Menu, tweens, fixed ball bugs
This commit is contained in:
		
							
								
								
									
										
											BIN
										
									
								
								assets/monogram-extended.ttf
									
									
									
									
									
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								assets/monogram-extended.ttf
									
									
									
									
									
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											Binary file not shown.
										
									
								
							@ -37,13 +37,14 @@ ball_update :: proc(ball: ^Ball, game: ^Game, delta: f32) -> bool {
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				ball.velocity.x = -ball.velocity.x
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				ball.angular_velocity = 0
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			}
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		} else {
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			return false
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		}
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		if ball.position.y < ball.radius - 20 {
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		if ball.position.y < ball.radius {
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			ball.position.y = ball.radius
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			ball.velocity.y = -ball.velocity.y
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			ball.angular_velocity = 0
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			return false
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		}
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		if ball.position.y + ball.radius > pad.position.y - pad.size.y / 2 &&
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										44
									
								
								brick.odin
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										44
									
								
								brick.odin
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,44 @@
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package main
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import rl "vendor:raylib"
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Brick :: struct {
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	position: Vec2,
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	velocity: Vec2,
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	size: Vec2,
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	angle: f32,
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	angular_velocity: f32,
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	is_flying: bool,
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	is_fixed: bool,
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	color: rl.Color,
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	hits: u8,
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	is_to_free: bool,
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}
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spawn_brick :: proc(position: Vec2, size: Vec2, is_fixed: bool = true, color: rl.Color = rl.RED, hits : u8 = 1) -> Brick {
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	return Brick {
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		position = position,
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		velocity = Vec2{},
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		size = Vec2{30,20},
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		is_flying = false,
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		is_fixed = is_fixed,
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		color = color,
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		hits = hits,
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		angle = 0
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	}
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}
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brick_update :: proc(brick: ^Brick, camera: rl.Camera2D, delta: f32) {
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	if !brick.is_flying { return }
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	brick.velocity.y += 500 * delta
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	brick.position += brick.velocity * delta
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	brick.angle += brick.angular_velocity * delta
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	screen_pos := rl.GetWorldToScreen2D(brick.position, camera) 
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	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},
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							 rl.Rectangle{0, 0, WINDOWF.x, WINDOWF.y}
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	) {
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		brick.is_to_free = true
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	}
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}
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										67
									
								
								game.odin
									
									
									
									
									
								
							
							
						
						
									
										67
									
								
								game.odin
									
									
									
									
									
								
							@ -4,53 +4,29 @@ import rl "vendor:raylib"
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import "vendor:raylib/rlgl"
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import "core:fmt"
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import "core:math"
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import "core:math/ease"
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// Virtual game field dimensions
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GameField := Vec2{800, 600}
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Brick :: struct {
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	position: Vec2,
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	velocity: Vec2,
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	size: Vec2,
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	angle: f32,
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	angular_velocity: f32,
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	is_flying: bool,
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	is_fixed: bool,
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	color: rl.Color,
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	hits: u8,
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}
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spawn_brick :: proc(position: Vec2, size: Vec2, is_fixed: bool = true, color: rl.Color = rl.RED, hits : u8 = 1) -> Brick {
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	return Brick {
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		position = position,
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		velocity = Vec2{},
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		size = Vec2{30,20},
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		is_flying = false,
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		is_fixed = is_fixed,
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		color = color,
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		hits = hits,
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		angle = 0
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	}
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}
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Game :: struct {
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	using state: GameState,
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	lives: u8,
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	pad: Pad,
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	balls: [dynamic]Ball,
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	bricks: [dynamic]Brick,
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	camera: rl.Camera2D
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	camera: rl.Camera2D,
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}
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game_init :: proc() -> ^GameState {
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game_init :: proc(prev: ^GameState = nil) -> ^GameState {
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	state := new(Game)
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	state.variant = state
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	state.draw = game_draw
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	state.update = game_update
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	state.free = game_free
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	state.lives = 3
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	state.previous = prev
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	state.camera = rl.Camera2D{
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		zoom = 1,
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		target = GameField / 2,
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@ -67,6 +43,7 @@ game_init :: proc() -> ^GameState {
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	})
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	offset : f32 = 0
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	for y : f32 = 40; y < GameField.y / 2; y += 35 {
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		for x : f32 = 40 + offset; x < GameField.x - 40; x += 40 {
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@ -99,7 +76,10 @@ game_update :: proc(state: ^GameState, delta: f32) {
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		is_inside := ball_update(&ball, game, delta)
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		if is_inside { all_balls_outside = false }
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		if ball.position.y > GameField.y + 200 {
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		screen_pos := rl.GetWorldToScreen2D(ball.position, camera) 
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		fmt.println(screen_pos)
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		if !rl.CheckCollisionCircleRec(ball.position, ball.radius, rl.Rectangle{0, 0, WINDOWF.x, WINDOWF.y}
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		) {
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			unordered_remove(&balls, i)
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		}
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	}
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@ -115,15 +95,8 @@ game_update :: proc(state: ^GameState, delta: f32) {
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	}
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	#reverse for &brick, i in bricks {
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		if !brick.is_flying { continue }
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		brick.velocity.y += 500 * delta
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		brick.position += brick.velocity * delta
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		brick.angle += brick.angular_velocity * delta
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		screen_pos := rl.GetWorldToScreen2D(brick.position, camera) 
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		fmt.println(screen_pos)
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		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},
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								 rl.Rectangle{0, 0, WINDOWF.x, WINDOWF.y}
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		) {
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		brick_update(&brick, camera, delta)
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		if brick.is_to_free {
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			unordered_remove(&bricks, i)
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		}
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	}
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@ -138,7 +111,6 @@ game_draw :: proc(state: ^GameState) {
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	rl.BeginMode2D(camera)
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	rl.ClearBackground(rl.RAYWHITE)
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	rl.DrawRectangleGradientV(0, 0, i32(GameField.x), i32(GameField.y), rl.RED, rl.RAYWHITE)
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@ -154,12 +126,23 @@ game_draw :: proc(state: ^GameState) {
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	}
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	//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)
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	rl.DrawText(rl.TextFormat("%d", len(bricks)), 0, 0, 20, rl.BLACK)
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	rl.EndMode2D()
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	for i : u8 = 0; i < lives; i += 1 {
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		rl.DrawCircleV(Vec2{20 + 20 * f32(i), 20}, 10, rl.BLUE)
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	}
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	rl.DrawTextEx(FontUI, rl.TextFormat("%d", len(bricks)), {}, f32(48), 2, rl.BLACK)
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}
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game_free :: proc(state: ^GameState) {
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	game := transmute(^Game)state 
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	delete(game.bricks)
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	delete(game.balls)
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	free(state)
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}
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										34
									
								
								main.odin
									
									
									
									
									
								
							
							
						
						
									
										34
									
								
								main.odin
									
									
									
									
									
								
							@ -1,15 +1,22 @@
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package main
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import rl "vendor:raylib"
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import rlgl "vendor:raylib/rlgl"
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import "core:slice"
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import "core:fmt"
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import "core:math/ease"
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Vec2 :: [2]f32
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Vec2i :: [2]i32
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WINDOW : Vec2i
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WINDOWF : Vec2
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FontTitle : rl.Font
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FontUI: rl.Font
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WindowShouldExit := false
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main :: proc() {
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	rl.SetConfigFlags(rl.ConfigFlags{.FULLSCREEN_MODE, .VSYNC_HINT, .WINDOW_MAXIMIZED,  .WINDOW_UNDECORATED})
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@ -17,6 +24,18 @@ main :: proc() {
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	rl.InitWindow(0, 0, "SinePong")
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	rl.SetTargetFPS(9999)
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	tween_init()
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	defer tween_clean()
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	FontUI = rl.LoadFontEx("assets/monogram-extended.ttf", 96, nil, 2048)
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//	FontUI = rl.LoadFont("assets/monogram-extended.ttf")
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	FontTitle = rl.LoadFontEx("assets/monogram-extended.ttf", 96*2, nil, 2048)
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	defer rl.UnloadFont(FontTitle)
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	defer rl.UnloadFont(FontUI)
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	rl.SetTextureFilter(FontUI.texture, rl.TextureFilter.POINT)
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	rl.SetTextureFilter(FontTitle.texture, rl.TextureFilter.POINT)
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	WINDOW.x = rl.GetScreenWidth()
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	WINDOW.y = rl.GetScreenHeight()
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	WINDOWF = Vec2{f32(WINDOW.x), f32(WINDOW.y)}
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@ -24,15 +43,16 @@ main :: proc() {
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	stack_init()
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	defer {
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		for s, i in state_stack {
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			free(s)
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		for state, i in state_stack {
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			state->free()
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		}
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	}
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	game := game_init()
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	append(&state_stack, game)
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	menu := menu_init()
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	append(&state_stack, menu)
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	for (!rl.WindowShouldClose()) {
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	for (!WindowShouldExit) {
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		if rl.IsWindowResized() {
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			WINDOW.x = rl.GetScreenWidth()
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			WINDOW.y = rl.GetScreenHeight()
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@ -42,17 +62,17 @@ main :: proc() {
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		current_state := state_stack[len(state_stack)-1]
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		delta := rl.GetFrameTime()
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		tweens_process(delta)
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		current_state->update(delta)
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		{
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			rl.BeginDrawing()
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			defer rl.EndDrawing()
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			rl.ClearBackground(rl.Color{40, 10, 90, 255})
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			current_state->draw()
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			rlgl.PopMatrix()
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		}
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 | 
			
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	}
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}
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		||||
							
								
								
									
										95
									
								
								menu.odin
									
									
									
									
									
								
							
							
						
						
									
										95
									
								
								menu.odin
									
									
									
									
									
								
							@ -1,8 +1,103 @@
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		||||
package main
 | 
			
		||||
 | 
			
		||||
import rl "vendor:raylib"
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import "core:math/ease"
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 | 
			
		||||
Menu_Buttons :: enum {
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	START,
 | 
			
		||||
	HOW_TO_PLAY,
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	FULLSCREEN,
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		||||
	EXIT
 | 
			
		||||
}
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		||||
 | 
			
		||||
menu_strings := [Menu_Buttons]cstring {
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	.START = "Старт",
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	.HOW_TO_PLAY = "Как играть?",
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	.FULLSCREEN = "Полный экран",
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	.EXIT = "Выход"
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}
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Menu :: struct {
 | 
			
		||||
	using state: GameState,
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		||||
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		||||
	menu_pos: Vec2,
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		||||
	menu_element_offset: f32,
 | 
			
		||||
	active_element: Menu_Buttons,
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	active_marker: Vec2,
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		||||
	marker_tween: ^Tween,
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}
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		||||
 | 
			
		||||
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
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		||||
	state.previous = prev
 | 
			
		||||
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		||||
	return state
 | 
			
		||||
}
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		||||
menu_update :: proc(state: ^GameState, delta: f32) {
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		||||
	menu := transmute(^Menu)state
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		||||
 | 
			
		||||
	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,
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		||||
			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
									
								
							
							
						
						
									
										100
									
								
								pause.odin
									
									
									
									
									
										Normal 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)
 | 
			
		||||
}
 | 
			
		||||
@ -2,11 +2,13 @@ package main
 | 
			
		||||
 | 
			
		||||
import "core:slice"
 | 
			
		||||
 | 
			
		||||
StateVariant :: union{^Game, ^Menu}
 | 
			
		||||
StateVariant :: union{^Game, ^Menu, ^Pause}
 | 
			
		||||
 | 
			
		||||
GameState :: struct {
 | 
			
		||||
	update: proc(state: ^GameState, delta: f32),
 | 
			
		||||
	draw: proc(state: ^GameState),
 | 
			
		||||
	free: proc(state: ^GameState),
 | 
			
		||||
	previous: ^GameState,
 | 
			
		||||
	
 | 
			
		||||
	variant: StateVariant
 | 
			
		||||
}
 | 
			
		||||
@ -41,6 +43,6 @@ stack_pop :: proc() -> (bool) {
 | 
			
		||||
		return false
 | 
			
		||||
	}
 | 
			
		||||
	state := pop(&state_stack)
 | 
			
		||||
	free(state)
 | 
			
		||||
	state->free()
 | 
			
		||||
	return true
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										81
									
								
								tween.odin
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										81
									
								
								tween.odin
									
									
									
									
									
										Normal 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)
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user