Compare commits
6
Commits
cb523a3d6f
...
133c328c32
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
133c328c32 | ||
|
|
86c792e39c | ||
|
|
efcb9325fc | ||
|
|
e0ff1a51fd | ||
|
|
676a24e883 | ||
|
|
c82c51aabf |
@@ -2,7 +2,10 @@ package game
|
|||||||
|
|
||||||
// all possible game events
|
// all possible game events
|
||||||
Event_Type :: enum {
|
Event_Type :: enum {
|
||||||
|
Game_Start,
|
||||||
Game_Over,
|
Game_Over,
|
||||||
|
Game_Quit,
|
||||||
|
|
||||||
Score_Change,
|
Score_Change,
|
||||||
Ball_Collision,
|
Ball_Collision,
|
||||||
}
|
}
|
||||||
|
|||||||
+11
-6
@@ -12,6 +12,7 @@ Game :: struct {
|
|||||||
viewport: rl.RenderTexture2D,
|
viewport: rl.RenderTexture2D,
|
||||||
scene: Scene,
|
scene: Scene,
|
||||||
overlay_scene: Maybe(Scene),
|
overlay_scene: Maybe(Scene),
|
||||||
|
should_close: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
@@ -21,11 +22,13 @@ game_init :: proc(game: ^Game) {
|
|||||||
rl.InitWindow(WINDOW_W, WINDOW_H, WINDOW_TITLE)
|
rl.InitWindow(WINDOW_W, WINDOW_H, WINDOW_TITLE)
|
||||||
rl.SetTargetFPS(60)
|
rl.SetTargetFPS(60)
|
||||||
|
|
||||||
game.viewport = rl.LoadRenderTexture(VIEWPORT_W, VIEWPORT_H)
|
// allocate some event capacity to stop early dynamic reallocations
|
||||||
game.scene = make_gameplay_scene()
|
GLOBAL_EVENTS = make([dynamic]Event, 0, 16)
|
||||||
// game.scene = make_main_menu()
|
|
||||||
|
|
||||||
debug_init()
|
game.viewport = rl.LoadRenderTexture(VIEWPORT_W, VIEWPORT_H)
|
||||||
|
game.scene = make_main_menu()
|
||||||
|
game.overlay_scene = nil
|
||||||
|
game.should_close = false
|
||||||
}
|
}
|
||||||
|
|
||||||
game_update :: proc(game: ^Game) {
|
game_update :: proc(game: ^Game) {
|
||||||
@@ -64,13 +67,15 @@ game_render :: proc(game: ^Game) {
|
|||||||
rl.EndDrawing()
|
rl.EndDrawing()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
game_quit :: proc(game: ^Game) {
|
game_quit :: proc(game: ^Game) {
|
||||||
|
delete(GLOBAL_EVENTS)
|
||||||
rl.UnloadRenderTexture(game.viewport)
|
rl.UnloadRenderTexture(game.viewport)
|
||||||
rl.CloseWindow()
|
rl.CloseWindow()
|
||||||
}
|
}
|
||||||
|
|
||||||
game_should_run :: proc() -> bool {
|
game_should_run :: proc(game: Game) -> bool {
|
||||||
return !rl.WindowShouldClose()
|
return !game.should_close && !rl.WindowShouldClose()
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
|
|||||||
+24
-17
@@ -4,35 +4,42 @@ import rl "vendor:raylib"
|
|||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// Input Manager, captures input events and stores them into a struct.
|
// Input Manager, captures input events and stores them into a struct.
|
||||||
// Passing the struct down allows for components to use inputs independantly
|
// Passing the struct down allows for components to use inputs independently
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
|
|
||||||
Input_Event :: struct {
|
Input_Event :: struct {
|
||||||
// Normalized and merged from keyboard + controller
|
// Continuous movement normalized
|
||||||
move_dir: rl.Vector2,
|
move_dir: rl.Vector2,
|
||||||
pause_pressed: bool,
|
|
||||||
|
// single frame actions UI and triggers
|
||||||
|
up_pressed: bool,
|
||||||
|
down_pressed: bool,
|
||||||
|
confirm_pressed: bool,
|
||||||
|
pause_pressed: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
poll_input :: proc() -> Input_Event {
|
poll_input :: proc() -> Input_Event {
|
||||||
input_event := Input_Event{}
|
input_event := Input_Event{}
|
||||||
input_dir := rl.Vector2{0,0}
|
input_dir := rl.Vector2{0, 0}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------------
|
// --------------------------------------------------------------------------
|
||||||
// Keyboard
|
// Continuous Input ie movement code
|
||||||
// ------------------------------------------------------------------------------------------------------
|
// --------------------------------------------------------------------------
|
||||||
if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { input_dir.y -= 1 }
|
if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { input_dir.y -= 1 }
|
||||||
if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) { input_dir.y += 1 }
|
if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) { input_dir.y += 1 }
|
||||||
|
|
||||||
// single-fire == IsKeyPressed, held == IsKeyDown
|
|
||||||
input_event.pause_pressed = rl.IsKeyPressed(.P)
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------------
|
|
||||||
// Movement/direction needs update
|
|
||||||
// ------------------------------------------------------------------------------------------------------
|
|
||||||
if input_dir.x != 0 || input_dir.y != 0 {
|
if input_dir.x != 0 || input_dir.y != 0 {
|
||||||
input_dir = rl.Vector2Normalize(input_dir)
|
input_dir = rl.Vector2Normalize(input_dir)
|
||||||
}
|
}
|
||||||
input_event.move_dir = input_dir
|
input_event.move_dir = input_dir
|
||||||
|
|
||||||
return input_event
|
// --------------------------------------------------------------------------
|
||||||
|
// actions single press ie menu navigation etc
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
input_event.up_pressed = rl.IsKeyPressed(.W) || rl.IsKeyPressed(.UP)
|
||||||
|
input_event.down_pressed = rl.IsKeyPressed(.S) || rl.IsKeyPressed(.DOWN)
|
||||||
|
input_event.confirm_pressed = rl.IsKeyPressed(.ENTER) || rl.IsKeyPressed(.SPACE)
|
||||||
|
input_event.pause_pressed = rl.IsKeyPressed(.P)
|
||||||
|
|
||||||
|
return input_event
|
||||||
}
|
}
|
||||||
@@ -6,6 +6,9 @@ import rl "vendor:raylib"
|
|||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// LEVEL specifics
|
// LEVEL specifics
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
|
FIELD_BORDER :: 3
|
||||||
|
SERVE_WAIT_TIME :: 1.0
|
||||||
|
|
||||||
Level :: struct {
|
Level :: struct {
|
||||||
field_bounds: rl.Rectangle,
|
field_bounds: rl.Rectangle,
|
||||||
player: Entity,
|
player: Entity,
|
||||||
@@ -18,9 +21,6 @@ Level :: struct {
|
|||||||
score_win: int,
|
score_win: int,
|
||||||
}
|
}
|
||||||
|
|
||||||
FIELD_BORDER :: 3
|
|
||||||
SERVE_WAIT_TIME :: 1.0
|
|
||||||
|
|
||||||
init_level :: proc() -> Level {
|
init_level :: proc() -> Level {
|
||||||
// positions work off viewport resolution, independent of target display size
|
// positions work off viewport resolution, independent of target display size
|
||||||
// 10% padding around the field
|
// 10% padding around the field
|
||||||
@@ -49,9 +49,9 @@ 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_player = 0,
|
score_player = 0,
|
||||||
score_enemy = 0,
|
score_enemy = 0,
|
||||||
score_win = 2,
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+1
-1
@@ -26,7 +26,7 @@ main :: proc() {
|
|||||||
game_init(&game)
|
game_init(&game)
|
||||||
|
|
||||||
// Game loop
|
// Game loop
|
||||||
for game_should_run() {
|
for game_should_run(game) {
|
||||||
game_update(&game)
|
game_update(&game)
|
||||||
game_render(&game)
|
game_render(&game)
|
||||||
}
|
}
|
||||||
|
|||||||
+155
-40
@@ -15,23 +15,149 @@ Scene_Type :: enum {
|
|||||||
Scene :: struct {
|
Scene :: struct {
|
||||||
type: Scene_Type,
|
type: Scene_Type,
|
||||||
level: Maybe(Level),
|
level: Maybe(Level),
|
||||||
canvas: Maybe(UI_Canvas),
|
canvas: Maybe(Canvas),
|
||||||
winner_is_player: bool, // Store win state for rendering
|
winner_is_player: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// UI Definitions
|
// UI Definitions
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
UI_Canvas :: struct {
|
UI_Menu :: struct {
|
||||||
bounds: rl.Rectangle,
|
items: [8]cstring,
|
||||||
padding: f32,
|
count: int,
|
||||||
item_height: f32,
|
selected_index: int,
|
||||||
|
}
|
||||||
|
|
||||||
|
Canvas :: struct {
|
||||||
|
bounds: rl.Rectangle,
|
||||||
|
padding: f32,
|
||||||
|
item_height: f32,
|
||||||
item_spaceing: f32,
|
item_spaceing: f32,
|
||||||
|
menu: Maybe(UI_Menu),
|
||||||
|
}
|
||||||
|
|
||||||
|
get_canvas_item_rec :: proc(canvas: Canvas, index: int, top_margin: f32 = 120) -> rl.Rectangle {
|
||||||
|
y_pos := (canvas.bounds.y + top_margin) + (f32(index) * (canvas.item_height + canvas.item_spaceing))
|
||||||
|
|
||||||
|
return rl.Rectangle{
|
||||||
|
x = canvas.bounds.x + canvas.padding,
|
||||||
|
y = y_pos,
|
||||||
|
width = canvas.bounds.width - (canvas.padding * 2.0),
|
||||||
|
height = canvas.item_height
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
render_main_menu :: proc(scene: Scene) {
|
||||||
|
canvas, ok := scene.canvas.?
|
||||||
|
// Assert or log error if canvas is unexpectedly missing
|
||||||
|
if !ok { return }
|
||||||
|
|
||||||
|
// Safely unwrap the embedded menu state
|
||||||
|
menu, menu_ok := canvas.menu.?
|
||||||
|
if !menu_ok { return }
|
||||||
|
|
||||||
|
// draw canvas base background
|
||||||
|
rl.DrawRectangleRec(canvas.bounds, rl.BLACK)
|
||||||
|
|
||||||
|
// draw the menu header
|
||||||
|
t_text: cstring = "PONG"
|
||||||
|
t_width := rl.MeasureText(t_text, 40)
|
||||||
|
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
|
||||||
|
rl.DrawText(t_text, t_x, i32(canvas.padding), 40, rl.WHITE)
|
||||||
|
|
||||||
|
// Iterate up to menu.count using the data inside UI_Menu
|
||||||
|
for i in 0 ..< menu.count {
|
||||||
|
item := menu.items[i]
|
||||||
|
item_rec := get_canvas_item_rec(canvas, i, top_margin = 150.0)
|
||||||
|
|
||||||
|
text_width := rl.MeasureText(item, 20)
|
||||||
|
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
|
||||||
|
|
||||||
|
// Highlight selected item box & text
|
||||||
|
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.DrawText(item, text_x, text_y, 20, text_color)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
update_main_menu :: proc(scene: ^Scene, input: Input_Event) {
|
||||||
|
// pointer to Canvas
|
||||||
|
canvas, canvas_ok := &scene.canvas.?
|
||||||
|
if !canvas_ok do return
|
||||||
|
|
||||||
|
// pointer to UI_Menu
|
||||||
|
menu, menu_ok := &canvas.menu.?
|
||||||
|
if !menu_ok do return
|
||||||
|
|
||||||
|
// get some navigation events
|
||||||
|
if input.up_pressed {
|
||||||
|
menu.selected_index = (menu.selected_index - 1 + menu.count) % menu.count
|
||||||
|
}
|
||||||
|
if input.down_pressed {
|
||||||
|
menu.selected_index = (menu.selected_index + 1) % menu.count
|
||||||
|
}
|
||||||
|
|
||||||
|
if input.confirm_pressed {
|
||||||
|
switch menu.selected_index {
|
||||||
|
case 0: // Start Game
|
||||||
|
emit_event(Event{ type = .Game_Start })
|
||||||
|
case 1: // Options
|
||||||
|
// @todo open options scene/overlay
|
||||||
|
case 2: // Quit
|
||||||
|
emit_event(Event{ type = .Game_Quit })
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// @todo
|
||||||
|
render_game_over :: proc(scene: Scene) {
|
||||||
|
rl.DrawRectangleRec(
|
||||||
|
rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
|
||||||
|
rl.Color{0, 0, 0, 200},
|
||||||
|
)
|
||||||
|
|
||||||
|
msg :cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
|
||||||
|
text_color := scene.winner_is_player ? rl.GREEN : rl.RED
|
||||||
|
|
||||||
|
rl.DrawText(msg, VIEWPORT_W / 2 - 100, VIEWPORT_H / 2 - 40, 40, text_color)
|
||||||
|
rl.DrawText("Press P to Play Again", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
|
||||||
|
}
|
||||||
|
|
||||||
|
// @todo
|
||||||
|
render_pause_menu :: proc(scene: Scene) {
|
||||||
|
rl.DrawRectangleRec(
|
||||||
|
rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
|
||||||
|
rl.Color{0, 0, 0, 140},
|
||||||
|
)
|
||||||
|
rl.DrawText("PAUSED", VIEWPORT_W / 2 - 80, VIEWPORT_H / 2 - 40, 40, rl.WHITE)
|
||||||
|
rl.DrawText("Press P to Resume", VIEWPORT_W / 2 - 90, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
// Scene Constructors
|
// Scene Constructors
|
||||||
// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
||||||
|
make_main_menu :: proc() -> Scene {
|
||||||
|
return Scene{
|
||||||
|
type = .Main_Menu,
|
||||||
|
canvas = Canvas{
|
||||||
|
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
|
||||||
|
padding = 20,
|
||||||
|
item_height = 40,
|
||||||
|
item_spaceing = 15,
|
||||||
|
menu = UI_Menu{
|
||||||
|
items = {0 = "Start Game", 1 = "Options", 2 = "Quit"},
|
||||||
|
count = 3,
|
||||||
|
selected_index = 0,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// @todo
|
||||||
make_gameplay_scene :: proc() -> Scene {
|
make_gameplay_scene :: proc() -> Scene {
|
||||||
return Scene{
|
return Scene{
|
||||||
type = .Gameplay,
|
type = .Gameplay,
|
||||||
@@ -39,24 +165,19 @@ make_gameplay_scene :: proc() -> Scene {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// @todo
|
||||||
make_pause_overlay :: proc() -> Scene {
|
make_pause_overlay :: proc() -> Scene {
|
||||||
return Scene{
|
return Scene{
|
||||||
type = .Pause_Menu,
|
type = .Pause_Menu,
|
||||||
canvas = UI_Canvas{},
|
canvas = Canvas{},
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
make_main_menu :: proc() -> Scene {
|
|
||||||
return Scene{
|
|
||||||
type = .Main_Menu,
|
|
||||||
canvas = UI_Canvas{},
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// @todo
|
||||||
make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
|
make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
|
||||||
return Scene{
|
return Scene{
|
||||||
type = .Game_Over,
|
type = .Game_Over,
|
||||||
canvas = UI_Canvas{},
|
canvas = Canvas{},
|
||||||
winner_is_player = winner_is_player,
|
winner_is_player = winner_is_player,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -72,6 +193,9 @@ scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
|
|||||||
|
|
||||||
// dispatch scene behavior
|
// dispatch scene behavior
|
||||||
#partial switch scene.type {
|
#partial switch scene.type {
|
||||||
|
case .Main_Menu:
|
||||||
|
update_main_menu(scene, input)
|
||||||
|
|
||||||
case .Gameplay:
|
case .Gameplay:
|
||||||
if input.pause_pressed {
|
if input.pause_pressed {
|
||||||
game.overlay_scene = make_pause_overlay()
|
game.overlay_scene = make_pause_overlay()
|
||||||
@@ -83,20 +207,27 @@ scene_update :: proc(scene: ^Scene, game: ^Game, input: Input_Event, dt: f32) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
case .Game_Over:
|
case .Game_Over:
|
||||||
if input.pause_pressed { // Press P or your start key to restart
|
// Press P or your start key to restart
|
||||||
|
if input.pause_pressed {
|
||||||
game.overlay_scene = nil
|
game.overlay_scene = nil
|
||||||
game.scene = make_gameplay_scene() // Reset the base level
|
game.scene = make_gameplay_scene()
|
||||||
}
|
}
|
||||||
|
|
||||||
case .Main_Menu:
|
|
||||||
// @todo: handle menu selection / start game
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Loop over global frame events
|
// Loop over global frame events
|
||||||
for event in GLOBAL_EVENTS {
|
for event in GLOBAL_EVENTS {
|
||||||
#partial switch event.type {
|
#partial switch event.type {
|
||||||
|
case .Game_Start:
|
||||||
|
// clear old state
|
||||||
|
game.overlay_scene = nil
|
||||||
|
|
||||||
|
// swap to the gameplay scene
|
||||||
|
// @todo consider different levels here?
|
||||||
|
game.scene = make_gameplay_scene()
|
||||||
case .Game_Over:
|
case .Game_Over:
|
||||||
game.overlay_scene = make_game_over_overlay(event.winner_is_player)
|
game.overlay_scene = make_game_over_overlay(event.winner_is_player)
|
||||||
|
case .Game_Quit:
|
||||||
|
game.should_close = true
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -111,27 +242,11 @@ scene_render :: proc(scene: ^Scene) {
|
|||||||
// render scene/overlay ui elements
|
// render scene/overlay ui elements
|
||||||
#partial switch scene.type {
|
#partial switch scene.type {
|
||||||
case .Pause_Menu:
|
case .Pause_Menu:
|
||||||
rl.DrawRectangleRec(
|
render_pause_menu(scene^)
|
||||||
rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
|
|
||||||
rl.Color{0, 0, 0, 140},
|
|
||||||
)
|
|
||||||
rl.DrawText("PAUSED", VIEWPORT_W / 2 - 80, VIEWPORT_H / 2 - 40, 40, rl.WHITE)
|
|
||||||
rl.DrawText("Press P to Resume", VIEWPORT_W / 2 - 90, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
|
|
||||||
|
|
||||||
case .Game_Over:
|
case .Game_Over:
|
||||||
rl.DrawRectangleRec(
|
render_game_over(scene^)
|
||||||
rl.Rectangle{0, 0, f32(VIEWPORT_W), f32(VIEWPORT_H)},
|
|
||||||
rl.Color{0, 0, 0, 200},
|
|
||||||
)
|
|
||||||
|
|
||||||
msg :cstring = scene.winner_is_player ? "YOU WIN!" : "GAME OVER"
|
|
||||||
text_color := scene.winner_is_player ? rl.GREEN : rl.RED
|
|
||||||
|
|
||||||
rl.DrawText(msg, VIEWPORT_W / 2 - 100, VIEWPORT_H / 2 - 40, 40, text_color)
|
|
||||||
rl.DrawText("Press P to Play Again", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2 + 10, 20, rl.LIGHTGRAY)
|
|
||||||
|
|
||||||
case .Main_Menu:
|
case .Main_Menu:
|
||||||
rl.DrawText("PONG", VIEWPORT_W / 2 - 50, VIEWPORT_H / 3, 40, rl.WHITE)
|
render_main_menu(scene^)
|
||||||
rl.DrawText("Press ENTER to Start", VIEWPORT_W / 2 - 110, VIEWPORT_H / 2, 20, rl.LIGHTGRAY)
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user