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8 Commits
Author SHA1 Message Date
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
10 changed files with 114534 additions and 6854 deletions
+68 -11
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@@ -1,5 +1,5 @@
#!/usr/bin/env bash
set -e
set -eo pipefail
# Find the odin binary
export PATH="$HOME/.odin:$PATH"
@@ -9,26 +9,72 @@ SRC_DIR="src"
OUT_DIR="out"
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
OPTIMIZED=0
WEB=0
CLEAN=0
DEBUGGER=0
VALGRIND=0
TAGS=""
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 " -o optimized release build (-o:speed, no debug info)"
echo " -w web/WASM build (js_wasm32 target)"
echo " -d build then launch in debugger instead of running"
echo " -v build then run under Valgrind"
echo " -c clean build artifacts"
echo " -t re-index $SRC_DIR and merge it with the stdlib tags"
echo " -T index Odin core + vendor (once, or after an Odin update)"
echo " -h show this help"
exit 1
}
while getopts "bowdvch" opt; do
# stdlib tags, header lines stripped so the merged file keeps only one set
generate_std_tags() {
local root
root="$(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 $opt in
b) BUILD_ONLY=1 ;;
o) OPTIMIZED=1 ;;
@@ -36,11 +82,18 @@ while getopts "bowdvch" opt; do
d) DEBUGGER=1 ;;
v) VALGRIND=1 ;;
c) CLEAN=1 ;;
t) TAGS=src ;;
T) TAGS=std ;;
h) usage ;;
*) usage ;;
esac
done
case "$TAGS" in
src) generate_tags; exit 0 ;;
std) generate_std_tags; exit 0 ;;
esac
mkdir -p "$OUT_DIR"
if [ "$CLEAN" -eq 1 ]; then
@@ -51,7 +104,7 @@ fi
if [ "$WEB" -eq 1 ]; then
echo "Building web (WASM)..."
odin build "$SRC_DIR" \
odin build "$SRC_DIR" "${ODIN_FLAGS[@]}" \
-target:js_wasm32 \
-out:"$OUT_DIR/$OUT_NAME.wasm" \
$( [ "$OPTIMIZED" -eq 1 ] && echo "-o:speed" || echo "-debug" )
@@ -67,15 +120,16 @@ fi
if [ "$OPTIMIZED" -eq 1 ]; then
echo "Building optimized ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..."
odin build "$SRC_DIR" \
odin build "$SRC_DIR" "${ODIN_FLAGS[@]}" \
-out:"$OUT_DIR/$OUT_NAME" \
-o:speed u
-no-bounds-check
-o:speed \
-no-bounds-check
else
echo "Building debug ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..."
odin build "$SRC_DIR" \
odin build "$SRC_DIR" "${ODIN_FLAGS[@]}" \
-out:"$OUT_DIR/$OUT_NAME" \
-define:DEBUG_MODE=true
-debug \
-define:DEBUG_MODE=true
fi
echo "Build complete."
@@ -87,6 +141,7 @@ if [ "$BUILD_ONLY" -eq 0 ]; then
lldb "$OUT_DIR/$OUT_NAME"
elif [ "$VALGRIND" -eq 1 ]; then
VG_STATUS=0
valgrind \
--leak-check=full \
--show-leak-kinds=definite,possible \
@@ -94,11 +149,13 @@ if [ "$BUILD_ONLY" -eq 0 ]; then
--errors-for-leak-kinds=definite,possible \
--error-exitcode=1 \
--log-file="$OUT_DIR/valgrind.log" \
"./$OUT_DIR/$OUT_NAME"
"./$OUT_DIR/$OUT_NAME" || VG_STATUS=$?
echo
echo "Valgrind report written to $OUT_DIR/valgrind.log"
[ "$VG_STATUS" -ne 0 ] && echo "Valgrind reported errors (exit $VG_STATUS)"
exit "$VG_STATUS"
else
"./$OUT_DIR/$OUT_NAME"
fi
fi
fi
-44
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@@ -1,44 +0,0 @@
{
"folders":
[
{
"path": "."
}
],
"build_systems":
[
{
"name": "Run Build Script",
"cmd": ["/bin/bash", "build.sh"],
"working_dir": "$project_path",
"file_regex": "^[ ]*File \"(...*?)\", line ([0-9]*)",
"variants":
[
{
"name": "Run with Arguments...",
"cmd": ["/bin/bash", "build.sh", "$select_args"]
},
{
"name": "Build Only (-b)",
"cmd": ["/bin/bash", "build.sh", "-b"]
},
{
"name": "Optimized (-o)",
"cmd": ["/bin/bash", "build.sh", "-o"]
},
{
"name": "Debug in LLDB (-d)",
"cmd": ["/bin/bash", "build.sh", "-d"]
},
{
"name": "Valgrind (-v)",
"cmd": ["/bin/bash", "build.sh", "-v"]
},
{
"name": "Clean (-c)",
"cmd": ["/bin/bash", "build.sh", "-c"]
}
]
}
]
}
File diff suppressed because one or more lines are too long
+11 -4
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@@ -21,9 +21,13 @@ init_ball :: proc() -> Entity {
}
}
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
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
ball.vel = rl.Vector2Normalize({dir_x, dir_y}) * ball.speed
}
@@ -32,6 +36,8 @@ reset_ball :: proc(ball: ^Entity) {
ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
ball.vel = rl.Vector2{0,0}
ball.speed = 300
ball.trail_positions = {}
ball.trail_count = 0
}
update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
@@ -45,7 +51,7 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
level.serve_timer -= dt
if level.serve_timer <= 0 {
serve_ball(ball)
serve_ball(ball, level.serve_dir)
}
return
@@ -86,12 +92,14 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
increment_score(&level.score_player, level.score_win, true, ball)
reset_ball(ball)
level.serve_timer = level.wait_time
level.serve_dir = 1
}
if ball.pos.x <= field_bounds.x + ball.size.x {
increment_score(&level.score_enemy, level.score_win, false, ball)
reset_ball(ball)
level.serve_timer = level.wait_time
level.serve_dir = 2
}
ball.pos += ball.vel * dt
@@ -113,7 +121,6 @@ increment_score :: proc(score_side: ^int, max_score: int, player: bool, ball: ^E
score_side^ += 1
if score_side^ == max_score {
emit_event(Game_Over_Data{player})
ball.trail_count = 0
}
}
+1
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@@ -27,6 +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
// TODO: make this and the deadzone change with difficulty
self.reaction_timer = 0.15
}
} else {
+30 -3
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@@ -78,15 +78,38 @@ process_events :: proc(game: ^Game) {
case .Game_Pause:
push_scene(game, make_pause_overlay())
case .Game_Resume, .Game_Back:
case .Game_Resume:
pop_scene(game)
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:
set_root_scene(game, make_main_menu())
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:
game.should_close = true
@@ -97,4 +120,8 @@ process_events :: proc(game: ^Game) {
}
}
}
}
}
event_manager_quit :: proc(game: ^Game) {
delete(GLOBAL_EVENTS)
}
+8 -10
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@@ -1,4 +1,4 @@
package game
package game
import "core:strings"
import "core:math/rand"
@@ -137,18 +137,17 @@ game_render :: proc(game: ^Game) {
rl.ClearBackground(rl.BLACK)
rl.BeginTextureMode(game.viewport)
rl.DrawTexture(game.bg_texture, 0, 0, rl.WHITE)
// World/Scene objects rendered through 2D camera space
rl.BeginMode2D(game.camera)
// @note: fine for now but probably not a good idea...
// Render all scenes in the stack from bottom to top
for i in 0 ..< len(game.scene_stack) {
scene_render(&game.scene_stack[i])
// Render all active items on the stack from bottom to top
for &scene in game.scene_stack {
scene_render(&scene)
}
rl.EndMode2D()
rl.EndTextureMode()
render_game_to_window(game)
@@ -160,13 +159,12 @@ game_render :: proc(game: ^Game) {
game_quit :: proc(game: ^Game) {
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)
delete(GLOBAL_EVENTS)
delete(game.scene_stack)
rl.CloseWindow()
}
+2 -1
View File
@@ -21,6 +21,7 @@ Level :: struct {
player: Entity,
opponent: Entity,
ball: Entity,
serve_dir: u8,
serve_timer: f32,
wait_time: f32,
score_player: int,
@@ -55,7 +56,7 @@ init_level :: proc() -> Level {
ball = init_ball(),
serve_timer = SERVE_WAIT_TIME,
wait_time = SERVE_WAIT_TIME,
score_win = 1,
score_win = 3,
score_player = 0,
score_enemy = 0,
particles = make([dynamic]Particle),
+21 -2
View File
@@ -16,6 +16,7 @@ Scene_Type :: enum {
Scene :: struct {
type: Scene_Type,
parent: Maybe(Scene_Type),
level: Maybe(Level),
canvas: Maybe(Canvas),
winner_is_player: bool,
@@ -26,7 +27,7 @@ push_scene :: proc(game: ^Game, scene: Scene) {
}
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)
@@ -101,6 +102,13 @@ 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
// ------------------------------------------------------------------------------
@@ -220,6 +228,7 @@ make_main_menu :: proc() -> Scene {
return Scene{
type = .Main_Menu,
parent = nil,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = UI_TITLE_PADDING,
@@ -289,6 +298,7 @@ make_pause_overlay :: proc() -> Scene {
return Scene{
type = .Pause_Menu,
parent = nil,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = UI_TITLE_PADDING,
@@ -356,7 +366,7 @@ update_pause_menu :: proc(scene: ^Scene, input: Input_Event) {
// ------------------------------------------------------------------------------
// 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 = {
0 = UI_Button{"Back"},
1 = UI_Selector{
@@ -377,6 +387,7 @@ make_settings_menu :: proc(audio: ^Audio_Manager, current_res_label: cstring) ->
return Scene{
type = .Settings_Menu,
parent = parent,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
padding = UI_TITLE_PADDING,
@@ -398,6 +409,12 @@ render_settings_menu :: proc(scene: Scene) {
menu, menu_ok := canvas.menu.?
assert(menu_ok, "render_settings_menu: Canvas is missing a UI_Menu component")
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_width := rl.MeasureText(t_text, UI_TITLE_FONT_SIZE)
t_x := i32(canvas.bounds.width * 0.5) - (t_width / 2)
@@ -465,6 +482,7 @@ make_game_over_overlay :: proc(winner_is_player: bool) -> Scene {
return Scene{
type = .Game_Over,
parent = nil,
winner_is_player = winner_is_player,
canvas = Canvas{
bounds = rl.Rectangle{0, 0, VIEWPORT_W, VIEWPORT_H},
@@ -530,6 +548,7 @@ update_game_over :: proc(scene: ^Scene, input: Input_Event) {
make_gameplay_scene :: proc() -> Scene {
return Scene{
type = .Gameplay,
parent = nil,
level = init_level(),
}
}
+114393
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