package game import "core:fmt" import rl "vendor:raylib" // ------------------------------------------------------------------------------ // LEVEL specifics // ------------------------------------------------------------------------------ FIELD_BORDER :: 3 SERVE_WAIT_TIME :: 1.0 Level :: struct { field_bounds: rl.Rectangle, player: Entity, opponent: Entity, ball: Entity, serve_timer: f32, wait_time: f32, score_player: int, score_enemy: int, score_win: int, } 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_y := f32(VIEWPORT_H) * 0.10 bounds := rl.Rectangle{ x = pad_x, y = pad_y, width = f32(VIEWPORT_W) - (pad_x * 2), height = f32(VIEWPORT_H) - (pad_y * 2), } player_ent := init_player() player_ent.pos.x = bounds.x + FIELD_BORDER player_ent.pos.y = bounds.y + (bounds.height / 2) - (player_ent.size.y / 2) opponent_ent := init_opponent() opponent_ent.pos.x = (bounds.x + bounds.width) - (opponent_ent.size.x) - FIELD_BORDER opponent_ent.pos.y = bounds.y + (bounds.height / 2) - (opponent_ent.size.y / 2) return Level{ field_bounds = bounds, player = player_ent, opponent = opponent_ent, ball = init_ball(), serve_timer = SERVE_WAIT_TIME, wait_time = SERVE_WAIT_TIME, score_win = 1, score_player = 0, score_enemy = 0, } } update_level :: proc(level: ^Level, input: Input_Event, dt: f32) { update_ball(&level.ball, level, dt) update_player(&level.player, input, level.field_bounds, dt) update_opponent(&level.opponent, level.ball, level.field_bounds, dt) } render_level :: proc(level: Level) { rl.DrawRectangleRec(level.field_bounds, rl.DARKGRAY) rl.DrawRectangleLinesEx(level.field_bounds, FIELD_BORDER, rl.RAYWHITE) center_x := f32(VIEWPORT_W) / 2.0 start_pos := rl.Vector2{center_x, level.field_bounds.y + FIELD_BORDER} end_pos := rl.Vector2{center_x, level.field_bounds.y + level.field_bounds.height - FIELD_BORDER} rl.DrawLineEx(start_pos, end_pos, FIELD_BORDER, rl.WHITE) render_player(level.player, level.field_bounds) render_opponent(level.opponent, level.field_bounds) render_ball(level.ball, level.field_bounds) } render_hud :: proc(level: Level) { // 2 spacing, 20 font size, 5 padding font := rl.GetFontDefault() // player one id p1_size := rl.MeasureTextEx(font, "PLAYER 1", 20, 2) p1_box := rl.Rectangle{5, 5, p1_size.x, p1_size.y} 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", 20, 2) opp_box := rl.Rectangle{(VIEWPORT_W - 5 - opp_size.x), 5, (opp_size.x), (opp_size.y)} 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_size := rl.MeasureTextEx(font, score_text, 20, 2) score_box := rl.Rectangle{(VIEWPORT_W / 2 - score_size.x / 2), 5, (score_size.x), (score_size.y)} score_pos := rl.Vector2{score_box.x, score_box.y} 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) }