Menu, tweens, fixed ball bugs
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@ -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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@ -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
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@ -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
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@ -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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95
menu.odin
95
menu.odin
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@ -1,8 +1,103 @@
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package main
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import rl "vendor:raylib"
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import "core:math/ease"
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Menu_Buttons :: enum {
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START,
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HOW_TO_PLAY,
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FULLSCREEN,
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EXIT
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}
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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 {
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using state: GameState,
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menu_pos: Vec2,
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menu_element_offset: f32,
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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 {
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state := new(Menu)
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state.variant = state
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state.menu_pos = {300, 300}
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state.menu_element_offset = 60
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state.active_marker = state.menu_pos + Vec2{0, f32(state.active_element) * state.menu_element_offset}
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state.update = menu_update
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state.draw = menu_draw
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state.free = menu_free
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state.previous = prev
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return state
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}
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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
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cur_element := prev_element
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if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
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cur_element += 1
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}
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if rl.IsKeyPressed(rl.KeyboardKey.UP) {
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cur_element -= 1
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}
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if prev_element != cur_element {
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if cur_element < 0 { cur_element = len(Menu_Buttons) -1 }
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if cur_element == len(Menu_Buttons) { cur_element = 0 }
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menu.active_element = cast(Menu_Buttons)cur_element
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if menu.marker_tween != nil {
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tween_cancel(menu.marker_tween)
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}
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menu.marker_tween = tween_to(
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&menu.active_marker.y,
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menu.menu_pos.y + f32(menu.active_element) * menu.menu_element_offset,
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0.5,
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ease.Ease.Back_Out,
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)
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}
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if rl.IsKeyPressed(rl.KeyboardKey.ENTER) || rl.IsKeyPressed(rl.KeyboardKey.SPACE) {
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switch menu.active_element {
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case .START:
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game := game_init(state)
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stack_push(game)
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case .FULLSCREEN:
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case .HOW_TO_PLAY:
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case .EXIT:
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WindowShouldExit = true
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return
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}
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}
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}
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menu_draw :: proc(state: ^GameState) {
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menu := transmute(^Menu)state
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TitleFontSize :: 96
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TitleSpacing :: 3
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TitleText :: "ARKADODGE"
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TitleSize := rl.MeasureTextEx(FontTitle, TitleText, TitleFontSize, TitleSpacing)
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rl.DrawTextPro(FontTitle, "ARKADODGE", {WINDOWF.x - 50, 50}, {TitleSize.x, 0}, 0, 96, 3, rl.WHITE)
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rl.DrawTextEx(FontUI, ">", menu.active_marker + {-30, 0}, 48, 2, rl.WHITE)
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for el, i in menu_strings {
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pos := menu.menu_pos + {0, f32(i) * menu.menu_element_offset}
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rl.DrawTextEx(FontUI, el, pos, 48, 2, rl.WHITE)
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}
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}
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menu_free :: proc(state: ^GameState) {
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free(state)
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}
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@ -0,0 +1,100 @@
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package main
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import rl "vendor:raylib"
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import "core:math/ease"
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Pause_Buttons :: enum {
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RESUME,
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FULLSCREEN,
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EXIT
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}
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pause_strings := [Pause_Buttons]cstring {
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.RESUME = "Старт",
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.FULLSCREEN = "Полный экран",
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.EXIT = "Выход"
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}
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Pause :: struct {
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using state: GameState,
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menu_pos: Vec2,
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menu_element_offset: f32,
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active_element: Pause_Buttons,
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active_marker: Vec2,
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marker_tween: ^Tween,
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}
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pause_init :: proc(prev: ^GameState = nil) -> ^GameState {
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state := new(Pause)
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state.variant = state
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state.menu_pos = {300, 300}
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state.menu_element_offset = 60
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state.active_marker = state.menu_pos + Vec2{0, f32(state.active_element) * state.menu_element_offset}
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state.update = menu_update
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state.draw = menu_draw
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state.free = menu_free
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state.previous = prev
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return state
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}
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pause_update :: proc(state: ^GameState, delta: f32) {
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menu := transmute(^Pause)state
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prev_element := cast(i8)menu.active_element
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cur_element := prev_element
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if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
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cur_element += 1
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}
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if rl.IsKeyPressed(rl.KeyboardKey.UP) {
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cur_element -= 1
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}
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if prev_element != cur_element {
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if cur_element < 0 { cur_element = len(Pause_Buttons) -1 }
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if cur_element == len(Pause_Buttons) { cur_element = 0 }
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menu.active_element = cast(Pause_Buttons)cur_element
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if menu.marker_tween != nil {
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tween_cancel(menu.marker_tween)
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}
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menu.marker_tween = tween_to(
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&menu.active_marker.y,
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menu.menu_pos.y + f32(menu.active_element) * menu.menu_element_offset,
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0.5,
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ease.Ease.Back_Out,
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)
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}
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if rl.IsKeyPressed(rl.KeyboardKey.ENTER) || rl.IsKeyPressed(rl.KeyboardKey.SPACE) {
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switch menu.active_element {
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case .RESUME:
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stack_pop()
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case .FULLSCREEN:
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case .EXIT:
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stack_pop()
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stack_pop()
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}
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}
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}
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pause_draw :: proc(state: ^GameState) {
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menu := transmute(^Pause)state
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TitleFontSize :: 96
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TitleSpacing :: 3
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TitleText :: "ПАУЗА"
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TitleSize := rl.MeasureTextEx(FontTitle, TitleText, TitleFontSize, TitleSpacing)
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rl.DrawTextPro(FontTitle, "ARKADODGE", {WINDOWF.x - 50, 50}, {TitleSize.x, 0}, 0, 96, 3, rl.WHITE)
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rl.DrawTextEx(FontUI, ">", menu.active_marker + {-30, 0}, 48, 2, rl.WHITE)
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for el, i in menu_strings {
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pos := menu.menu_pos + {0, f32(i) * menu.menu_element_offset}
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rl.DrawTextEx(FontUI, el, pos, 48, 2, rl.WHITE)
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||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue