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out/
assets/
gamecontrollerdb.txt
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# 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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#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;
}
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@@ -20,7 +20,7 @@ Sound_ID :: enum {
Audio_Manager :: struct {
sounds: map[Sound_ID]rl.Sound,
music: rl.Music,
music_loaded: bool,
music_loaded: bool, //
sfx_vol: f32, // User SFX volume setting
user_music_vol: f32, // User Music volume setting
@@ -40,13 +40,13 @@ audio_init :: proc(audio: ^Audio_Manager) {
audio.sounds = make(map[Sound_ID]rl.Sound)
// Load SFX
audio.sfx_vol = 0.3
audio.sfx_vol = 0.4
audio.sounds[.UI_Select] = rl.LoadSound("assets/audio/ui/select.ogg")
audio.sounds[.Ball_Collision] = rl.LoadSound("assets/audio/gameplay/ballhit.ogg")
// Load Music Stream
audio.user_music_vol = 0.1
audio.current_music_vol = 0.1
audio.user_music_vol = 0.4
audio.current_music_vol = 0.4
audio.fade_state = .None
audio.music = rl.LoadMusicStream("assets/audio/gameplay/music/track_1.wav")
audio.music_loaded = true
+6 -3
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@@ -6,14 +6,16 @@ import rl "vendor:raylib"
SPEED_INC :: 30
EFFECTS_SPEED :: 300
INITIAL_SPEED :: 200
MAX_SPEED :: 550
init_ball :: proc() -> Entity {
return Entity{
type = .Ball,
active = true,
pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
speed = 200,
max_speed = 550,
speed = INITIAL_SPEED,
max_speed = MAX_SPEED,
vel = rl.Vector2{0,0},
shape = .Circle,
size = rl.Vector2{8, 0},
@@ -35,7 +37,7 @@ serve_ball :: proc(ball: ^Entity, serve_dir: u8) {
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.speed = INITIAL_SPEED
ball.trail_positions = {}
ball.trail_count = 0
}
@@ -118,6 +120,7 @@ check_ball_paddle_collision :: proc(ball: ^Entity, paddle: Entity) -> bool {
}
increment_score :: proc(score_side: ^int, max_score: int, player: bool, ball: ^Entity) {
emit_event(.Score_Change)
score_side^ += 1
if score_side^ == max_score {
emit_event(Game_Over_Data{player})
+5 -9
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@@ -58,21 +58,13 @@ process_events :: proc(game: ^Game) {
push_scene(game, make_game_over_overlay(e.winner_is_player))
case Ball_Collision_Data:
// normalize the speed between 0.0 -> 1.0
// map that value to the camera displacement
min_speed: f32 = 200.0
max_speed: f32 = 550.0
speed_factor := clamp((e.speed - min_speed) / (max_speed - min_speed), 0, 1.0)
intensity := 0.5 + (speed_factor * 4.5)
game_trigger_shake(game, intensity, duration = 0.15)
audio_play_sfx(&game.audio, .Ball_Collision)
case Simple_Event:
#partial switch e {
case .Game_Start:
set_root_scene(game, make_gameplay_scene())
game.transition = {true, 0, 0.2}
audio_fade_in(&game.audio, duration = 1.5)
case .Game_Pause:
@@ -81,6 +73,9 @@ process_events :: proc(game: ^Game) {
case .Game_Resume:
pop_scene(game)
case .Score_Change:
game_trigger_shake(game, 10, duration = 0.20)
case .Game_Settings:
parent: Maybe(Scene_Type) = nil
if active := get_active_scene(game); active != nil {
@@ -92,6 +87,7 @@ process_events :: proc(game: ^Game) {
case .Game_Main_Menu:
set_root_scene(game, make_main_menu())
game.transition = {true, 0, 0.3}
audio_fade_out(&game.audio, duration = 1.0)
case .Game_Back:
+63 -10
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@@ -6,7 +6,7 @@ import rl "vendor:raylib"
VIEWPORT_W :: 640
VIEWPORT_H :: 360
WINDOW_TITLE :: "Pong"
WINDOW_TITLE :: "PONG 2026"
Resolution :: struct {
width: i32,
@@ -16,16 +16,27 @@ Resolution :: struct {
// Preset window dimensions
RESOLUTIONS := [?]Resolution{
{1280, 720, "1280x720"},
{0, 0, "Fullscreen"},
{1024, 768, "1024x768"},
{1280, 720, "1280x720"},
{1366, 768, "1366x768"},
{1600, 900, "1600x900"},
{1920, 1080, "1920x1080"},
{2560, 1440, "2560x1440"},
{3840, 2160, "3840x2160"},
}
Transition :: struct {
active: bool,
elapsed: f32,
duration: f32,
}
Game :: struct {
viewport: rl.RenderTexture2D,
bg_texture: rl.Texture2D,
crt_shader: rl.Shader,
transition: Transition,
scene_stack: [dynamic]Scene,
should_close: bool,
audio: Audio_Manager,
@@ -38,7 +49,11 @@ Game :: struct {
// resolution state
window_w: 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!
@@ -48,14 +63,18 @@ gamepad_compat := #load("../gamecontrollerdb.txt", string)
// Game Lifecycle
// ------------------------------------------------------------------------------
game_init :: proc(game: ^Game) {
rl.SetConfigFlags({.WINDOW_ALWAYS_RUN, .MSAA_4X_HINT})
game.res_index = 2
rl.SetConfigFlags({.WINDOW_ALWAYS_RUN, .MSAA_4X_HINT, .WINDOW_RESIZABLE})
game.controller_gid = -1
game.res_index = 0
game.window_w = RESOLUTIONS[game.res_index].width
game.window_h = RESOLUTIONS[game.res_index].height
rl.InitWindow(game.window_w, game.window_h, WINDOW_TITLE)
rl.SetTargetFPS(60)
rl.SetExitKey(.KEY_NULL)
rl.HideCursor()
game_set_resolution(game, game.res_index)
gamepad_cstr := strings.clone_to_cstring(gamepad_compat)
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)
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},
@@ -90,13 +114,14 @@ game_init :: proc(game: ^Game) {
zoom = 1.0,
}
game.transition = {true, 0, 0.2}
game.should_close = false
set_root_scene(game, make_main_menu())
}
game_update :: proc(game: ^Game) {
dt := rl.GetFrameTime()
input := poll_input()
input := poll_input(game)
// -------------------------------------------------------------------------
// Update Camera Shake
@@ -121,10 +146,15 @@ game_update :: proc(game: ^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)
}
// background music buffer streaming
audio_update(&game.audio, dt)
@@ -146,13 +176,20 @@ game_render :: proc(game: ^Game) {
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()
render_game_to_window(game)
rl.DrawFPS(10, game.window_h - 20)
// when DEBUG do rl.DrawFPS(10, rl.GetScreenHeight() - 20)
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.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_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) {
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(
texture,
// src: inverted y coordinate flips opengl texture buffer correctly
rl.Rectangle{0, 0, f32(texture.width), -f32(texture.height)},
// 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{},
0,
rl.WHITE,
+19 -13
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@@ -1,5 +1,6 @@
package game
import "core:strings"
import rl "vendor:raylib"
// ------------------------------------------------------------------------------
@@ -21,35 +22,40 @@ Input_Event :: struct {
}
// 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.
if active_gamepad_id != -1 {
if rl.IsGamepadAvailable(active_gamepad_id) {
if game.controller_gid != -1 {
if rl.IsGamepadAvailable(game.controller_gid) {
// do nothing still connected
return
}
// else we lost connection
active_gamepad_id = -1
rl.TraceLog(.WARNING, "Controller disconnected!!")
game.controller_gid = -1
game.controller_connected = false
}
for i: i32 = 0; i < 4; i += 1 {
if rl.IsGamepadAvailable(i) {
active_gamepad_id = i
if rl.IsGamepadAvailable(i) && is_real_pad(i) {
game.controller_connected = true
game.controller_gid = i
return
}
}
}
poll_input :: proc() -> Input_Event {
poll_input :: proc(game: ^Game) -> Input_Event {
input_event := Input_Event{}
input_dir := rl.Vector2{0, 0}
update_active_gamepad()
gamepad_active := active_gamepad_id != -1
gid := active_gamepad_id
update_active_gamepad(game)
gamepad_active := game.controller_connected
gid := game.controller_gid
// --------------------------------------------------------------------------
// 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) ||
(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))
input_event.pause_pressed = rl.IsKeyPressed(.SPACE) ||
+1 -1
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@@ -120,7 +120,7 @@ render_hud :: proc(level: Level) {
p1_size := rl.MeasureTextEx(font, "PLAYER 1", HUD_FONT_SIZE, HUD_FONT_SPACING)
p1_pos := rl.Vector2{HUD_PADDING, HUD_PADDING}
rl.DrawTextEx(font, "PLAYER 1", p1_pos, HUD_FONT_SIZE, HUD_FONT_SPACING, rl.WHITE)
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_pos := rl.Vector2{f32(VIEWPORT_W) - HUD_PADDING - opp_size.x, HUD_PADDING}
+4 -4
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@@ -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)
is_selected := (i == menu.selected_index)
border_color := is_selected ? rl.ORANGE : rl.DARKGRAY
text_color := is_selected ? rl.ORANGE : rl.WHITE
border_color := is_selected ? rl.SKYBLUE : rl.DARKGRAY
text_color := is_selected ? rl.SKYBLUE : rl.WHITE
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:
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.width = (slider_rec.width - f32(text_width * 2))
@@ -250,7 +250,7 @@ render_main_menu :: proc(scene: Scene) {
menu, menu_ok := canvas.menu.?
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_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)