Files
pong_raylib/src/level_manager.odin
T

106 lines
3.6 KiB
Odin

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)
}