package game import "core:math/rand" import rl "vendor:raylib" init_ball :: proc() -> Entity { return Entity{ type = .Ball, active = true, pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}, speed = 500, max_speed = 800, vel = rl.Vector2{0,0}, shape = .Circle, size = rl.Vector2{15, 15} } } serve_ball :: proc(ball: ^Entity) { // Randomize initial direction: -1.0 or 1.0 dir_x := f32(rand.float32() > 0.5 ? 1 : -1) dir_y := rand.choice([]f32{-0.1, 0.1}) // Slightly angled launch ball.vel = rl.Vector2Normalize({dir_x, dir_y}) * ball.speed } reset_ball :: proc(ball: ^Entity) { ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)} ball.vel = rl.Vector2{0,0} ball.speed = 500 } update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) { // first check the level timer are we waiting to serve? if level.serve_timer > 0 { level.serve_timer -= dt if level.serve_timer <= 0 { serve_ball(ball) } return } radius := ball.size.x field_bounds := level.field_bounds // paddle collisions detection (player then enemy) if check_ball_paddle_collision(ball, level.player) { resolve_collision(ball, level.player, true) } else if check_ball_paddle_collision(ball, level.opponent) { resolve_collision(ball, level.opponent, false) } // bounds collision detection if ball.pos.y >= (field_bounds.y + field_bounds.height) - ball.size.x { ball.vel.y = -ball.vel.y } if ball.pos.y <= field_bounds.y + ball.size.x { ball.vel.y = -ball.vel.y } if ball.pos.x >= (field_bounds.x + field_bounds.width) - ball.size.x { increment_score(&level.score_player, level.score_win, true) reset_ball(ball) level.serve_timer = level.wait_time } if ball.pos.x <= field_bounds.x + ball.size.x { increment_score(&level.score_enemy, level.score_win, false) reset_ball(ball) level.serve_timer = level.wait_time } ball.pos += ball.vel * dt } check_ball_paddle_collision :: proc(ball: ^Entity, paddle: Entity) -> bool { paddle_rec := rl.Rectangle{ x = paddle.pos.x, y = paddle.pos.y, width = paddle.size.x, height = paddle.size.y, } collided := rl.CheckCollisionCircleRec(ball.pos, ball.size.x, paddle_rec) if collided do emit_event(.Ball_Collision) return collided } increment_score :: proc(score_side: ^int, max_score: int, player: bool) { score_side^ += 1 if score_side^ == max_score do emit_event(Game_Over_Data{player}) } increment_speed :: proc(ball: ^Entity) { if ball.speed <= ball.max_speed { ball.speed += 100 ball.vel = rl.Vector2Normalize({ball.vel.x, ball.vel.y}) * ball.speed } } resolve_collision :: proc(ball: ^Entity, paddle: Entity, is_player: bool) { ball_center_y := ball.pos.y paddle_center_y := paddle.pos.y + (paddle.size.y / 2.0) local_y := ball_center_y - paddle_center_y half_height := paddle.size.y / 2.0 // check if we are in top or bottom half of paddle hit_t := clamp(local_y / half_height, -1.0, 1.0) // direction is dependant of if its the player dir_x: f32 = is_player ? 1.0 : -1.0 // steer the angle by a value using its hit t value dir_y := hit_t * 1.3 new_dir := rl.Vector2Normalize({dir_x, dir_y}) ball.vel = new_dir * ball.speed increment_speed(ball) // Resolve overlap if is_player { ball.pos.x = paddle.pos.x + paddle.size.x + ball.size.x } else { ball.pos.x = paddle.pos.x - ball.size.x } } render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) { rl.DrawCircleV(ball.pos, ball.size.x, rl.MAROON) }