec: f32,
fade_duration_sec: f32, fade_duration_sec: f32,
} }
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
// Lifecycle procs // Lifecycle procs
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
@@ -39,13 +40,13 @@ audio_init :: proc(audio: ^Audio_Manager) {
audio.sounds = make(map[Sound_ID]rl.Sound) audio.sounds = make(map[Sound_ID]rl.Sound)
// Load SFX // Load SFX
audio.sfx_vol = 0.5 audio.sfx_vol = 0.4
audio.sounds[.UI_Select] = rl.LoadSound("assets/audio/ui/select.ogg") audio.sounds[.UI_Select] = rl.LoadSound("assets/audio/ui/select.ogg")
audio.sounds[.Ball_Collision] = rl.LoadSound("assets/audio/gameplay/ballhit.ogg") audio.sounds[.Ball_Collision] = rl.LoadSound("assets/audio/gameplay/ballhit.ogg")
// Load Music Stream // Load Music Stream
audio.user_music_vol = 0.1 audio.user_music_vol = 0.4
audio.current_music_vol = 0.0 audio.current_music_vol = 0.4
audio.fade_state = .None audio.fade_state = .None
audio.music = rl.LoadMusicStream("assets/audio/gameplay/music/track_1.wav") audio.music = rl.LoadMusicStream("assets/audio/gameplay/music/track_1.wav")
audio.music_loaded = true audio.music_loaded = true
+15 -5
View File
@@ -6,6 +6,7 @@ import rl "vendor:raylib"
// Generic base structure shared by all world objects. // Generic base structure shared by all world objects.
// Fields are populated selectively based on entity type. // Fields are populated selectively based on entity type.
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
MAX_TRAILS :: 8
Entity_Type :: enum { Entity_Type :: enum {
Player, Player,
@@ -23,17 +24,26 @@ Entity :: struct {
active: bool, active: bool,
pos: rl.Vector2, pos: rl.Vector2,
shape: Shape_Type, shape: Shape_Type,
color: rl.Color,
// width / height or diameter / diameter // width / height or diameter / diameter
size: rl.Vector2, size: rl.Vector2,
// Fixed input speed (paddles) // Fixed input speed (paddles)
speed: f32, speed: f32,
max_speed: f32, max_speed: f32,
// 2D momentum & direction (ball / physics) // 2D momentum & direction (ball / physics)
vel: rl.Vector2, vel: rl.Vector2,
target_y: f32, target_y: f32,
reaction_timer: f32 reaction_timer: f32,
}
// ------------------------------------------------------------------------------ // animation options
// @todo: entity dispatchers tween_duration: f32,
// ------------------------------------------------------------------------------ tween_elapsed: f32,
// trail effect
trail_positions: [MAX_TRAILS]rl.Vector2,
trail_count: int,
trail_timer: f32,
}
+148 -14
View File
@@ -1,24 +1,35 @@
package game package game
import "core:math"
import "core:math/rand" import "core:math/rand"
import rl "vendor:raylib" import rl "vendor:raylib"
SPEED_INC :: 30
EFFECTS_SPEED :: 300
INITIAL_SPEED :: 200
MAX_SPEED :: 550
init_ball :: proc() -> Entity { init_ball :: proc() -> Entity {
return Entity{ return Entity{
type = .Ball, type = .Ball,
active = true, active = true,
pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}, pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
speed = 500, speed = INITIAL_SPEED,
max_speed = 800, max_speed = MAX_SPEED,
vel = rl.Vector2{0,0}, vel = rl.Vector2{0,0},
shape = .Circle, shape = .Circle,
size = rl.Vector2{15, 15} size = rl.Vector2{8, 0},
tween_duration = 0.65,
} }
} }
serve_ball :: proc(ball: ^Entity) { serve_ball :: proc(ball: ^Entity, serve_dir: u8) {
dir_x: f32 = 0.0
// Randomize initial direction: -1.0 or 1.0 // Randomize initial direction: -1.0 or 1.0
dir_x := f32(rand.float32() > 0.5 ? 1 : -1) if serve_dir == 0 do dir_x = f32(rand.float32() > 0.5 ? 1 : -1)
if serve_dir == 1 do dir_x = 1.0
if serve_dir == 2 do dir_x = -1.0
dir_y := rand.choice([]f32{-0.1, 0.1}) // Slightly angled launch dir_y := rand.choice([]f32{-0.1, 0.1}) // Slightly angled launch
ball.vel = rl.Vector2Normalize({dir_x, dir_y}) * ball.speed ball.vel = rl.Vector2Normalize({dir_x, dir_y}) * ball.speed
} }
@@ -26,29 +37,53 @@ serve_ball :: proc(ball: ^Entity) {
reset_ball :: proc(ball: ^Entity) { reset_ball :: proc(ball: ^Entity) {
ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)} ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
ball.vel = rl.Vector2{0,0} ball.vel = rl.Vector2{0,0}
ball.speed = 500 ball.speed = INITIAL_SPEED
ball.trail_positions = {}
ball.trail_count = 0
} }
update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) { 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? // first check the level timer are we waiting to serve?
if level.serve_timer > 0 { if level.serve_timer > 0 {
level.serve_timer -= dt level.serve_timer -= dt
if level.serve_timer <= 0 { if level.serve_timer <= 0 {
serve_ball(ball) serve_ball(ball, level.serve_dir)
} }
return return
} }
// Update trail history buffer
update_ball_trail(ball, dt)
radius := ball.size.x radius := ball.size.x
field_bounds := level.field_bounds field_bounds := level.field_bounds
// paddle collisions detection (player then enemy) // paddle collisions detection (player then enemy)
if check_ball_paddle_collision(ball, level.player) { 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) resolve_collision(ball, level.player, true)
if ball.speed >= EFFECTS_SPEED {
spawn_max_speed_sparks(&level.particles, level.player, ball.pos.y, true)
}
} else if check_ball_paddle_collision(ball, level.opponent) { } 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) resolve_collision(ball, level.opponent, false)
if ball.speed >= EFFECTS_SPEED {
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 // bounds collision detection
@@ -56,15 +91,17 @@ 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.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 { 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) reset_ball(ball)
level.serve_timer = level.wait_time level.serve_timer = level.wait_time
level.serve_dir = 1
} }
if ball.pos.x <= field_bounds.x + ball.size.x { 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) reset_ball(ball)
level.serve_timer = level.wait_time level.serve_timer = level.wait_time
level.serve_dir = 2
} }
ball.pos += ball.vel * dt ball.pos += ball.vel * dt
@@ -78,18 +115,21 @@ check_ball_paddle_collision :: proc(ball: ^Entity, paddle: Entity) -> bool {
height = paddle.size.y, height = paddle.size.y,
} }
collided := rl.CheckCollisionCircleRec(ball.pos, ball.size.x, paddle_rec) collided := rl.CheckCollisionCircleRec(ball.pos, ball.size.x, paddle_rec)
if collided do emit_event(.Ball_Collision) if collided do emit_event(Ball_Collision_Data{speed = ball.speed})
return collided 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) {
emit_event(.Score_Change)
score_side^ += 1 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})
}
} }
increment_speed :: proc(ball: ^Entity) { increment_speed :: proc(ball: ^Entity) {
if ball.speed <= ball.max_speed { if ball.speed <= ball.max_speed {
ball.speed += 100 ball.speed += SPEED_INC
ball.vel = rl.Vector2Normalize({ball.vel.x, ball.vel.y}) * ball.speed ball.vel = rl.Vector2Normalize({ball.vel.x, ball.vel.y}) * ball.speed
} }
} }
@@ -121,6 +161,100 @@ resolve_collision :: proc(ball: ^Entity, paddle: Entity, is_player: bool) {
} }
} }
update_ball_trail :: proc(ball: ^Entity, dt: f32) {
if ball.speed < EFFECTS_SPEED {
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) { 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)
} }
+12 -4
View File
@@ -9,9 +9,9 @@ init_opponent :: proc() -> Entity {
type = .Opponent, type = .Opponent,
active = true, active = true,
pos = rl.Vector2{0,0}, pos = rl.Vector2{0,0},
speed = 800, speed = 250,
shape = .Rectangle, shape = .Rectangle,
size = rl.Vector2{30, 150} size = rl.Vector2{16, 64}
} }
} }
@@ -27,7 +27,8 @@ update_opponent :: proc(self: ^Entity, ball: Entity, bounds: rl.Rectangle, dt: f
// center of ball - center of paddle gives the target // 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.target_y = (ball.pos.y + (ball.size.y / 2)) - (self.size.y / 2) + error_offset
self.reaction_timer = 0.20 // TODO: make this and the deadzone change with difficulty
self.reaction_timer = 0.15
} }
} else { } else {
// ball going away get back to middle of screen // ball going away get back to middle of screen
@@ -49,5 +50,12 @@ update_opponent :: proc(self: ^Entity, ball: Entity, bounds: rl.Rectangle, dt: f
} }
render_opponent :: proc(self: Entity, field_bounds: rl.Rectangle) { 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, type = .Player,
active = true, active = true,
pos = rl.Vector2{0,0}, pos = rl.Vector2{0,0},
speed = 800, speed = 250,
shape = .Rectangle, 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,) { update_player :: proc(player: ^Entity, input: Input_Event, bounds: rl.Rectangle, dt: f32,) {
// move direction is captured and calculated + normalized from input manager // move direction is captured and calculated + normalized from input manager
// Apply Movement (Frame-rate independent) // 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) { 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)
} }
+39 -5
View File
@@ -1,6 +1,7 @@
package game package game
Change_Resolution_Data :: struct { res_dir: int } Change_Resolution_Data :: struct { res_dir: int }
Ball_Collision_Data :: struct { speed: f32, }
Game_Over_Data :: struct { winner_is_player: bool } Game_Over_Data :: struct { winner_is_player: bool }
Simple_Event :: enum { Simple_Event :: enum {
@@ -14,13 +15,13 @@ Simple_Event :: enum {
Game_Quit, Game_Quit,
UI_Select, UI_Select,
Score_Change, Score_Change,
Ball_Collision,
} }
Event :: union { Event :: union {
Simple_Event, Simple_Event,
Change_Resolution_Data, Change_Resolution_Data,
Game_Over_Data, Game_Over_Data,
Ball_Collision_Data,
} }
// global event storage // global event storage
@@ -56,34 +57,67 @@ process_events :: proc(game: ^Game) {
case Game_Over_Data: case Game_Over_Data:
push_scene(game, make_game_over_overlay(e.winner_is_player)) push_scene(game, make_game_over_overlay(e.winner_is_player))
case Ball_Collision_Data:
audio_play_sfx(&game.audio, .Ball_Collision)
case Simple_Event: case Simple_Event:
#partial switch e { #partial switch e {
case .Game_Start: case .Game_Start:
set_root_scene(game, make_gameplay_scene()) set_root_scene(game, make_gameplay_scene())
game.transition = {true, 0, 0.2}
audio_fade_in(&game.audio, duration = 1.5) audio_fade_in(&game.audio, duration = 1.5)
case .Game_Pause: case .Game_Pause:
push_scene(game, make_pause_overlay()) push_scene(game, make_pause_overlay())
case .Game_Resume, .Game_Back: case .Game_Resume:
pop_scene(game) pop_scene(game)
case .Score_Change:
game_trigger_shake(game, 10, duration = 0.20)
case .Game_Settings: case .Game_Settings:
push_scene(game, make_settings_menu(&game.audio, RESOLUTIONS[game.res_index].label)) parent: Maybe(Scene_Type) = nil
if active := get_active_scene(game); active != nil {
parent = active.type
}
pop_scene(game)
push_scene(game, make_settings_menu(parent, &game.audio, RESOLUTIONS[game.res_index].label))
case .Game_Main_Menu: case .Game_Main_Menu:
set_root_scene(game, make_main_menu()) set_root_scene(game, make_main_menu())
game.transition = {true, 0, 0.3}
audio_fade_out(&game.audio, duration = 1.0) audio_fade_out(&game.audio, duration = 1.0)
case .Game_Back:
// Read parent from active scene
if active := get_active_scene(game); active != nil {
if parent, ok := active.parent.?; ok {
pop_scene(game)
#partial switch parent {
case .Pause_Menu: push_scene(game, make_pause_overlay())
case .Main_Menu: push_scene(game, make_main_menu())
}
break
}
}
// still pop when no parent linked ie resuming Gameplay
pop_scene(game)
case .Game_Quit: case .Game_Quit:
game.should_close = true game.should_close = true
case .UI_Select: case .UI_Select:
audio_play_sfx(&game.audio, .UI_Select) audio_play_sfx(&game.audio, .UI_Select)
case .Ball_Collision:
audio_play_sfx(&game.audio, .Ball_Collision)
} }
} }
} }
} }
event_manager_quit :: proc(game: ^Game) {
delete(GLOBAL_EVENTS)
}
+133 -17
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@@ -1,11 +1,12 @@
package game package game
import "core:strings" import "core:strings"
import "core:math/rand"
import rl "vendor:raylib" import rl "vendor:raylib"
VIEWPORT_W :: 1280 VIEWPORT_W :: 640
VIEWPORT_H :: 720 VIEWPORT_H :: 360
WINDOW_TITLE :: "Pong" WINDOW_TITLE :: "PONG 2026"
Resolution :: struct { Resolution :: struct {
width: i32, width: i32,
@@ -15,22 +16,44 @@ Resolution :: struct {
// Preset window dimensions // Preset window dimensions
RESOLUTIONS := [?]Resolution{ RESOLUTIONS := [?]Resolution{
{0, 0, "Fullscreen"},
{1024, 768, "1024x768"},
{1280, 720, "1280x720"}, {1280, 720, "1280x720"},
{1366, 768, "1366x768"},
{1600, 900, "1600x900"},
{1920, 1080, "1920x1080"}, {1920, 1080, "1920x1080"},
{2560, 1440, "2560x1440"}, {2560, 1440, "2560x1440"},
{3840, 2160, "3840x2160"}, {3840, 2160, "3840x2160"},
} }
Transition :: struct {
active: bool,
elapsed: f32,
duration: f32,
}
Game :: struct { Game :: struct {
viewport: rl.RenderTexture2D, viewport: rl.RenderTexture2D,
bg_texture: rl.Texture2D,
crt_shader: rl.Shader,
transition: Transition,
scene_stack: [dynamic]Scene, scene_stack: [dynamic]Scene,
should_close: bool, should_close: bool,
audio: Audio_Manager, audio: Audio_Manager,
// Camera state for screen effects / screen shake
camera: rl.Camera2D,
shake_intensity: f32,
shake_timer: f32,
// resolution state // resolution state
window_w: i32, window_w: i32,
window_h: i32, window_h: i32,
res_index: int res_index: int,
// Controller state.
controller_gid: i32,
controller_connected: bool,
} }
// AO: lets me load this at compile time! // AO: lets me load this at compile time!
@@ -40,14 +63,18 @@ gamepad_compat := #load("../gamecontrollerdb.txt", string)
// Game Lifecycle // Game Lifecycle
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
game_init :: proc(game: ^Game) { game_init :: proc(game: ^Game) {
rl.SetConfigFlags({.WINDOW_ALWAYS_RUN, .MSAA_4X_HINT}) rl.SetConfigFlags({.WINDOW_ALWAYS_RUN, .MSAA_4X_HINT, .WINDOW_RESIZABLE})
game.res_index = 2 game.controller_gid = -1
game.res_index = 0
game.window_w = RESOLUTIONS[game.res_index].width game.window_w = RESOLUTIONS[game.res_index].width
game.window_h = RESOLUTIONS[game.res_index].height game.window_h = RESOLUTIONS[game.res_index].height
rl.InitWindow(game.window_w, game.window_h, WINDOW_TITLE) rl.InitWindow(game.window_w, game.window_h, WINDOW_TITLE)
rl.SetTargetFPS(60) rl.SetTargetFPS(60)
rl.SetExitKey(.KEY_NULL) rl.SetExitKey(.KEY_NULL)
rl.HideCursor()
game_set_resolution(game, game.res_index)
gamepad_cstr := strings.clone_to_cstring(gamepad_compat) gamepad_cstr := strings.clone_to_cstring(gamepad_compat)
defer delete(gamepad_cstr) defer delete(gamepad_cstr)
@@ -61,19 +88,73 @@ game_init :: proc(game: ^Game) {
game.scene_stack = make([dynamic]Scene, 0, 8) game.scene_stack = make([dynamic]Scene, 0, 8)
game.viewport = rl.LoadRenderTexture(VIEWPORT_W, VIEWPORT_H) game.viewport = rl.LoadRenderTexture(VIEWPORT_W, VIEWPORT_H)
// Look into texture filters
rl.SetTextureFilter(game.viewport.texture, .BILINEAR)
// 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
game.crt_shader = rl.LoadShader(nil, "assets/shaders/crt.fs")
// some ray gui color updates for now
rl.GuiSetStyle(.SLIDER, i32(rl.GuiControlProperty.BASE_COLOR_NORMAL), 0x00000000)
rl.GuiSetStyle(.SLIDER, i32(rl.GuiControlProperty.BORDER_WIDTH), 0x00000000)
rl.GuiSetStyle(.SLIDER, i32(rl.GuiControlProperty.BASE_COLOR_PRESSED), 0x66BFFFFF)
rl.GuiSetStyle(.SLIDER, i32(rl.GuiControlProperty.TEXT_COLOR_FOCUSED), 0x66BFFFFF)
// Setup 2D camera matching the 640x360 viewport center
game.camera = rl.Camera2D{
target = rl.Vector2{VIEWPORT_W / 2.0, VIEWPORT_H / 2.0},
offset = rl.Vector2{VIEWPORT_W / 2.0, VIEWPORT_H / 2.0},
rotation = 0.0,
zoom = 1.0,
}
game.transition = {true, 0, 0.2}
game.should_close = false game.should_close = false
set_root_scene(game, make_main_menu()) set_root_scene(game, make_main_menu())
} }
game_update :: proc(game: ^Game) { game_update :: proc(game: ^Game) {
dt := rl.GetFrameTime() dt := rl.GetFrameTime()
input := poll_input() input := poll_input(game)
// -------------------------------------------------------------------------
// Update Camera Shake
// -------------------------------------------------------------------------
base_center := rl.Vector2{VIEWPORT_W / 2.0, VIEWPORT_H / 2.0}
if game.shake_timer > 0 {
game.shake_timer -= dt
// Generate random offset within current intensity bounds
offset_x := (f32(rand.float32()) * 2.0 - 1.0) * game.shake_intensity
offset_y := (f32(rand.float32()) * 2.0 - 1.0) * game.shake_intensity
game.camera.target = base_center + rl.Vector2{offset_x, offset_y}
if game.shake_timer <= 0 {
game.shake_intensity = 0.0
game.camera.target = base_center
}
} else {
game.camera.target = base_center
}
active_scene := get_active_scene(game) active_scene := get_active_scene(game)
if active_scene != nil {
if game.transition.active {
game.transition.elapsed += dt
if game.transition.elapsed >= game.transition.duration do game.transition.active = false
} else if active_scene != nil {
scene_update(active_scene, game, input, dt) scene_update(active_scene, game, input, dt)
} }
// background music buffer streaming // background music buffer streaming
audio_update(&game.audio, dt) audio_update(&game.audio, dt)
@@ -86,29 +167,41 @@ game_render :: proc(game: ^Game) {
rl.ClearBackground(rl.BLACK) rl.ClearBackground(rl.BLACK)
rl.BeginTextureMode(game.viewport) rl.BeginTextureMode(game.viewport)
rl.ClearBackground(rl.BLACK)
// @note: fine for now but probably not a good idea... rl.DrawTexture(game.bg_texture, 0, 0, rl.WHITE)
// Render all scenes in the stack from bottom to top
for i in 0 ..< len(game.scene_stack) { // World/Scene objects rendered through 2D camera space
scene_render(&game.scene_stack[i]) rl.BeginMode2D(game.camera)
// Render all active items on the stack from bottom to top
for &scene in game.scene_stack {
scene_render(&scene)
} }
// when game transition active increment its elapsed time
// render will check and display accordingly
if game.transition.active {
a := u8(255 * (1 - clamp(game.transition.elapsed / game.transition.duration, 0, 1)))
rl.DrawRectangle(0, 0, VIEWPORT_W, VIEWPORT_H, {0, 0, 0, a})
}
rl.EndMode2D()
rl.EndTextureMode() rl.EndTextureMode()
render_game_to_window(game) render_game_to_window(game)
// when DEBUG do rl.DrawFPS(10, rl.GetScreenHeight() - 20)
rl.EndDrawing() rl.EndDrawing()
} }
game_quit :: proc(game: ^Game) { game_quit :: proc(game: ^Game) {
audio_manager_quit(&game.audio) audio_manager_quit(&game.audio)
scene_manager_quit(game)
event_manager_quit(game)
rl.UnloadShader(game.crt_shader)
rl.UnloadTexture(game.bg_texture)
rl.UnloadRenderTexture(game.viewport) rl.UnloadRenderTexture(game.viewport)
delete(GLOBAL_EVENTS)
delete(game.scene_stack)
rl.CloseWindow() rl.CloseWindow()
} }
@@ -116,12 +209,28 @@ game_should_run :: proc(game: Game) -> bool {
return !game.should_close && !rl.WindowShouldClose() return !game.should_close && !rl.WindowShouldClose()
} }
game_trigger_shake :: proc(game: ^Game, intensity: f32, duration: f32 = 0.15) {
game.shake_intensity = max(game.shake_intensity, intensity)
game.shake_timer = duration
}
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
// Window Upscale Render // Window Upscale Render
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
game_set_resolution :: proc(game: ^Game, res_index: int) { game_set_resolution :: proc(game: ^Game, res_index: int) {
game.res_index = clamp(res_index, 0, len(RESOLUTIONS) - 1) game.res_index = clamp(res_index, 0, len(RESOLUTIONS) - 1)
borderless := rl.IsWindowState({.BORDERLESS_WINDOWED_MODE})
if game.res_index == 0 {
if !borderless do rl.ToggleBorderlessWindowed()
return
}
if borderless {
rl.ToggleBorderlessWindowed()
rl.RestoreWindow()
}
target_w := RESOLUTIONS[game.res_index].width target_w := RESOLUTIONS[game.res_index].width
target_h := RESOLUTIONS[game.res_index].height target_h := RESOLUTIONS[game.res_index].height
@@ -139,14 +248,21 @@ game_set_resolution :: proc(game: ^Game, res_index: int) {
render_game_to_window :: proc(game: ^Game) { render_game_to_window :: proc(game: ^Game) {
texture := game.viewport.texture texture := game.viewport.texture
w, h := f32(rl.GetScreenWidth()), f32(rl.GetScreenHeight())
s := min(w / VIEWPORT_W, h / VIEWPORT_H)
dst := rl.Rectangle{(w - VIEWPORT_W*s)/2, (h - VIEWPORT_H*s)/2, VIEWPORT_W*s, VIEWPORT_H*s}
rl.BeginShaderMode(game.crt_shader)
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(game.window_w), f32(game.window_h)}, // rl.Rectangle{0, 0, f32(game.window_w), f32(game.window_h)},
dst,
rl.Vector2{}, rl.Vector2{},
0, 0,
rl.WHITE, rl.WHITE,
) )
rl.EndShaderMode()
} }
+19 -13
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@@ -1,5 +1,6 @@
package game package game
import "core:strings"
import rl "vendor:raylib" import rl "vendor:raylib"
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
@@ -21,35 +22,40 @@ Input_Event :: struct {
} }
// Currently active controller // Currently active controller
active_gamepad_id: i32 = -1 is_real_pad :: proc(i: i32) -> bool {
return rl.IsGamepadAvailable(i) &&
!strings.contains(string(rl.GetGamepadName(i)), "Mouse") &&
!strings.contains(string(rl.GetGamepadName(i)), "Keyboard")
}
update_active_gamepad :: proc() { update_active_gamepad :: proc(game: ^Game) {
// is there currently a controller, if so check if its still connected. // is there currently a controller, if so check if its still connected.
if active_gamepad_id != -1 { if game.controller_gid != -1 {
if rl.IsGamepadAvailable(active_gamepad_id) { if rl.IsGamepadAvailable(game.controller_gid) {
// do nothing still connected // do nothing still connected
return return
} }
// else we lost connection // else we lost connection
active_gamepad_id = -1 game.controller_gid = -1
rl.TraceLog(.WARNING, "Controller disconnected!!") game.controller_connected = false
} }
for i: i32 = 0; i < 4; i += 1 { for i: i32 = 0; i < 4; i += 1 {
if rl.IsGamepadAvailable(i) { if rl.IsGamepadAvailable(i) && is_real_pad(i) {
active_gamepad_id = i game.controller_connected = true
game.controller_gid = i
return return
} }
} }
} }
poll_input :: proc() -> Input_Event { poll_input :: proc(game: ^Game) -> Input_Event {
input_event := Input_Event{} input_event := Input_Event{}
input_dir := rl.Vector2{0, 0} input_dir := rl.Vector2{0, 0}
update_active_gamepad() update_active_gamepad(game)
gamepad_active := active_gamepad_id != -1 gamepad_active := game.controller_connected
gid := active_gamepad_id gid := game.controller_gid
// -------------------------------------------------------------------------- // --------------------------------------------------------------------------
// Continuous Input (keyboard + gamepad d-pad) // Continuous Input (keyboard + gamepad d-pad)
@@ -86,7 +92,7 @@ poll_input :: proc() -> Input_Event {
input_event.right_pressed = rl.IsKeyPressed(.D) || rl.IsKeyPressed(.RIGHT) || input_event.right_pressed = rl.IsKeyPressed(.D) || rl.IsKeyPressed(.RIGHT) ||
(gamepad_active && rl.IsGamepadButtonPressed(gid, .LEFT_FACE_RIGHT)) (gamepad_active && rl.IsGamepadButtonPressed(gid, .LEFT_FACE_RIGHT))
input_event.confirm_pressed = rl.IsKeyPressed(.ENTER) || rl.IsKeyPressed(.SPACE) || input_event.confirm_pressed = rl.IsKeyPressed(.ENTER) ||
(gamepad_active && rl.IsGamepadButtonPressed(gid, .RIGHT_FACE_DOWN)) (gamepad_active && rl.IsGamepadButtonPressed(gid, .RIGHT_FACE_DOWN))
input_event.pause_pressed = rl.IsKeyPressed(.SPACE) || input_event.pause_pressed = rl.IsKeyPressed(.SPACE) ||
+56 -29
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@@ -4,27 +4,33 @@ import "core:fmt"
import rl "vendor:raylib" import rl "vendor:raylib"
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
// LEVEL specifics // LEVEL Specifics
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
FIELD_BORDER :: 3 FIELD_BORDER :: 2
SERVE_WAIT_TIME :: 1.0 SERVE_WAIT_TIME :: 1.0
// ------------------------------------------------------------------------------
// HUD Styling Constants
// ------------------------------------------------------------------------------
HUD_FONT_SIZE :: 10.0
HUD_FONT_SPACING :: 1.0
HUD_PADDING :: 4.0
Level :: struct { Level :: struct {
field_bounds: rl.Rectangle, field_bounds: rl.Rectangle,
player: Entity, player: Entity,
opponent: Entity, opponent: Entity,
ball: Entity, ball: Entity,
serve_dir: u8,
serve_timer: f32, serve_timer: f32,
wait_time: f32, wait_time: f32,
score_player: int, score_player: int,
score_enemy: int, score_enemy: int,
score_win: int, score_win: int,
particles: [dynamic]Particle,
} }
init_level :: proc() -> Level { 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_x := f32(VIEWPORT_W) * 0.10
pad_y := f32(VIEWPORT_H) * 0.10 pad_y := f32(VIEWPORT_H) * 0.10
@@ -50,21 +56,31 @@ init_level :: proc() -> Level {
ball = init_ball(), ball = init_ball(),
serve_timer = SERVE_WAIT_TIME, serve_timer = SERVE_WAIT_TIME,
wait_time = SERVE_WAIT_TIME, wait_time = SERVE_WAIT_TIME,
score_win = 1, score_win = 3,
score_player = 0, score_player = 0,
score_enemy = 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_level :: proc(level: ^Level, input: Input_Event, dt: f32) {
update_ball(&level.ball, level, dt) update_ball(&level.ball, level, dt)
update_player(&level.player, input, level.field_bounds, dt) update_player(&level.player, input, level.field_bounds, dt)
update_opponent(&level.opponent, level.ball, level.field_bounds, dt) update_opponent(&level.opponent, level.ball, level.field_bounds, dt)
update_particles(&level.particles, dt)
} }
render_level :: proc(level: Level) { render_level :: proc(level: Level) {
rl.DrawRectangleRec(level.field_bounds, rl.DARKGRAY) rl.BeginBlendMode(.ADDITIVE)
rl.DrawRectangleLinesEx(level.field_bounds, FIELD_BORDER, rl.RAYWHITE) // 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 center_x := f32(VIEWPORT_W) / 2.0
start_pos := rl.Vector2{center_x, level.field_bounds.y + FIELD_BORDER} start_pos := rl.Vector2{center_x, level.field_bounds.y + FIELD_BORDER}
@@ -76,31 +92,42 @@ render_level :: proc(level: Level) {
render_ball(level.ball, level.field_bounds) 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) { render_hud :: proc(level: Level) {
// 2 spacing, 20 font size, 5 padding
font := rl.GetFontDefault() font := rl.GetFontDefault()
// player one id p1_size := rl.MeasureTextEx(font, "PLAYER 1", HUD_FONT_SIZE, HUD_FONT_SPACING)
p1_size := rl.MeasureTextEx(font, "PLAYER 1", 20, 2) p1_pos := rl.Vector2{HUD_PADDING, HUD_PADDING}
p1_box := rl.Rectangle{5, 5, p1_size.x, p1_size.y} rl.DrawTextEx(font, "PLAYER", p1_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
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)
// opponent id opp_size := rl.MeasureTextEx(font, "COMPUTER", HUD_FONT_SIZE, HUD_FONT_SPACING)
opp_size := rl.MeasureTextEx(font, "COMPUTER", 20, 2) opp_pos := rl.Vector2{f32(VIEWPORT_W) - HUD_PADDING - opp_size.x, HUD_PADDING}
opp_box := rl.Rectangle{(VIEWPORT_W - 5 - opp_size.x), 5, (opp_size.x), (opp_size.y)} rl.DrawTextEx(font, "COMPUTER", opp_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
opp_pos := rl.Vector2{opp_box.x, opp_box.y}
rl.DrawTextEx(font, "COMPUTER", opp_pos, 20, 2, 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_text := fmt.ctprintf("%d : %d", level.score_player, level.score_enemy)
score_size := rl.MeasureTextEx(font, score_text, 20, 2) score_size := rl.MeasureTextEx(font, score_text, HUD_FONT_SIZE, HUD_FONT_SPACING)
score_box := rl.Rectangle{(VIEWPORT_W / 2 - score_size.x / 2), 5, (score_size.x), (score_size.y)} score_pos := rl.Vector2{(f32(VIEWPORT_W) * 0.5) - (score_size.x * 0.5), HUD_PADDING}
score_pos := rl.Vector2{score_box.x, score_box.y} rl.DrawTextEx(font, score_text, score_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
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)
} }
+40
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@@ -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()
}
+82 -46
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@@ -16,6 +16,7 @@ Scene_Type :: enum {
Scene :: struct { Scene :: struct {
type: Scene_Type, type: Scene_Type,
parent: Maybe(Scene_Type),
level: Maybe(Level), level: Maybe(Level),
canvas: Maybe(Canvas), canvas: Maybe(Canvas),
winner_is_player: bool, winner_is_player: bool,
@@ -26,12 +27,23 @@ push_scene :: proc(game: ^Game, scene: Scene) {
} }
pop_scene :: proc(game: ^Game) { pop_scene :: proc(game: ^Game) {
if len(game.scene_stack) > 1 { if len(game.scene_stack) > 0 {
top_index := len(game.scene_stack) - 1
destroy_scene(&game.scene_stack[top_index])
pop(&game.scene_stack) 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) { set_root_scene :: proc(game: ^Game, root_scene: Scene) {
for &scene in game.scene_stack {
destroy_scene(&scene)
}
clear(&game.scene_stack) clear(&game.scene_stack)
append(&game.scene_stack, root_scene) append(&game.scene_stack, root_scene)
} }
@@ -90,6 +102,25 @@ scene_render :: proc(scene: ^Scene) {
} }
} }
scene_manager_quit :: proc(game: ^Game) {
for &scene in game.scene_stack {
destroy_scene(&scene)
}
delete(game.scene_stack)
}
// ------------------------------------------------------------------------------
// 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 // UI Definitions
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
@@ -128,7 +159,7 @@ UI_Menu :: struct {
selected_index: int, 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)) y_pos := (canvas.bounds.y + top_margin) + (f32(index) * (canvas.item_height + canvas.item_spaceing))
width_value := (canvas.bounds.width * 0.5) width_value := (canvas.bounds.width * 0.5)
@@ -143,26 +174,26 @@ get_canvas_item_rec :: proc(canvas: Canvas, index: int, top_margin: f32 = 120) -
list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) { list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
for i in 0 ..< menu.count { for i in 0 ..< menu.count {
item := menu.items[i] 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) is_selected := (i == menu.selected_index)
border_color := is_selected ? rl.ORANGE : rl.DARKGRAY border_color := is_selected ? rl.SKYBLUE : rl.DARKGRAY
text_color := is_selected ? rl.ORANGE : rl.WHITE text_color := is_selected ? rl.SKYBLUE : rl.WHITE
rl.DrawRectangleLinesEx(item_rec, 3, border_color) rl.DrawRectangleLinesEx(item_rec, UI_ITEM_BORDER_THICK, border_color)
#partial switch v in item { #partial switch v in item {
case UI_Button: 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_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 text_y := i32(item_rec.y + (item_rec.height * 0.5)) - (UI_LABEL_FONT_SIZE / 2)
rl.DrawText(v.label, text_x, text_y, 20, text_color) rl.DrawText(v.label, text_x, text_y, UI_LABEL_FONT_SIZE, text_color)
case UI_Slider: case UI_Slider:
slider_rec := item_rec slider_rec := item_rec
text_width := rl.MeasureText(v.label, 20) text_width := 31
slider_rec.x = slider_rec.x + f32(text_width) slider_rec.x = slider_rec.x + f32(text_width * 2)
slider_rec.width = (slider_rec.width - f32(text_width)) slider_rec.width = (slider_rec.width - f32(text_width * 2))
rl.GuiSlider( rl.GuiSlider(
bounds = slider_rec, bounds = slider_rec,
@@ -174,14 +205,13 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
) )
case UI_Selector: case UI_Selector:
// draw label left half lbl_y := i32(item_rec.y + (item_rec.height * 0.5)) - (UI_LABEL_FONT_SIZE / 2)
lbl_y := i32(item_rec.y + (item_rec.height * 0.5)) - 10 rl.DrawText(v.label, i32(item_rec.x + 8), lbl_y, UI_LABEL_FONT_SIZE, text_color)
rl.DrawText(v.label, i32(item_rec.x + 15), lbl_y, 20, text_color)
display_str := fmt.ctprintf("< %s >", v.value_label) display_str := fmt.ctprintf("< %s >", v.value_label)
str_w := rl.MeasureText(display_str, 20) str_w := rl.MeasureText(display_str, UI_LABEL_FONT_SIZE)
val_x := i32(item_rec.x + item_rec.width) - str_w - 15 val_x := i32(item_rec.x + item_rec.width) - str_w - 8
rl.DrawText(display_str, val_x, lbl_y, 20, text_color) rl.DrawText(display_str, val_x, lbl_y, UI_LABEL_FONT_SIZE, text_color)
} }
} }
} }
@@ -198,11 +228,12 @@ make_main_menu :: proc() -> Scene {
return Scene{ return Scene{
type = .Main_Menu, type = .Main_Menu,
parent = nil,
canvas = Canvas{ canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H}, bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20, padding = UI_TITLE_PADDING,
item_height = 40, item_height = UI_ITEM_HEIGHT,
item_spaceing = 15, item_spaceing = UI_ITEM_SPACING,
menu = UI_Menu{ menu = UI_Menu{
items = ui_items, items = ui_items,
count = 3, count = 3,
@@ -219,12 +250,10 @@ render_main_menu :: proc(scene: Scene) {
menu, menu_ok := canvas.menu.? menu, menu_ok := canvas.menu.?
assert(menu_ok, "render_main_menu: Canvas is missing a UI_Menu component") assert(menu_ok, "render_main_menu: Canvas is missing a UI_Menu component")
rl.DrawRectangleRec(canvas.bounds, rl.BLACK) t_text: cstring = WINDOW_TITLE
t_width := rl.MeasureText(t_text, UI_TITLE_FONT_SIZE)
t_text: cstring = "PONG"
t_width := rl.MeasureText(t_text, 40)
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2) 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) list_menu_items(canvas, menu)
} }
@@ -269,11 +298,12 @@ make_pause_overlay :: proc() -> Scene {
return Scene{ return Scene{
type = .Pause_Menu, type = .Pause_Menu,
parent = nil,
canvas = Canvas{ canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H}, bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20, padding = UI_TITLE_PADDING,
item_height = 40, item_height = UI_ITEM_HEIGHT,
item_spaceing = 15, item_spaceing = UI_ITEM_SPACING,
menu = UI_Menu{ menu = UI_Menu{
items = ui_items, items = ui_items,
count = 3, count = 3,
@@ -294,9 +324,9 @@ render_pause_menu :: proc(scene: Scene) {
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 200}) 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, UI_TITLE_FONT_SIZE)
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2) 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) list_menu_items(canvas, menu)
} }
@@ -336,7 +366,7 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
// Settings Menu // Settings Menu
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
make_settings_menu :: proc(audio: ^Audio_Manager, current_res_label: cstring) -> Scene { make_settings_menu :: proc(parent: Maybe(Scene_Type), 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_Selector{ 1 = UI_Selector{
@@ -344,12 +374,12 @@ make_settings_menu :: proc(audio: ^Audio_Manager, current_res_label: cstring) ->
value_label = current_res_label, value_label = current_res_label,
}, },
2 = UI_Slider{ 2 = UI_Slider{
label = "Music Volume", label = "Music ",
value = &audio.user_music_vol, value = &audio.user_music_vol,
step = 0.1, step = 0.1,
}, },
3 = UI_Slider{ 3 = UI_Slider{
label = "SFX Volume", label = "SFX ",
value = &audio.sfx_vol, value = &audio.sfx_vol,
step = 0.1, step = 0.1,
}, },
@@ -357,11 +387,12 @@ make_settings_menu :: proc(audio: ^Audio_Manager, current_res_label: cstring) ->
return Scene{ return Scene{
type = .Settings_Menu, type = .Settings_Menu,
parent = parent,
canvas = Canvas{ canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H}, bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20, padding = UI_TITLE_PADDING,
item_height = 40, item_height = UI_ITEM_HEIGHT,
item_spaceing = 15, item_spaceing = UI_ITEM_SPACING,
menu = UI_Menu{ menu = UI_Menu{
items = ui_items, items = ui_items,
count = 4, count = 4,
@@ -378,13 +409,16 @@ 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}) if scene.parent != .Main_Menu {
// Draw dark overlay so gameplay/background stays visible behind Settings
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 200})
}
t_text: cstring = "SETTINGS" 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) 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) list_menu_items(canvas, menu)
} }
@@ -448,12 +482,13 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
return Scene{ return Scene{
type = .Game_Over, type = .Game_Over,
parent = nil,
winner_is_player = winner_is_player, winner_is_player = winner_is_player,
canvas = Canvas{ canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H}, bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = 20, padding = UI_TITLE_PADDING,
item_height = 40, item_height = UI_ITEM_HEIGHT,
item_spaceing = 15, item_spaceing = UI_ITEM_SPACING,
menu = UI_Menu{ menu = UI_Menu{
items = ui_items, items = ui_items,
count = 2, count = 2,
@@ -473,10 +508,10 @@ render_game_over :: proc(scene: Scene) {
rl.DrawRectangleRec(canvas.bounds, rl.Color{0, 0, 0, 220}) 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, UI_TITLE_FONT_SIZE)
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2) t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
text_color := scene.winner_is_player ? rl.GREEN : rl.RED 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) list_menu_items(canvas, menu)
} }
@@ -513,6 +548,7 @@ update_game_over :: proc(scene: ^Scene, input: Input_Event) {
make_gameplay_scene :: proc() -> Scene { make_gameplay_scene :: proc() -> Scene {
return Scene{ return Scene{
type = .Gameplay, type = .Gameplay,
parent = nil,
level = init_level(), level = init_level(),
} }
} }