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@@ -1,3 +1,86 @@
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# pong_raylib
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# PONG 2026
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Classic pong implemented in Odin and Raylib
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A deliberately over engineered Pong clone in [Odin](https://odin-lang.org) with [raylib](https://www.raylib.com).
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Retro line-based graphics with a CRT post-processing shader.
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## Screenshots
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## Why Over-Engineered?
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While the game could have been done in a single file, the goal was to structure the project like a small production game instead:
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- **Manager-per-subsystem**: audio, input, event, level, particle, and scene managers, each in its own file
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- **Event system**: decoupled communication between systems (`event_manager.odin`) instead of direct calls
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- **Scene management**: state/scene stack for menus, gameplay, etc. (`scene_manager.odin`)
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- **Entity layer**: shared base entity with ball, player, and opponent specializations
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- **Input abstraction**: keyboard and gamepad behind one interface
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- **Data-driven assets**: audio and shaders loaded from `assets/`, not embedded
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The idea behind breaking it into systems is so that it can help build my foundations into more complex games.
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## Features
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- Single-player vs AI opponent
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- CRT fragment shader (`assets/shaders/crt.fs`)
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- Particle effects, sound effects, music
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- Gamepad support via SDL controller mappings
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## Controls
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| Action | Keyboard | Gamepad |
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|--------|----------|---------|
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| Move | W(up) S(down) | Left Joystick |
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| Select | Enter | A button |
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| Pause | Spacebar | Start button |
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## Requirements
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Please note, I have not built this on MacOs or Windows, only linux.
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While in theory if you have the odin compiler it should just work as there is no external libs besides those bundled with Odin.
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- Odin compiler (version dev-2026-10:e87445a58)
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- raylib (bundled with Odin as `vendor:raylib`)
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- GPU/driver with OpenGL 3.3 support (shader uses `#version 330`)
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## Build & Run
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./build.sh # see build.sh for flags and options
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./out/pong
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## Project Layout
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assets/
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audio/ music, SFX, UI sounds
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shaders/ crt.fs
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screenshots/ README images
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src/
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main.odin entry point
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game.odin game state and loop
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*_manager.odin audio, event, input, level, particle, scene
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entity*.odin base entity, ball, player, opponent
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out/ build output
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build.sh build script
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## Credits
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Sourced from the web, not mine.
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| File | Title | Author | Source | License |
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|------|-------|--------|--------|---------|
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| `UI, gameplay effects` | Impact Sounds 1.0 + Interface Sounds 1.0 | Kenney | https://www.kenney.nl | [CC0 1.0](http://creativecommons.org/publicdomain/zero/1.0/) |
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| `Background Music` | 5 Action Chiptunes By Juhani Junkala | Juhani Junkala | <download page URL> | CC0 1.0 |
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### Third-Party
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- `gamecontrollerdb.txt`: [SDL_GameControllerDB](https://github.com/mdqinc/SDL_GameControllerDB) (zlib)
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- [raylib](https://github.com/raysan5/raylib) by Ramon Santamaria (@raysan5), zlib
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- [Odin](https://github.com/odin-lang/Odin), BSD-3-Clause
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## License
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MIT, see [LICENSE](LICENSE).
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Any third-party assets retain their original licenses, listed above.
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Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,48 @@
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Adjust these values to tweak the aesthetic:
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const float SCANLINE_INTENSITY = 0.25; // Lower value = softer lines (0.08 to 0.20)
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const float BLOOM_AMOUNT = 0.10; // Slight phosphor bleed/glow
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const float CRT_CURVATURE = 0.03; // Subtle screen bulge (0.0 = flat)
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void main() {
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// 1. Subtle screen curvature distortion
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vec2 uv = fragTexCoord;
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vec2 dc = abs(0.5 - uv);
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uv.x += uv.x * (dc.y * dc.y) * CRT_CURVATURE;
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uv.y += uv.y * (dc.x * dc.x) * CRT_CURVATURE;
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// Discard pixels outside the curved screen bounds
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// 2. Sample pixel with slight horizontal blur (Phosphor bleed)
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vec4 col = texture(texture0, uv);
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vec4 col_left = texture(texture0, uv - vec2(0.0008, 0.0));
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vec4 col_right = texture(texture0, uv + vec2(0.0008, 0.0));
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col.rgb = mix(col.rgb, (col_left.rgb + col_right.rgb) * 0.5, BLOOM_AMOUNT);
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// 3. Gaussian scanline profile matching 360 vertical lines
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float scanline = sin(uv.y * 360.0 * 3.14159);
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// Smooth power curve prevents harsh pitch-black cutoffs
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float scanline_factor = pow(0.5 + 0.5 * scanline, 1.8);
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// Apply scanlines smoothly
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col.rgb *= mix(1.0 - SCANLINE_INTENSITY, 1.0, scanline_factor);
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// 4. Subtle corner vignette
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float vig = (16.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y));
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col.rgb *= pow(vig, 0.05);
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finalColor = col * colDiffuse * fragColor;
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}
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Binary file not shown.
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After Width: | Height: | Size: 632 KiB |
Binary file not shown.
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After Width: | Height: | Size: 400 KiB |
Binary file not shown.
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After Width: | Height: | Size: 420 KiB |
@@ -20,7 +20,7 @@ Sound_ID :: enum {
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Audio_Manager :: struct {
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Audio_Manager :: struct {
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sounds: map[Sound_ID]rl.Sound,
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sounds: map[Sound_ID]rl.Sound,
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music: rl.Music,
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music: rl.Music,
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music_loaded: bool,
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music_loaded: bool, //
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sfx_vol: f32, // User SFX volume setting
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sfx_vol: f32, // User SFX volume setting
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user_music_vol: f32, // User Music volume setting
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user_music_vol: f32, // User Music volume setting
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@@ -40,13 +40,13 @@ audio_init :: proc(audio: ^Audio_Manager) {
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audio.sounds = make(map[Sound_ID]rl.Sound)
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audio.sounds = make(map[Sound_ID]rl.Sound)
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// Load SFX
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// Load SFX
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audio.sfx_vol = 0.3
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audio.sfx_vol = 0.4
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audio.sounds[.UI_Select] = rl.LoadSound("assets/audio/ui/select.ogg")
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audio.sounds[.UI_Select] = rl.LoadSound("assets/audio/ui/select.ogg")
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audio.sounds[.Ball_Collision] = rl.LoadSound("assets/audio/gameplay/ballhit.ogg")
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audio.sounds[.Ball_Collision] = rl.LoadSound("assets/audio/gameplay/ballhit.ogg")
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// Load Music Stream
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// Load Music Stream
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audio.user_music_vol = 0.1
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audio.user_music_vol = 0.4
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audio.current_music_vol = 0.1
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audio.current_music_vol = 0.4
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audio.fade_state = .None
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audio.fade_state = .None
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audio.music = rl.LoadMusicStream("assets/audio/gameplay/music/track_1.wav")
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audio.music = rl.LoadMusicStream("assets/audio/gameplay/music/track_1.wav")
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audio.music_loaded = true
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audio.music_loaded = true
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@@ -6,14 +6,16 @@ import rl "vendor:raylib"
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SPEED_INC :: 30
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SPEED_INC :: 30
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EFFECTS_SPEED :: 300
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EFFECTS_SPEED :: 300
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INITIAL_SPEED :: 200
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MAX_SPEED :: 550
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init_ball :: proc() -> Entity {
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init_ball :: proc() -> Entity {
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return Entity{
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return Entity{
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type = .Ball,
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type = .Ball,
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active = true,
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active = true,
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pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
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pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
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speed = 200,
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speed = INITIAL_SPEED,
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max_speed = 550,
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max_speed = MAX_SPEED,
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vel = rl.Vector2{0,0},
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vel = rl.Vector2{0,0},
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shape = .Circle,
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shape = .Circle,
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size = rl.Vector2{8, 0},
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size = rl.Vector2{8, 0},
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@@ -35,7 +37,7 @@ serve_ball :: proc(ball: ^Entity, serve_dir: u8) {
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reset_ball :: proc(ball: ^Entity) {
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reset_ball :: proc(ball: ^Entity) {
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ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
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ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
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ball.vel = rl.Vector2{0,0}
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ball.vel = rl.Vector2{0,0}
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ball.speed = 300
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ball.speed = INITIAL_SPEED
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ball.trail_positions = {}
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ball.trail_positions = {}
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ball.trail_count = 0
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ball.trail_count = 0
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}
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}
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@@ -118,6 +120,7 @@ check_ball_paddle_collision :: proc(ball: ^Entity, paddle: Entity) -> bool {
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}
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}
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increment_score :: proc(score_side: ^int, max_score: int, player: bool, ball: ^Entity) {
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increment_score :: proc(score_side: ^int, max_score: int, player: bool, ball: ^Entity) {
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emit_event(.Score_Change)
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score_side^ += 1
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score_side^ += 1
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if score_side^ == max_score {
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if score_side^ == max_score {
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emit_event(Game_Over_Data{player})
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emit_event(Game_Over_Data{player})
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@@ -58,21 +58,13 @@ process_events :: proc(game: ^Game) {
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push_scene(game, make_game_over_overlay(e.winner_is_player))
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push_scene(game, make_game_over_overlay(e.winner_is_player))
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case Ball_Collision_Data:
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case Ball_Collision_Data:
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// normalize the speed between 0.0 -> 1.0
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// map that value to the camera displacement
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min_speed: f32 = 200.0
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max_speed: f32 = 550.0
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speed_factor := clamp((e.speed - min_speed) / (max_speed - min_speed), 0, 1.0)
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intensity := 0.5 + (speed_factor * 4.5)
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game_trigger_shake(game, intensity, duration = 0.15)
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audio_play_sfx(&game.audio, .Ball_Collision)
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audio_play_sfx(&game.audio, .Ball_Collision)
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case Simple_Event:
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case Simple_Event:
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#partial switch e {
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#partial switch e {
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case .Game_Start:
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case .Game_Start:
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set_root_scene(game, make_gameplay_scene())
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set_root_scene(game, make_gameplay_scene())
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game.transition = {true, 0, 0.2}
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audio_fade_in(&game.audio, duration = 1.5)
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audio_fade_in(&game.audio, duration = 1.5)
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case .Game_Pause:
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case .Game_Pause:
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@@ -81,6 +73,9 @@ process_events :: proc(game: ^Game) {
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case .Game_Resume:
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case .Game_Resume:
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pop_scene(game)
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pop_scene(game)
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case .Score_Change:
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game_trigger_shake(game, 10, duration = 0.20)
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case .Game_Settings:
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case .Game_Settings:
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parent: Maybe(Scene_Type) = nil
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parent: Maybe(Scene_Type) = nil
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if active := get_active_scene(game); active != nil {
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if active := get_active_scene(game); active != nil {
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@@ -92,6 +87,7 @@ process_events :: proc(game: ^Game) {
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case .Game_Main_Menu:
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case .Game_Main_Menu:
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set_root_scene(game, make_main_menu())
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set_root_scene(game, make_main_menu())
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game.transition = {true, 0, 0.3}
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audio_fade_out(&game.audio, duration = 1.0)
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audio_fade_out(&game.audio, duration = 1.0)
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case .Game_Back:
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case .Game_Back:
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+62
-9
@@ -6,7 +6,7 @@ import rl "vendor:raylib"
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|
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VIEWPORT_W :: 640
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VIEWPORT_W :: 640
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VIEWPORT_H :: 360
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VIEWPORT_H :: 360
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WINDOW_TITLE :: "Pong"
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WINDOW_TITLE :: "PONG 2026"
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Resolution :: struct {
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Resolution :: struct {
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width: i32,
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width: i32,
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@@ -16,16 +16,27 @@ Resolution :: struct {
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// Preset window dimensions
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// Preset window dimensions
|
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RESOLUTIONS := [?]Resolution{
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RESOLUTIONS := [?]Resolution{
|
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{0, 0, "Fullscreen"},
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{1024, 768, "1024x768"},
|
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{1280, 720, "1280x720"},
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{1280, 720, "1280x720"},
|
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{1366, 768, "1366x768"},
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{1600, 900, "1600x900"},
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{1920, 1080, "1920x1080"},
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{1920, 1080, "1920x1080"},
|
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{2560, 1440, "2560x1440"},
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{2560, 1440, "2560x1440"},
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{3840, 2160, "3840x2160"},
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{3840, 2160, "3840x2160"},
|
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}
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}
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Transition :: struct {
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active: bool,
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elapsed: f32,
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duration: f32,
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}
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||||||
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|
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Game :: struct {
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Game :: struct {
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viewport: rl.RenderTexture2D,
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viewport: rl.RenderTexture2D,
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bg_texture: rl.Texture2D,
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bg_texture: rl.Texture2D,
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crt_shader: rl.Shader,
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crt_shader: rl.Shader,
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transition: Transition,
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scene_stack: [dynamic]Scene,
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scene_stack: [dynamic]Scene,
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should_close: bool,
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should_close: bool,
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audio: Audio_Manager,
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audio: Audio_Manager,
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@@ -38,7 +49,11 @@ Game :: struct {
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// resolution state
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// resolution state
|
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window_w: i32,
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window_w: i32,
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window_h: i32,
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window_h: i32,
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res_index: int
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res_index: int,
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||||||
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|
||||||
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// Controller state.
|
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controller_gid: i32,
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controller_connected: bool,
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}
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}
|
||||||
|
|
||||||
// AO: lets me load this at compile time!
|
// AO: lets me load this at compile time!
|
||||||
@@ -48,14 +63,18 @@ gamepad_compat := #load("../gamecontrollerdb.txt", string)
|
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// Game Lifecycle
|
// Game Lifecycle
|
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// ------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------
|
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game_init :: proc(game: ^Game) {
|
game_init :: proc(game: ^Game) {
|
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rl.SetConfigFlags({.WINDOW_ALWAYS_RUN, .MSAA_4X_HINT})
|
rl.SetConfigFlags({.WINDOW_ALWAYS_RUN, .MSAA_4X_HINT, .WINDOW_RESIZABLE})
|
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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)
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rl.SetExitKey(.KEY_NULL)
|
||||||
|
rl.HideCursor()
|
||||||
|
|
||||||
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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)
|
||||||
@@ -79,9 +98,14 @@ game_init :: proc(game: ^Game) {
|
|||||||
bg_img := rl.GenImageGradientRadial(VIEWPORT_W, VIEWPORT_H, 0.3, bg_center, bg_corner)
|
bg_img := rl.GenImageGradientRadial(VIEWPORT_W, VIEWPORT_H, 0.3, bg_center, bg_corner)
|
||||||
game.bg_texture = rl.LoadTextureFromImage(bg_img)
|
game.bg_texture = rl.LoadTextureFromImage(bg_img)
|
||||||
rl.UnloadImage(bg_img) // Free CPU memory
|
rl.UnloadImage(bg_img) // Free CPU memory
|
||||||
|
|
||||||
game.crt_shader = rl.LoadShader(nil, "assets/shaders/crt.fs")
|
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
|
// Setup 2D camera matching the 640x360 viewport center
|
||||||
game.camera = rl.Camera2D{
|
game.camera = rl.Camera2D{
|
||||||
target = rl.Vector2{VIEWPORT_W / 2.0, VIEWPORT_H / 2.0},
|
target = rl.Vector2{VIEWPORT_W / 2.0, VIEWPORT_H / 2.0},
|
||||||
@@ -90,13 +114,14 @@ game_init :: proc(game: ^Game) {
|
|||||||
zoom = 1.0,
|
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
|
// Update Camera Shake
|
||||||
@@ -121,10 +146,15 @@ game_update :: proc(game: ^Game) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
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)
|
||||||
|
|
||||||
@@ -146,13 +176,20 @@ game_render :: proc(game: ^Game) {
|
|||||||
for &scene in game.scene_stack {
|
for &scene in game.scene_stack {
|
||||||
scene_render(&scene)
|
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.EndMode2D()
|
||||||
|
|
||||||
rl.EndTextureMode()
|
rl.EndTextureMode()
|
||||||
|
|
||||||
render_game_to_window(game)
|
render_game_to_window(game)
|
||||||
|
|
||||||
rl.DrawFPS(10, game.window_h - 20)
|
// when DEBUG do rl.DrawFPS(10, rl.GetScreenHeight() - 20)
|
||||||
rl.EndDrawing()
|
rl.EndDrawing()
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -183,6 +220,17 @@ game_trigger_shake :: proc(game: ^Game, intensity: f32, duration: f32 = 0.15) {
|
|||||||
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
|
||||||
|
|
||||||
@@ -200,13 +248,18 @@ 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.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,
|
||||||
|
|||||||
+19
-13
@@ -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) ||
|
||||||
|
|||||||
@@ -120,7 +120,7 @@ render_hud :: proc(level: Level) {
|
|||||||
|
|
||||||
p1_size := rl.MeasureTextEx(font, "PLAYER 1", HUD_FONT_SIZE, HUD_FONT_SPACING)
|
p1_size := rl.MeasureTextEx(font, "PLAYER 1", HUD_FONT_SIZE, HUD_FONT_SPACING)
|
||||||
p1_pos := rl.Vector2{HUD_PADDING, HUD_PADDING}
|
p1_pos := rl.Vector2{HUD_PADDING, HUD_PADDING}
|
||||||
rl.DrawTextEx(font, "PLAYER 1", p1_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
|
rl.DrawTextEx(font, "PLAYER", p1_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
|
||||||
|
|
||||||
opp_size := rl.MeasureTextEx(font, "COMPUTER", HUD_FONT_SIZE, HUD_FONT_SPACING)
|
opp_size := rl.MeasureTextEx(font, "COMPUTER", HUD_FONT_SIZE, HUD_FONT_SPACING)
|
||||||
opp_pos := rl.Vector2{f32(VIEWPORT_W) - HUD_PADDING - opp_size.x, HUD_PADDING}
|
opp_pos := rl.Vector2{f32(VIEWPORT_W) - HUD_PADDING - opp_size.x, HUD_PADDING}
|
||||||
|
|||||||
@@ -177,8 +177,8 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
|
|||||||
item_rec := get_canvas_item_rec(canvas, i, top_margin = UI_TOP_MARGIN_LIST)
|
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, UI_ITEM_BORDER_THICK, border_color)
|
rl.DrawRectangleLinesEx(item_rec, UI_ITEM_BORDER_THICK, border_color)
|
||||||
|
|
||||||
@@ -191,7 +191,7 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
|
|||||||
|
|
||||||
case UI_Slider:
|
case UI_Slider:
|
||||||
slider_rec := item_rec
|
slider_rec := item_rec
|
||||||
text_width := rl.MeasureText(v.label, UI_LABEL_FONT_SIZE)
|
text_width := 31
|
||||||
slider_rec.x = slider_rec.x + f32(text_width * 2)
|
slider_rec.x = slider_rec.x + f32(text_width * 2)
|
||||||
slider_rec.width = (slider_rec.width - f32(text_width * 2))
|
slider_rec.width = (slider_rec.width - f32(text_width * 2))
|
||||||
|
|
||||||
@@ -250,7 +250,7 @@ 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")
|
||||||
|
|
||||||
t_text: cstring = "PONG"
|
t_text: cstring = WINDOW_TITLE
|
||||||
t_width := rl.MeasureText(t_text, UI_TITLE_FONT_SIZE)
|
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), UI_TITLE_FONT_SIZE, rl.WHITE)
|
rl.DrawText(t_text, t_x, i32(canvas.padding), UI_TITLE_FONT_SIZE, rl.WHITE)
|
||||||
|
|||||||
Reference in New Issue
Block a user