Menu, tweens, fixed ball bugs

This commit is contained in:
Nefrace 2024-09-09 00:18:35 +03:00
parent 91f72163c3
commit 0288abeb63
9 changed files with 379 additions and 53 deletions

Binary file not shown.

View File

@ -37,13 +37,14 @@ ball_update :: proc(ball: ^Ball, game: ^Game, delta: f32) -> bool {
ball.velocity.x = -ball.velocity.x ball.velocity.x = -ball.velocity.x
ball.angular_velocity = 0 ball.angular_velocity = 0
} }
} else {
return false
} }
if ball.position.y < ball.radius - 20 { if ball.position.y < ball.radius {
ball.position.y = ball.radius ball.position.y = ball.radius
ball.velocity.y = -ball.velocity.y ball.velocity.y = -ball.velocity.y
ball.angular_velocity = 0 ball.angular_velocity = 0
return false
} }
if ball.position.y + ball.radius > pad.position.y - pad.size.y / 2 && if ball.position.y + ball.radius > pad.position.y - pad.size.y / 2 &&

44
brick.odin Normal file
View File

@ -0,0 +1,44 @@
package main
import rl "vendor:raylib"
Brick :: struct {
position: Vec2,
velocity: Vec2,
size: Vec2,
angle: f32,
angular_velocity: f32,
is_flying: bool,
is_fixed: bool,
color: rl.Color,
hits: u8,
is_to_free: bool,
}
spawn_brick :: proc(position: Vec2, size: Vec2, is_fixed: bool = true, color: rl.Color = rl.RED, hits : u8 = 1) -> Brick {
return Brick {
position = position,
velocity = Vec2{},
size = Vec2{30,20},
is_flying = false,
is_fixed = is_fixed,
color = color,
hits = hits,
angle = 0
}
}
brick_update :: proc(brick: ^Brick, camera: rl.Camera2D, delta: f32) {
if !brick.is_flying { return }
brick.velocity.y += 500 * delta
brick.position += brick.velocity * delta
brick.angle += brick.angular_velocity * delta
screen_pos := rl.GetWorldToScreen2D(brick.position, camera)
if !rl.CheckCollisionRecs(rl.Rectangle{screen_pos.x - brick.size.x / 2, screen_pos.y - brick.size.y / 2, brick.size.x, brick.size.y},
rl.Rectangle{0, 0, WINDOWF.x, WINDOWF.y}
) {
brick.is_to_free = true
}
}

View File

@ -4,53 +4,29 @@ import rl "vendor:raylib"
import "vendor:raylib/rlgl" import "vendor:raylib/rlgl"
import "core:fmt" import "core:fmt"
import "core:math" import "core:math"
import "core:math/ease"
// Virtual game field dimensions // Virtual game field dimensions
GameField := Vec2{800, 600} GameField := Vec2{800, 600}
Brick :: struct {
position: Vec2,
velocity: Vec2,
size: Vec2,
angle: f32,
angular_velocity: f32,
is_flying: bool,
is_fixed: bool,
color: rl.Color,
hits: u8,
}
spawn_brick :: proc(position: Vec2, size: Vec2, is_fixed: bool = true, color: rl.Color = rl.RED, hits : u8 = 1) -> Brick {
return Brick {
position = position,
velocity = Vec2{},
size = Vec2{30,20},
is_flying = false,
is_fixed = is_fixed,
color = color,
hits = hits,
angle = 0
}
}
Game :: struct { Game :: struct {
using state: GameState, using state: GameState,
lives: u8, lives: u8,
pad: Pad, pad: Pad,
balls: [dynamic]Ball, balls: [dynamic]Ball,
bricks: [dynamic]Brick, bricks: [dynamic]Brick,
camera: rl.Camera2D camera: rl.Camera2D,
} }
game_init :: proc() -> ^GameState { game_init :: proc(prev: ^GameState = nil) -> ^GameState {
state := new(Game) state := new(Game)
state.variant = state state.variant = state
state.draw = game_draw state.draw = game_draw
state.update = game_update state.update = game_update
state.free = game_free
state.lives = 3 state.lives = 3
state.previous = prev
state.camera = rl.Camera2D{ state.camera = rl.Camera2D{
zoom = 1, zoom = 1,
target = GameField / 2, target = GameField / 2,
@ -67,6 +43,7 @@ game_init :: proc() -> ^GameState {
}) })
offset : f32 = 0 offset : f32 = 0
for y : f32 = 40; y < GameField.y / 2; y += 35 { for y : f32 = 40; y < GameField.y / 2; y += 35 {
for x : f32 = 40 + offset; x < GameField.x - 40; x += 40 { for x : f32 = 40 + offset; x < GameField.x - 40; x += 40 {
@ -99,7 +76,10 @@ game_update :: proc(state: ^GameState, delta: f32) {
is_inside := ball_update(&ball, game, delta) is_inside := ball_update(&ball, game, delta)
if is_inside { all_balls_outside = false } if is_inside { all_balls_outside = false }
if ball.position.y > GameField.y + 200 { screen_pos := rl.GetWorldToScreen2D(ball.position, camera)
fmt.println(screen_pos)
if !rl.CheckCollisionCircleRec(ball.position, ball.radius, rl.Rectangle{0, 0, WINDOWF.x, WINDOWF.y}
) {
unordered_remove(&balls, i) unordered_remove(&balls, i)
} }
} }
@ -115,15 +95,8 @@ game_update :: proc(state: ^GameState, delta: f32) {
} }
#reverse for &brick, i in bricks { #reverse for &brick, i in bricks {
if !brick.is_flying { continue } brick_update(&brick, camera, delta)
brick.velocity.y += 500 * delta if brick.is_to_free {
brick.position += brick.velocity * delta
brick.angle += brick.angular_velocity * delta
screen_pos := rl.GetWorldToScreen2D(brick.position, camera)
fmt.println(screen_pos)
if !rl.CheckCollisionRecs(rl.Rectangle{screen_pos.x - brick.size.x / 2, screen_pos.y - brick.size.y / 2, brick.size.x, brick.size.y},
rl.Rectangle{0, 0, WINDOWF.x, WINDOWF.y}
) {
unordered_remove(&bricks, i) unordered_remove(&bricks, i)
} }
} }
@ -138,7 +111,6 @@ game_draw :: proc(state: ^GameState) {
rl.BeginMode2D(camera) rl.BeginMode2D(camera)
rl.ClearBackground(rl.RAYWHITE)
rl.DrawRectangleGradientV(0, 0, i32(GameField.x), i32(GameField.y), rl.RED, rl.RAYWHITE) rl.DrawRectangleGradientV(0, 0, i32(GameField.x), i32(GameField.y), rl.RED, rl.RAYWHITE)
@ -154,12 +126,23 @@ game_draw :: proc(state: ^GameState) {
} }
//rl.DrawText(rl.TextFormat("%f\n%f\n%f\n%f", pad.position.x, pad.position.y, pad.velocity.x, pad.velocity.y), 0, 0, 20, rl.BLACK) //rl.DrawText(rl.TextFormat("%f\n%f\n%f\n%f", pad.position.x, pad.position.y, pad.velocity.x, pad.velocity.y), 0, 0, 20, rl.BLACK)
rl.DrawText(rl.TextFormat("%d", len(bricks)), 0, 0, 20, rl.BLACK)
rl.EndMode2D() rl.EndMode2D()
for i : u8 = 0; i < lives; i += 1 { for i : u8 = 0; i < lives; i += 1 {
rl.DrawCircleV(Vec2{20 + 20 * f32(i), 20}, 10, rl.BLUE) rl.DrawCircleV(Vec2{20 + 20 * f32(i), 20}, 10, rl.BLUE)
} }
rl.DrawTextEx(FontUI, rl.TextFormat("%d", len(bricks)), {}, f32(48), 2, rl.BLACK)
} }
game_free :: proc(state: ^GameState) {
game := transmute(^Game)state
delete(game.bricks)
delete(game.balls)
free(state)
}

View File

@ -1,15 +1,22 @@
package main package main
import rl "vendor:raylib" import rl "vendor:raylib"
import rlgl "vendor:raylib/rlgl"
import "core:slice" import "core:slice"
import "core:fmt" import "core:fmt"
import "core:math/ease"
Vec2 :: [2]f32 Vec2 :: [2]f32
Vec2i :: [2]i32 Vec2i :: [2]i32
WINDOW : Vec2i WINDOW : Vec2i
WINDOWF : Vec2 WINDOWF : Vec2
FontTitle : rl.Font
FontUI: rl.Font
WindowShouldExit := false
main :: proc() { main :: proc() {
rl.SetConfigFlags(rl.ConfigFlags{.FULLSCREEN_MODE, .VSYNC_HINT, .WINDOW_MAXIMIZED, .WINDOW_UNDECORATED}) rl.SetConfigFlags(rl.ConfigFlags{.FULLSCREEN_MODE, .VSYNC_HINT, .WINDOW_MAXIMIZED, .WINDOW_UNDECORATED})
@ -17,6 +24,18 @@ main :: proc() {
rl.InitWindow(0, 0, "SinePong") rl.InitWindow(0, 0, "SinePong")
rl.SetTargetFPS(9999) rl.SetTargetFPS(9999)
tween_init()
defer tween_clean()
FontUI = rl.LoadFontEx("assets/monogram-extended.ttf", 96, nil, 2048)
// FontUI = rl.LoadFont("assets/monogram-extended.ttf")
FontTitle = rl.LoadFontEx("assets/monogram-extended.ttf", 96*2, nil, 2048)
defer rl.UnloadFont(FontTitle)
defer rl.UnloadFont(FontUI)
rl.SetTextureFilter(FontUI.texture, rl.TextureFilter.POINT)
rl.SetTextureFilter(FontTitle.texture, rl.TextureFilter.POINT)
WINDOW.x = rl.GetScreenWidth() WINDOW.x = rl.GetScreenWidth()
WINDOW.y = rl.GetScreenHeight() WINDOW.y = rl.GetScreenHeight()
WINDOWF = Vec2{f32(WINDOW.x), f32(WINDOW.y)} WINDOWF = Vec2{f32(WINDOW.x), f32(WINDOW.y)}
@ -24,15 +43,16 @@ main :: proc() {
stack_init() stack_init()
defer { defer {
for s, i in state_stack { for state, i in state_stack {
free(s) state->free()
} }
} }
game := game_init() game := game_init()
append(&state_stack, game) menu := menu_init()
append(&state_stack, menu)
for (!rl.WindowShouldClose()) { for (!WindowShouldExit) {
if rl.IsWindowResized() { if rl.IsWindowResized() {
WINDOW.x = rl.GetScreenWidth() WINDOW.x = rl.GetScreenWidth()
WINDOW.y = rl.GetScreenHeight() WINDOW.y = rl.GetScreenHeight()
@ -42,17 +62,17 @@ main :: proc() {
current_state := state_stack[len(state_stack)-1] current_state := state_stack[len(state_stack)-1]
delta := rl.GetFrameTime() delta := rl.GetFrameTime()
tweens_process(delta)
current_state->update(delta) current_state->update(delta)
{ {
rl.BeginDrawing() rl.BeginDrawing()
defer rl.EndDrawing() defer rl.EndDrawing()
rl.ClearBackground(rl.Color{40, 10, 90, 255})
current_state->draw() current_state->draw()
rlgl.PopMatrix()
} }
} }
} }

View File

@ -1,8 +1,103 @@
package main package main
import rl "vendor:raylib" import rl "vendor:raylib"
import "core:math/ease"
Menu_Buttons :: enum {
START,
HOW_TO_PLAY,
FULLSCREEN,
EXIT
}
menu_strings := [Menu_Buttons]cstring {
.START = "Старт",
.HOW_TO_PLAY = "Как играть?",
.FULLSCREEN = "Полный экран",
.EXIT = "Выход"
}
Menu :: struct { Menu :: struct {
using state: GameState, using state: GameState,
menu_pos: Vec2,
menu_element_offset: f32,
active_element: Menu_Buttons,
active_marker: Vec2,
marker_tween: ^Tween,
}
menu_init :: proc(prev: ^GameState = nil) -> ^GameState {
state := new(Menu)
state.variant = state
state.menu_pos = {300, 300}
state.menu_element_offset = 60
state.active_marker = state.menu_pos + Vec2{0, f32(state.active_element) * state.menu_element_offset}
state.update = menu_update
state.draw = menu_draw
state.free = menu_free
state.previous = prev
return state
}
menu_update :: proc(state: ^GameState, delta: f32) {
menu := transmute(^Menu)state
prev_element := cast(i8)menu.active_element
cur_element := prev_element
if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
cur_element += 1
}
if rl.IsKeyPressed(rl.KeyboardKey.UP) {
cur_element -= 1
}
if prev_element != cur_element {
if cur_element < 0 { cur_element = len(Menu_Buttons) -1 }
if cur_element == len(Menu_Buttons) { cur_element = 0 }
menu.active_element = cast(Menu_Buttons)cur_element
if menu.marker_tween != nil {
tween_cancel(menu.marker_tween)
}
menu.marker_tween = tween_to(
&menu.active_marker.y,
menu.menu_pos.y + f32(menu.active_element) * menu.menu_element_offset,
0.5,
ease.Ease.Back_Out,
)
}
if rl.IsKeyPressed(rl.KeyboardKey.ENTER) || rl.IsKeyPressed(rl.KeyboardKey.SPACE) {
switch menu.active_element {
case .START:
game := game_init(state)
stack_push(game)
case .FULLSCREEN:
case .HOW_TO_PLAY:
case .EXIT:
WindowShouldExit = true
return
}
}
}
menu_draw :: proc(state: ^GameState) {
menu := transmute(^Menu)state
TitleFontSize :: 96
TitleSpacing :: 3
TitleText :: "ARKADODGE"
TitleSize := rl.MeasureTextEx(FontTitle, TitleText, TitleFontSize, TitleSpacing)
rl.DrawTextPro(FontTitle, "ARKADODGE", {WINDOWF.x - 50, 50}, {TitleSize.x, 0}, 0, 96, 3, rl.WHITE)
rl.DrawTextEx(FontUI, ">", menu.active_marker + {-30, 0}, 48, 2, rl.WHITE)
for el, i in menu_strings {
pos := menu.menu_pos + {0, f32(i) * menu.menu_element_offset}
rl.DrawTextEx(FontUI, el, pos, 48, 2, rl.WHITE)
}
}
menu_free :: proc(state: ^GameState) {
free(state)
} }

100
pause.odin Normal file
View File

@ -0,0 +1,100 @@
package main
import rl "vendor:raylib"
import "core:math/ease"
Pause_Buttons :: enum {
RESUME,
FULLSCREEN,
EXIT
}
pause_strings := [Pause_Buttons]cstring {
.RESUME = "Старт",
.FULLSCREEN = "Полный экран",
.EXIT = "Выход"
}
Pause :: struct {
using state: GameState,
menu_pos: Vec2,
menu_element_offset: f32,
active_element: Pause_Buttons,
active_marker: Vec2,
marker_tween: ^Tween,
}
pause_init :: proc(prev: ^GameState = nil) -> ^GameState {
state := new(Pause)
state.variant = state
state.menu_pos = {300, 300}
state.menu_element_offset = 60
state.active_marker = state.menu_pos + Vec2{0, f32(state.active_element) * state.menu_element_offset}
state.update = menu_update
state.draw = menu_draw
state.free = menu_free
state.previous = prev
return state
}
pause_update :: proc(state: ^GameState, delta: f32) {
menu := transmute(^Pause)state
prev_element := cast(i8)menu.active_element
cur_element := prev_element
if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
cur_element += 1
}
if rl.IsKeyPressed(rl.KeyboardKey.UP) {
cur_element -= 1
}
if prev_element != cur_element {
if cur_element < 0 { cur_element = len(Pause_Buttons) -1 }
if cur_element == len(Pause_Buttons) { cur_element = 0 }
menu.active_element = cast(Pause_Buttons)cur_element
if menu.marker_tween != nil {
tween_cancel(menu.marker_tween)
}
menu.marker_tween = tween_to(
&menu.active_marker.y,
menu.menu_pos.y + f32(menu.active_element) * menu.menu_element_offset,
0.5,
ease.Ease.Back_Out,
)
}
if rl.IsKeyPressed(rl.KeyboardKey.ENTER) || rl.IsKeyPressed(rl.KeyboardKey.SPACE) {
switch menu.active_element {
case .RESUME:
stack_pop()
case .FULLSCREEN:
case .EXIT:
stack_pop()
stack_pop()
}
}
}
pause_draw :: proc(state: ^GameState) {
menu := transmute(^Pause)state
TitleFontSize :: 96
TitleSpacing :: 3
TitleText :: "ПАУЗА"
TitleSize := rl.MeasureTextEx(FontTitle, TitleText, TitleFontSize, TitleSpacing)
rl.DrawTextPro(FontTitle, "ARKADODGE", {WINDOWF.x - 50, 50}, {TitleSize.x, 0}, 0, 96, 3, rl.WHITE)
rl.DrawTextEx(FontUI, ">", menu.active_marker + {-30, 0}, 48, 2, rl.WHITE)
for el, i in menu_strings {
pos := menu.menu_pos + {0, f32(i) * menu.menu_element_offset}
rl.DrawTextEx(FontUI, el, pos, 48, 2, rl.WHITE)
}
}
pause_free :: proc(state: ^GameState) {
free(state)
}

View File

@ -2,11 +2,13 @@ package main
import "core:slice" import "core:slice"
StateVariant :: union{^Game, ^Menu} StateVariant :: union{^Game, ^Menu, ^Pause}
GameState :: struct { GameState :: struct {
update: proc(state: ^GameState, delta: f32), update: proc(state: ^GameState, delta: f32),
draw: proc(state: ^GameState), draw: proc(state: ^GameState),
free: proc(state: ^GameState),
previous: ^GameState,
variant: StateVariant variant: StateVariant
} }
@ -41,6 +43,6 @@ stack_pop :: proc() -> (bool) {
return false return false
} }
state := pop(&state_stack) state := pop(&state_stack)
free(state) state->free()
return true return true
} }

81
tween.odin Normal file
View File

@ -0,0 +1,81 @@
package main
import "core:math"
import "core:math/ease"
import "core:math/linalg"
import "core:slice"
Tween :: struct {
ptr: ^f32,
from: f32,
to: f32,
time: f32,
duration: f32,
ease_type: ease.Ease,
active: bool,
finished: proc(data: rawptr),
data: rawptr
}
TWEEN_SIZE :: 128
tweens_buf: [TWEEN_SIZE]^Tween
tweens : [dynamic]^Tween
tween_init :: proc() {
tweens = slice.into_dynamic(tweens_buf[:])
}
tween_clean :: proc() {
for tween, i in tweens {
free(tween)
}
}
tween_to :: proc(
value: ^f32, to: f32, duration: f32,
ease: ease.Ease = ease.Ease.Quartic_In_Out,
data: rawptr = nil,
callback: proc(data: rawptr) = nil
) -> ^Tween {
tween := new(Tween)
tween.ptr = value
tween.from = value^
tween.to = to
tween.duration = duration
tween.ease_type = ease
tween.active = true
tween.data = data
tween.finished = callback
append(&tweens, tween)
return tween
}
tween_cancel :: proc(t: ^Tween) {
t.active = false
}
tweens_process :: proc(delta: f32) {
#reverse for tween, i in tweens {
tween.time += delta
p := clamp(tween.time / tween.duration, 0, 1)
val := ease.ease(tween.ease_type, p)
tween.ptr^ = math.lerp(tween.from, tween.to, val)
if tween.time >= tween.duration {
tween.active = false
if tween.finished != nil {
tween.finished(tween.data)
}
}
if !tween.active {
free(tween)
unordered_remove(&tweens, i)
}
}
}