Files
pong_raylib/src/entity_ball.odin
T
jasonhilder 4a45ba3328 Updated ball to have deflection and max speed.
Updated the ball to increment its speed on hit.
Also to calc a better angle on hit to serve back.
Also set a max speed.
2026-09-21 07:27:45 +02:00

127 lines
3.7 KiB
Odin

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)
}