Make pong prettier
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Subproject commit 23984e8370816c3f324af6ae58172c7be9ada32f
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Subproject commit ff5a57fb92c301bb706dc87adb55a0ea17ac18b3
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Before Width: | Height: | Size: 490 KiB After Width: | Height: | Size: 60 KiB |
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@ -16,7 +16,7 @@ const f32 BLOCK_WIDTH = (BLOCKS_WIDTH - ((NUM_BLOCKS_PER_ROW + 1) * BLOCKS_PADDI
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#define PADDLE_MAX_LAUNCH_ANGLE 0.7f
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const mg_color paddleColor = {1, 0, 0, 1};
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mp_rect paddle = {BLOCKS_WIDTH/2 - 100, 40, 200, 40};
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mp_rect paddle = {300, 50, 200, 24};
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const mg_color ballColor = {1, 1, 0, 1};
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mp_rect ball = {200, 200, 20, 20};
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@ -51,6 +51,7 @@ mg_surface mg_surface_main(void);
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f32 lerp(f32 a, f32 b, f32 t);
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mp_rect blockRect(int i);
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int checkCollision(mp_rect block);
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mg_mat2x3 flipY(mp_rect r);
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mg_mat2x3 flipYAt(vec2 pos);
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str8 loadFile(mem_arena* arena, str8 filename) {
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@ -252,11 +253,21 @@ ORCA_EXPORT void OnFrameRefresh(void)
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}
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mp_rect r = blockRect(i);
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mg_set_color_rgba(0, 0, 0, 0.2);
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mg_rounded_rectangle_fill(r.x, r.y-2, r.w, r.h, 4);
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mg_set_color_rgba(0.9, 0.9, 0.9, 1);
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mg_rounded_rectangle_fill(r.x, r.y, r.w, r.h, 4);
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// TODO: measure and center text
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vec2 textPos = {r.x + r.w/2 - 5, r.y + 9};
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int fontSize = 18;
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str8 text = str8_pushf(mem_scratch(),
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"%d", blockHealth[i]
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);
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mp_rect textRect = mg_text_bounding_box(pongFont, fontSize, text);
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vec2 textPos = {
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r.x + r.w/2 - textRect.w/2,
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r.y + 9, // TODO: mg_text_bounding_box is returning extremely wack results for height.
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};
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mg_set_color_rgba(0, 0, 0, 1);
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mg_set_font(pongFont);
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@ -264,17 +275,20 @@ ORCA_EXPORT void OnFrameRefresh(void)
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mg_move_to(textPos.x, textPos.y);
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mg_matrix_push(flipYAt(textPos));
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{
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str8 text = str8_pushf(mem_scratch(),
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"%d", blockHealth[i]
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);
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mg_text_outlines(text);
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mg_fill();
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}
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mg_matrix_pop();
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}
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mg_image_draw(paddleImage, paddle);
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mg_image_draw(ballImage, ball);
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mg_set_color_rgba(0.9, 0.9, 0.9, 1);
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mg_rounded_rectangle_fill(paddle.x, paddle.y, paddle.w, paddle.h, 4);
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mg_matrix_push(flipY(ball));
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{
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mg_image_draw(ballImage, ball);
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}
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mg_matrix_pop();
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}
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mg_matrix_pop();
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@ -423,6 +437,13 @@ f32 lerp(f32 a, f32 b, f32 t) {
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return (1 - t) * a + t * b;
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}
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mg_mat2x3 flipY(mp_rect r) {
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return (mg_mat2x3){
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1, 0, 0,
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0, -1, 2 * r.y + r.h,
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};
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}
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mg_mat2x3 flipYAt(vec2 pos) {
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return (mg_mat2x3){
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1, 0, 0,
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