working basic game state, state stack
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parent
de36d1501f
commit
85af303aa0
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@ -0,0 +1,2 @@
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arkanoid
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core.*
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43
game.odin
43
game.odin
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@ -1,11 +1,12 @@
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package main
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import rl "vendor:raylib"
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import "core:fmt"
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Pad :: struct {
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position: Vec2,
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width: Vec2,
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size: Vec2,
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}
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Ball :: struct {
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@ -31,20 +32,40 @@ Game :: struct {
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}
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game_init :: proc() -> Game {
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return Game{
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update = game_update,
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draw = game_draw,
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lives = 3,
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pad = Pad{
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position = {f32(WINDOW_WIDTH / 2), f32(WINDOW_HEIGHT - 40)}
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}
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game_init :: proc() -> ^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.lives = 3
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state.pad = Pad{
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position = {f32(WINDOW_WIDTH / 2), f32(WINDOW_HEIGHT - 40)},
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size = {80, 10},
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}
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return state
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}
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game_update :: proc(delta: f32) {
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game_update :: proc(state: ^GameState, delta: f32) {
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game := transmute(^Game)state
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using game
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if rl.IsKeyDown(rl.KeyboardKey.LEFT) {
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pad.position.x -= 100 * delta
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fmt.println(pad.position)
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}
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if rl.IsKeyDown(rl.KeyboardKey.RIGHT) {
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pad.position.x += 100 * delta
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}
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}
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game_draw :: proc() {
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game_draw :: proc(state: ^GameState) {
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game := transmute(^Game)state
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using game
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rl.ClearBackground(rl.RAYWHITE)
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rl.DrawRectangleV(pad.position, pad.size, rl.GREEN)
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}
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43
main.odin
43
main.odin
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@ -1,13 +1,52 @@
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package main
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import rl "vendor:raylib"
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import "core:slice"
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Vec2 :: [2]f32
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Vec2i :: [2]i32
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WINDOW_WIDTH : i32
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WINDOW_HEIGHT : i32
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WINDOW_WIDTH : i32 = 800
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WINDOW_HEIGHT : i32 = 480
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main :: proc() {
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rl.SetConfigFlags(rl.ConfigFlags{.BORDERLESS_WINDOWED_MODE, .VSYNC_HINT, .WINDOW_RESIZABLE})
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monitor := rl.GetCurrentMonitor()
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WINDOW_WIDTH = rl.GetMonitorWidth(monitor)
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WINDOW_HEIGHT = rl.GetMonitorHeight(monitor)
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rl.InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SinePong")
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rl.SetTargetFPS(9999)
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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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}
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}
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game := game_init()
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append(&state_stack, game)
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for (!rl.WindowShouldClose()) {
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if rl.IsWindowResized() {
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WINDOW_WIDTH = rl.GetScreenWidth()
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WINDOW_HEIGHT = rl.GetScreenHeight()
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}
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current_state := state_stack[len(state_stack)-1]
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delta := rl.GetFrameTime()
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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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current_state->draw()
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}
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}
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}
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36
state.odin
36
state.odin
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@ -1,11 +1,14 @@
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package main
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import "core:slice"
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StateVariant :: union{^Game, ^Menu}
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GameState :: struct {
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update: proc(f32),
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draw: proc(),
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update: proc(state: ^GameState, delta: f32),
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draw: proc(state: ^GameState),
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variant: union{^Game, ^Menu}
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variant: StateVariant
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}
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new_state :: proc($T: typeid) -> ^T {
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@ -13,3 +16,30 @@ new_state :: proc($T: typeid) -> ^T {
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state.variant = state
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return state
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}
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STACK_SIZE :: 16
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state_buf : [STACK_SIZE]^GameState
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state_stack : [dynamic]^GameState
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stack_init :: proc() {
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state_stack = slice.into_dynamic(state_buf[:])
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}
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stack_push :: proc(state: ^GameState) -> (bool) {
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if len(state_stack) == STACK_SIZE {
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return false
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}
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append(&state_stack, state)
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return true
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}
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stack_pop :: proc() -> (bool) {
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if len(state_stack) == 0 {
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return false
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}
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state := pop(&state_stack)
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free(state)
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return true
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}
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