#include "vg/vg.h"
#include "fishladder_resources.h"
-const char *level_pack[] =
-{
- // Level 0
- "#########;\n"
- "###-#####;acac\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "#####+###;acac\n"
- "#########;\n",
-
- // Level 1
- "#########;\n"
- "##-###-##;b,b\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "####+####;bb\n"
- "#########;\n",
-
- // Level 2
- "###########;\n"
- "#####-#####;bbbbb\n"
- "## ##;\n"
- "## ###;\n"
- "## # ##;\n"
- "## ##;\n"
- "###+##+####;bbb,bb\n"
- "###########;\n",
-
- // Level 3
- "#############;\n"
- "###-#####-###;a,aaa\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "######+######;aaaa\n"
- "#############;\n",
-
- // Level 4
- "#############;\n"
- "###-#####-###;aaa,aa\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "###+#####+###;aa,aaa\n"
- "#############;\n"
+const char *level_pack_1[] = {
+ "level0",
+ "level1",
+ "level2",
+ "level3",
+ "level4",
+ "level5",
+ "level6",
+ "level7_combine",
+ "xor_small"
};
+#pragma pack(push,1)
+struct career_state
+{
+ u32 version;
+
+ struct career_level
+ {
+ u32 score;
+ u32 time;
+ u32 completed;
+ }
+ levels[ vg_list_size( level_pack_1 ) ];
+}
+career = { .version = 1 };
+#pragma pack(pop)
+
+static void career_serialize(void)
+{
+ vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) );
+}
+
+static void career_load(void)
+{
+ i64 sz;
+ struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz );
+
+ memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) );
+
+ if( cr )
+ {
+ if( sz > sizeof( struct career_state ) )
+ vg_warn( "This save file is too big! Some levels will be lost\n" );
+
+ if( sz <= offsetof( struct career_state, levels ) )
+ {
+ vg_error( "This save file is too small to have a header\n" );
+ free( cr );
+ return;
+ }
+
+ u32 const size_header = offsetof(struct career_state, levels);
+ u32 const size_levels = sizeof(struct career_state)-size_header;
+ u32 const size_levels_input = sz - size_header;
+
+ memcpy( (void*)career.levels, (void*)cr->levels, size_levels_input );
+
+ if( sz < sizeof( struct career_state ) )
+ {
+ memset( ((void*)career.levels) + size_levels_input, 0, size_levels-size_levels_input );
+ }
+
+ free( cr );
+ vg_success( "Loaded save file... Info:\n" );
+
+ for( int i = 0; i < vg_list_size( career.levels ); i ++ )
+ {
+ struct career_level *lvl = &career.levels[i];
+ vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl->score, lvl->time, lvl->completed );
+ }
+ }
+ else
+ {
+ vg_info( "No save file... Using blank one\n" );
+ }
+}
+
m3x3f m_projection;
m3x3f m_view;
m3x3f m_mdl;
-#define FLAG_INPUT 0x1
-#define FLAG_OUTPUT 0x2
-#define FLAG_CANAL 0x4
-#define FLAG_WALL 0x8
+#define FLAG_CANAL 0x1
+#define FLAG_IS_TRIGGER 0x2
+#define FLAG_RESERVED0 0x4
+#define FLAG_RESERVED1 0x8
+
+#define FLAG_INPUT 0x10
+#define FLAG_OUTPUT 0x20
+#define FLAG_WALL 0x40
+
#define FLAG_FLIP_FLOP 0x100
#define FLAG_FLIP_ROTATING 0x200
+#define FLAG_TARGETED 0x400
/*
0000 0 | 0001 1 | 0010 2 | 0011 3
enum cell_type
{
+ k_cell_type_ramp_right = 3,
+ k_cell_type_ramp_left = 6,
k_cell_type_split = 7,
k_cell_type_merge = 13
};
v3f colour_sets[] =
-{ { 0.9f, 0.2f, 0.01f },
+{ { 0.9f, 0.6f, 0.20f },
{ 0.2f, 0.9f, 0.14f },
- { 0.1f, 0.3f, 0.85f } };
+ { 0.4f, 0.8f, 1.00f } };
static void colour_code_v3( char cc, v3f target )
{
u32 elements;
};
-static void init_mesh( struct mesh *m, float *tris, u32 length )
+static void init_mesh( struct mesh *m, float const *tris, u32 length )
{
m->elements = length/3;
glGenVertexArrays( 1, &m->vao );
struct world
{
+#pragma pack(push,1)
struct cell
{
- u32 state;
+ u16 state;
+ u16 links[2];
u8 config;
+ u8 pad0;
}
*data;
+#pragma pack(pop)
- u32 frame;
+ int frame;
- u32 sim_frame;
+ int initialzed;
+
+ int sim_frame;
float sim_start;
int simulating;
+ int sim_run, max_runs;
+
+ float frame_lerp;
struct cell_terminal
{
- // TODO: Split into input/output structures
- char *conditions;
- char recv[12];
- int recv_count;
+ //char *conditions;
+ //char recv[12];
+
+ struct terminal_run
+ {
+ char conditions[8];
+ char recieved[8];
+
+ int condition_count, recv_count;
+ }
+ runs[8];
+
+ int run_count;
+
int id;
}
*io;
- u32 w, h;
+ int w, h;
- struct mesh tile, circle;
+ struct mesh tile, circle, numbers;
+
+ GLuint background_data;
+ GLuint random_samples;
int selected, tile_x, tile_y;
v2f tile_pos;
v2i dir;
int alive;
char payload;
+ float death_time;
+ v2f physics_v;
+ v2f physics_co;
}
fishes[16];
int num_fishes;
+
+ char map_name[128];
+ struct career_level *ptr_career_level;
+
+ u32 score;
+ u32 completed;
+ u32 time;
+
} world = {};
static void map_free(void)
-{
- for( int i = 0; i < arrlen( world.io ); i ++ )
- arrfree( world.io[ i ].conditions );
-
+{
arrfree( world.data );
arrfree( world.io );
world.h = 0;
world.data = NULL;
world.io = NULL;
+ world.score = 0;
+ world.time = 0;
+ world.completed = 0;
+ world.max_runs = 0;
+ world.initialzed = 0;
}
-static void map_reclassify( v2i start, v2i end );
-static int map_load( const char *str )
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
+static int map_load( const char *str, const char *name )
{
+ //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
+
map_free();
char const *c = str;
int cx = 0;
int reg_start = 0, reg_end = 0;
+ u32 *links_to_make = NULL;
+ int links_satisfied = 0;
+
+ char link_id_buffer[32];
+ int link_id_n = 0;
+
for(;;)
{
if( !*c )
break;
+ if( *c == '\r' ) { c ++; continue; } // fuck off windows
+
if( *c == ';' )
{
c ++;
-
+
+ if( *c == '\r' ) c ++;
+
// Parse attribs
if( *c != '\n' )
{
while( *c )
{
+ if( *c == '\r' ) { c ++; continue; }
+
if( reg_start < reg_end )
{
+ struct cell_terminal *terminal = &world.io[ reg_start ];
+ struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
+
if( *c >= 'a' && *c <= 'z' )
- {
- arrpush( world.io[ reg_start ].conditions, *c );
+ {
+ run->conditions[ run->condition_count ++ ] = *c;
}
else
{
if( *c == '\n' )
break;
}
+ else if( *c == ':' )
+ {
+ terminal->runs[ terminal->run_count ].condition_count = 0;
+ terminal->run_count ++;
+ world.max_runs = vg_max( world.max_runs, terminal->run_count );
+ }
else
{
vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
- return 0;
+ goto IL_REG_ERROR;
}
}
}
else
{
- vg_error( "Too many values to assign (row: %u)\n", world.h );
- return 0;
+ if( links_satisfied < arrlen( links_to_make ) )
+ {
+ struct cell *target = &world.data[ links_to_make[ links_satisfied ] ];
+
+ if( (((u32)*c >= (u32)'0') && ((u32)*c <= (u32)'9')) || *c == '-' )
+ {
+ if( link_id_n >= vg_list_size( link_id_buffer )-1 )
+ {
+ vg_error( "Number was way too long to be parsed (row: %u)\n", world.h );
+ goto IL_REG_ERROR;
+ }
+
+ link_id_buffer[ link_id_n ++ ] = *c;
+ }
+ else if( *c == ',' || *c == '\n' )
+ {
+ link_id_buffer[ link_id_n ] = 0x00;
+ int value = atoi( link_id_buffer );
+
+ target->links[value >= 0? 1:0] = abs(value);
+ links_satisfied ++;
+ link_id_n = 0;
+
+ if( *c == '\n' )
+ break;
+ }
+ else
+ {
+ vg_error( "Invalid character '%c' (row: %u)\n", *c, world.h );
+ goto IL_REG_ERROR;
+ }
+ }
+ else
+ {
+ vg_error( "Too many values to assign (row: %u)\n", world.h );
+ goto IL_REG_ERROR;
+ }
}
c ++;
}
}
+ // Registry length-error checks
if( reg_start != reg_end )
{
- vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
- return 0;
+ vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
+ goto IL_REG_ERROR;
+ }
+
+ if( links_satisfied != arrlen( links_to_make ) )
+ {
+ vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world.h, links_satisfied, arrlen( links_to_make ) );
+ goto IL_REG_ERROR;
}
if( cx != world.w )
{
vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
- return 0;
+ goto IL_REG_ERROR;
}
row = arraddnptr( world.data, world.w );
cx = 0;
world.h ++;
reg_end = reg_start = arrlen( world.io );
+
+ arrsetlen( links_to_make, 0 );
+ links_satisfied = 0;
}
else
{
if( cx == world.w )
{
vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
- return 0;
+ goto IL_REG_ERROR;
}
// Tile initialization
// row[ cx ] .. etc
+ struct cell *cell = &row[ cx ];
if( *c == '+' || *c == '-' )
{
- struct cell_terminal term = { .id = cx + world.h*world.w };
- arrpush( world.io, term );
- row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
+ struct cell_terminal *term = arraddnptr( world.io, 1 );
+ term->id = cx + world.h*world.w;
+ term->run_count = 1;
+ term->runs[0].condition_count = 0;
+
+ cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
reg_end ++;
}
- else if( *c == '#' )
+ else if( *c == '#' ) cell->state = FLAG_WALL;
+ else if( ((u32)*c >= (u32)'A') && ((u32)*c <= (u32)'A'+0xf) )
{
- row[ cx ++ ].state = FLAG_WALL;
+ // Canal flag bits (4bit/16 value):
+ // 0: Canal present
+ // 1: Is trigger
+ // 2: Reserved
+ // 3: Reserved
+
+ cell->state = ((u32)*c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER);
+
+ if( cell->state & FLAG_IS_TRIGGER )
+ arrpush( links_to_make, cx + world.h*world.w );
+
+ cell->links[0] = 0;
+ cell->links[1] = 0;
+ world.score ++;
+ }
+ else cell->state = 0x00;
+
+ cx ++;
+ }
+
+ c ++;
+ }
+
+ // Update data texture to fill out the background
+ {
+ u8 info_buffer[64*64*4];
+ for( int i = 0; i < 64*64; i ++ )
+ {
+ u8 *px = &info_buffer[i*4];
+ px[0] = 255;
+ px[1] = 0;
+ px[2] = 0;
+ px[3] = 0;
+ }
+
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+ }
+
+ arrfree( links_to_make );
+
+ map_reclassify( NULL, NULL, 1 );
+
+ // Validate links
+ for( int i = 0; i < world.h*world.w; i ++ )
+ {
+ struct cell *src = &world.data[i];
+ if( src->state & FLAG_IS_TRIGGER )
+ {
+ int link_id = src->links[0]?0:1;
+ if( src->links[link_id] <= world.h*world.w )
+ {
+ struct cell *target = &world.data[ src->links[link_id] ];
+ if( (target->state & FLAG_CANAL) && (target->config == k_cell_type_split) )
+ {
+ if( target->links[ link_id ] )
+ {
+ vg_error( "Link target was already targeted\n" );
+ goto IL_REG_ERROR;
+ }
+ else
+ {
+ // Valid link
+ target->links[ link_id ] = i;
+ target->state |= FLAG_TARGETED;
+ }
+ }
+ else
+ {
+ vg_error( "Link target was invalid\n" );
+ goto IL_REG_ERROR;
+ }
}
else
{
- row[ cx ++ ].state = 0x00;
+ vg_error( "Link target out of bounds\n" );
+ goto IL_REG_ERROR;
}
}
-
- c ++;
}
- map_reclassify( NULL, NULL );
- vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
+ vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+
+ strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
+ world.initialzed = 1;
return 1;
+
+IL_REG_ERROR:
+ arrfree( links_to_make );
+ map_free();
+ return 0;
}
static struct cell *pcell( v2i pos )
return &world.data[ pos[1]*world.w + pos[0] ];
}
+static void map_serialize( FILE *stream )
+{
+ for( int y = 0; y < world.h; y ++ )
+ {
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell( (v2i){ x, y } );
+
+ if( cell->state & FLAG_WALL ) fputc( '#', stream );
+ else if( cell->state & FLAG_INPUT ) fputc( '+', stream );
+ else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
+ else if( cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) )
+ {
+ fputc( (cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)) + (u32)'A', stream );
+ }
+ else fputc( ' ', stream );
+ }
+
+ fputc( ';', stream );
+
+ int terminal_write_count = 0;
+
+ for( int x = 0; x < world.w; x ++ )
+ {
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[i];
+ if( term->id == y*world.w+x )
+ {
+ if( terminal_write_count )
+ fputc( ',', stream );
+ terminal_write_count ++;
+
+ for( int j = 0; j < term->run_count; j ++ )
+ {
+ struct terminal_run *run = &term->runs[j];
+
+ for( int k = 0; k < run->condition_count; k ++ )
+ fputc( run->conditions[k], stream );
+
+ if( j < term->run_count-1 )
+ fputc( ':', stream );
+ }
+ }
+ }
+ }
+
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell( (v2i){ x,y } );
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ if( terminal_write_count )
+ fputc( ',', stream );
+ terminal_write_count ++;
+
+ fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] );
+ }
+ }
+
+ fputc( '\n', stream );
+ }
+}
+
int main( int argc, char *argv[] )
{
vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
}
+static int console_save_map( int argc, char const *argv[] )
+{
+ if( !world.initialzed )
+ {
+ vg_error( "Tried to save uninitialized map!\n" );
+ return 0;
+ }
+
+ char map_path[ 256 ];
+
+ strcpy( map_path, "sav/" );
+ strcat( map_path, world.map_name );
+ strcat( map_path, ".map" );
+
+ FILE *test_writer = fopen( map_path, "wb" );
+ if( test_writer )
+ {
+ vg_info( "Saving map to '%s'\n", map_path );
+ map_serialize( test_writer );
+
+ fclose( test_writer );
+ return 1;
+ }
+ else
+ {
+ vg_error( "Unable to open stream for writing\n" );
+ return 0;
+ }
+}
+
+static int console_load_map( int argc, char const *argv[] )
+{
+ char map_path[ 256 ];
+
+ if( argc >= 1 )
+ {
+ // try from saves
+ strcpy( map_path, "sav/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
+
+ char *text_source = vg_textasset_read( map_path );
+
+ if( !text_source )
+ {
+ strcpy( map_path, "maps/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
+
+ text_source = vg_textasset_read( map_path );
+ }
+
+ if( text_source )
+ {
+ vg_info( "Loading map: '%s'\n", map_path );
+ world.ptr_career_level = NULL;
+
+ if( !map_load( text_source, argv[0] ) )
+ {
+ free( text_source );
+ return 0;
+ }
+
+ free( text_source );
+
+ for( int i = 0; i < vg_list_size( level_pack_1 ); i ++ )
+ {
+ if( !strcmp( level_pack_1[i], argv[0] ) )
+ {
+ world.ptr_career_level = career.levels + i;
+ break;
+ }
+ }
+
+ return 1;
+ }
+ else
+ {
+ vg_error( "Missing maps '%s'\n", argv[0] );
+ return 0;
+ }
+ }
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ return 0;
+ }
+}
+
+static void io_reset(void)
+{
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[i];
+
+ for( int j = 0; j < term->run_count; j ++ )
+ term->runs[j].recv_count = 0;
+ }
+}
+
+static void simulation_stop(void)
+{
+ world.simulating = 0;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+
+ io_reset();
+
+ sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+
+ vg_info( "Stopping simulation!\n" );
+}
+
+static int console_changelevel( int argc, char const *argv[] )
+{
+ if( argc >= 1 )
+ {
+ // Save current level
+ console_save_map( 0, NULL );
+ if( console_load_map( argc, argv ) )
+ {
+ simulation_stop();
+ return 1;
+ }
+ }
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ }
+
+ return 0;
+}
+
void vg_start(void)
{
+ vg_function_push( (struct vg_cmd){
+ .name = "_map_write",
+ .function = console_save_map
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "_map_load",
+ .function = console_load_map
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "map",
+ .function = console_changelevel
+ });
+
// Quad mesh
{
float quad_mesh[] =
0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
- 0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
- 0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
- 0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
- 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
- 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
+ 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
+ 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
};
init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
}
+ // Numbers mesh
+ {
+ init_mesh( &world.numbers,
+ MESH_NUMBERS_BUFFER,
+ vg_list_size( MESH_NUMBERS_BUFFER )
+ );
+
+ for( int i = 0; i < 10; i ++ )
+ {
+ vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] );
+ }
+ }
+
+ // Create info data texture
+ {
+ glGenTextures( 1, &world.background_data );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ vg_tex2d_nearest();
+ }
+
+ // Create random smaples texture
+ {
+ u8 *data = malloc(512*512*2);
+ for( int i = 0; i < 512*512*2; i ++ )
+ data[ i ] = rand()/(RAND_MAX/255);
+
+ glGenTextures( 1, &world.random_samples );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+ vg_tex2d_linear();
+ vg_tex2d_repeat();
+
+ free( data );
+ }
+
resource_load_main();
- map_load( level_pack[ 0 ] );
+ // Restore gamestate
+ career_load();
+ console_load_map( 1, level_pack_1 );
}
void vg_free(void)
{
+ console_save_map( 0, NULL );
+ career_serialize();
+
resource_free_main();
+ glDeleteTextures( 1, &world.background_data );
+ glDeleteTextures( 1, &world.random_samples );
+
free_mesh( &world.tile );
free_mesh( &world.circle );
+ free_mesh( &world.numbers );
map_free();
}
return 1;
}
-static void map_reclassify( v2i start, v2i end )
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
{
- v2i full_start = { 2,2 };
- v2i full_end = { world.w-2, world.h-2 };
+ v2i full_start = { 1,1 };
+ v2i full_end = { world.w-1, world.h-1 };
if( !start || !end )
{
start = full_start;
end = full_end;
}
+
+ // Texture data
+ u8 info_buffer[64*64*4];
+ u32 pixel_id = 0;
+
+ int px0 = vg_max( start[0], full_start[0] ),
+ px1 = vg_min( end[0], full_end[0] ),
+ py0 = vg_max( start[1], full_start[1] ),
+ py1 = vg_min( end[1], full_end[1] );
- for( int y = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ )
+ for( int y = py0; y < py1; y ++ )
{
- for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ )
+ for( int x = px0; x < px1; x ++ )
{
+ struct cell *cell = pcell((v2i){x,y});
+
v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+ u8 height = 0;
u8 config = 0x00;
- if( pcell((v2i){x,y})->state & FLAG_CANAL )
+ if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
{
for( int i = 0; i < vg_list_size( dirs ); i ++ )
{
if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
config |= 0x1 << i;
}
+
+ height = 128;
}
- else config = 0xF;
+ else
+ {
+ if( cell->state & FLAG_WALL )
+ height = 255;
+
+ config = 0xF;
+ }
pcell((v2i){x,y})->config = config;
+
+ u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
+ info_px[0] = height;
+ info_px[1] = cell->state & FLAG_WALL? 0: 255;
+ info_px[2] = 0;
+ info_px[3] = 0;
}
}
+
+ if( update_texbuffer )
+ {
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+ }
}
+
+v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
+v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+v2f const curve_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}};
+v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}};
+v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
+v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{0.5f,0.0f}};
+
+v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
+
+float const curve_7_linear_section = 0.1562f;
+
void vg_update(void)
{
- static int curlevel = 0;
- int changelvl = curlevel;
- if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
- else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
-
- if( changelvl != curlevel )
- {
- map_load( level_pack[ changelvl ] );
- curlevel = changelvl;
-
- // TEMP!!! code dupe
- world.simulating = 0;
- world.num_fishes = 0;
- world.sim_frame = 0;
-
- for( int i = 0; i < arrlen( world.io ); i ++ )
- world.io[i].recv_count = 0;
-
- vg_info( "Stopping simulation!\n" );
- }
+ // Fit within screen
+
+ float r1 = (float)vg_window_y / (float)vg_window_x,
+ r2 = (float)world.h / (float)world.w,
+ size;
- float ratio = (float)vg_window_y / (float)vg_window_x;
- float const size = 9.5f;
+ size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f;
+ m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
v3f origin;
- origin[0] = -0.5f * world.w;
- origin[1] = -0.5f * world.h;
+ origin[0] = floorf( -0.5f * world.w );
+ origin[1] = floorf( -0.5f * world.h );
origin[2] = 0.0f;
- m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio );
m3x3_identity( m_view );
m3x3_translate( m_view, origin );
m3x3_mul( m_projection, m_view, vg_pv );
world.tile_x = floorf( world.tile_pos[0] );
world.tile_y = floorf( world.tile_pos[1] );
+ static u16 id_drag_from = 0;
+ static v2f drag_from_co;
+ static v2f drag_to_co;
+
// Tilemap editing
if( !world.simulating )
{
+ v2_copy( vg_mouse_ws, drag_to_co );
+
if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
{
world.selected = world.tile_y * world.w + world.tile_x;
+ static u32 modify_state = 0;
+
+ struct cell *cell_ptr = &world.data[world.selected];
+
if( vg_get_button_down("primary") )
{
- world.data[ world.selected ].state ^= FLAG_CANAL;
+ modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL;
+ }
+
+ if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) )
+ {
+ cell_ptr->state &= ~FLAG_CANAL;
+ cell_ptr->state |= modify_state;
- if( world.data[ world.selected ].state & FLAG_CANAL )
+ if( cell_ptr->state & FLAG_CANAL )
+ {
sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+ world.score ++;
+ }
else
+ {
+ if( cell_ptr->state & (FLAG_IS_TRIGGER|FLAG_TARGETED) )
+ {
+ cell_ptr->state &= ~(FLAG_IS_TRIGGER|FLAG_TARGETED);
+ for( u32 i = 0; i < 2; i ++ )
+ {
+ if( cell_ptr->links[i] )
+ {
+ struct cell *other_ptr = &world.data[ cell_ptr->links[i] ];
+ other_ptr->links[ i ] = 0;
+ other_ptr->state &= ~FLAG_IS_TRIGGER;
+
+ if( other_ptr->links[ i ^ 0x1 ] == 0 )
+ other_ptr->state &= ~(FLAG_TARGETED);
+ }
+ }
+ }
+
sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+ world.score --;
+ }
+
+ cell_ptr->links[0] = 0;
+ cell_ptr->links[1] = 0;
map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
- (v2i){ world.tile_x +2, world.tile_y +2 } );
+ (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
+ }
+
+ if( vg_get_button_down("secondary") && !(cell_ptr->config == k_cell_type_split) )
+ {
+ id_drag_from = world.selected;
+ drag_from_co[0] = world.tile_x + 0.5f;
+ drag_from_co[1] = world.tile_y + 0.5f;
+ }
+
+ if( id_drag_from && (cell_ptr->config == k_cell_type_split) )
+ {
+ float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+ drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
+ drag_to_co[1] = (float)world.tile_y + 0.25f;
+
+ if( vg_get_button_up("secondary") )
+ {
+ struct cell *drag_ptr = &world.data[id_drag_from];
+ u32 link_id = local_x > 0.5f? 1: 0;
+
+ // Cleanup existing connections
+ if( cell_ptr->links[ link_id ] )
+ {
+ vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] );
+
+ struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+ current_connection->state &= ~FLAG_IS_TRIGGER;
+ current_connection->links[ link_id ] = 0;
+ }
+
+ if( drag_ptr->links[ link_id ^ 0x1 ] )
+ {
+ vg_warn( "Destroying alternate link %u (%hu)\n", link_id ^ 0x1, drag_ptr->links[ link_id ^ 0x1 ] );
+
+ struct cell *current_connection = &world.data[ drag_ptr->links[ link_id ^ 0x1 ]];
+ if( !current_connection->links[ link_id ] )
+ current_connection->state &= ~FLAG_TARGETED;
+
+ current_connection->links[ link_id ^ 0x1 ] = 0;
+ drag_ptr->links[ link_id ^ 0x1 ] = 0;
+ }
+
+ // Create the new connection
+ vg_success( "Creating connection on link %u (%hu)\n", link_id, id_drag_from );
+
+ cell_ptr->links[ link_id ] = id_drag_from;
+ drag_ptr->links[ link_id ] = world.selected;
+
+ cell_ptr->state |= FLAG_TARGETED;
+ drag_ptr->state |= FLAG_IS_TRIGGER;
+ id_drag_from = 0;
+ }
}
}
else
world.selected = -1;
+
+ if( vg_get_button("secondary") && id_drag_from )
+ {
+ vg_line2( drag_from_co, drag_to_co, 0xff00ff00, 0xffffff00 );
+ }
+ else
+ {
+ id_drag_from = 0;
+ }
+ }
+ else
+ {
+ world.selected = -1;
+ id_drag_from = 0;
}
- else world.selected = -1;
// Simulation stop/start
if( vg_get_button_down("go") )
{
if( world.simulating )
{
- world.simulating = 0;
- world.num_fishes = 0;
- world.sim_frame = 0;
-
- for( int i = 0; i < arrlen( world.io ); i ++ )
- world.io[i].recv_count = 0;
-
- vg_info( "Stopping simulation!\n" );
-
- sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+ simulation_stop();
}
else
{
world.num_fishes = 0;
world.sim_frame = 0;
world.sim_start = vg_time;
+ world.sim_run = 0;
for( int i = 0; i < world.w*world.h; i ++ )
- {
world.data[ i ].state &= ~FLAG_FLIP_FLOP;
- }
- for( int i = 0; i < arrlen( world.io ); i ++ )
- world.io[i].recv_count = 0;
+ io_reset();
}
}
// Fish ticks
if( world.simulating )
- {
+ {
while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
{
//vg_info( "frame: %u\n", world.sim_frame );
sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
-
- for( int i = 0; i < arrlen( world.io ); i ++ )
- {
- struct cell_terminal *term = &world.io[ i ];
- int posx = term->id % world.w;
- int posy = (term->id - posx)/world.w;
- int is_input = world.data[ term->id ].state & FLAG_INPUT;
-
- if( is_input )
- {
- if( world.sim_frame < arrlen( term->conditions ) )
- {
- struct fish *fish = &world.fishes[world.num_fishes++];
- fish->pos[0] = posx;
- fish->pos[1] = posy;
- fish->alive = 1;
- fish->payload = term->conditions[world.sim_frame];
-
- int can_spawn = 0;
-
- v2i dirs[] = {{1,0},{-1,0},{0,-1}};
- for( int j = 0; j < vg_list_size(dirs); j ++ )
- if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
- {
- fish->dir[0] = dirs[j][0];
- fish->dir[1] = dirs[j][1];
- can_spawn = 1;
- break;
- }
-
- if( !can_spawn )
- world.num_fishes--;
- }
- }
- }
-
+
// Update splitter deltas
for( int i = 0; i < world.h*world.w; i ++ )
{
cell->state &= ~FLAG_FLIP_ROTATING;
}
}
-
+
+ int alive_count = 0;
+
+ // Update fish positions
for( int i = 0; i < world.num_fishes; i ++ )
{
struct fish *fish = &world.fishes[i];
struct cell *cell_current = pcell( fish->pos );
- if( !fish->alive )
+ if( fish->alive == -1 )
+ fish->alive = 0;
+
+ if( fish->alive != 1 )
continue;
// Apply to output
if( term->id == fish->pos[1]*world.w + fish->pos[0] )
{
- term->recv[ term->recv_count ++ ] = fish->payload;
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+ if( run->recv_count < vg_list_size( run->recieved ) )
+ run->recieved[ run->recv_count ++ ] = fish->payload;
+
break;
}
}
fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
fish->dir[1] = 0;
- cell_current->state ^= FLAG_FLIP_FLOP;
+ if( !(cell_current->state & FLAG_TARGETED) )
+ cell_current->state ^= FLAG_FLIP_FLOP;
}
else if( cell_current->config == k_cell_type_merge )
{
{
// Try other directions for valid, so down, left, right..
v2i dirs[] = {{1,0},{-1,0},{0,-1}};
- vg_info( "Trying some other directions...\n" );
+ //vg_info( "Trying some other directions...\n" );
for( int j = 0; j < vg_list_size(dirs); j ++ )
{
if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
fish->alive = 0;
else
+ {
+ if( fish->dir[0] )
+ {
+ if( cell_entry->config == k_cell_type_split ||
+ cell_entry->config == k_cell_type_ramp_right ||
+ cell_entry->config == k_cell_type_ramp_left )
+ {
+ // Special death (FALL)
+ v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+ v2_divs( fish->physics_v, vg_time_delta, fish->physics_v );
+
+ fish->alive = -2;
+ vg_warn( "Special death (fall)\n" );
+ continue;
+ }
+ }
+
if( cell_entry->config == k_cell_type_split )
{
sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
cell_entry->state |= FLAG_FLIP_ROTATING;
}
+
+ if( cell_entry->state & FLAG_IS_TRIGGER )
+ {
+ int trigger_id = cell_entry->links[0]?0:1;
+ int connection_id = cell_entry->links[trigger_id];
+ int target_px = connection_id % world.w;
+ int target_py = (connection_id - target_px)/world.w;
+
+ vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff );
+
+ struct cell *target_peice = &world.data[ cell_entry->links[trigger_id] ];
+
+ if( trigger_id )
+ target_peice->state |= FLAG_FLIP_FLOP;
+ else
+ target_peice->state &= ~FLAG_FLIP_FLOP;
+ }
+ }
+
+ if( fish->alive )
+ alive_count ++;
+ }
+
+ // Check for collisions
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ if( world.fishes[i].alive == 1 )
+ {
+ for( int j = i+1; j < world.num_fishes; j ++ )
+ {
+ if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
+ (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
+ {
+ // Shatter death (+0.5s)
+ world.fishes[i].alive = -1;
+ world.fishes[j].alive = -1;
+ world.fishes[i].death_time = 0.5f;
+ world.fishes[j].death_time = 0.5f;
+ }
+ }
+ }
+ }
+
+ // Spawn fishes
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int posx = term->id % world.w;
+ int posy = (term->id - posx)/world.w;
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ if( is_input )
+ {
+ if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
+ {
+ struct fish *fish = &world.fishes[world.num_fishes++];
+ fish->pos[0] = posx;
+ fish->pos[1] = posy;
+ fish->alive = 1;
+ fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+
+ int can_spawn = 0;
+
+ v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+ for( int j = 0; j < vg_list_size(dirs); j ++ )
+ if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
+ {
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
+ can_spawn = 1;
+ break;
+ }
+
+ if( !can_spawn )
+ world.num_fishes--;
+ else
+ alive_count ++;
+ }
+ }
+ }
+
+ if( alive_count == 0 )
+ {
+ world.completed = 1;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ if( !is_input )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+
+ if( run->recv_count == run->condition_count )
+ {
+ for( int j = 0; j < run->condition_count; j ++ )
+ {
+ if( run->recieved[j] != run->conditions[j] )
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+ else
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+
+ if( world.completed )
+ {
+ if( world.sim_run < world.max_runs-1 )
+ {
+ vg_success( "Run passed, starting next\n" );
+ world.sim_run ++;
+ world.sim_frame = 0;
+ world.sim_start = vg_time;
+ continue;
+ }
+ else
+ {
+ vg_success( "Level passed!\n" );
+
+ u32 score = 0;
+ for( int i = 0; i < world.w*world.h; i ++ )
+ if( world.data[ i ].state & FLAG_CANAL )
+ score ++;
+
+ world.score = score;
+ world.time = world.sim_frame;
+ }
+ }
+ else
+ {
+ vg_error( "Level failed :(\n" );
+ }
+
+ // Copy into career data
+ if( world.ptr_career_level )
+ {
+ world.ptr_career_level->score = world.score;
+ world.ptr_career_level->time = world.time;
+ world.ptr_career_level->completed = world.completed;
+ }
+
+ simulation_stop(); // TODO: Async?
+ break;
}
world.sim_frame ++;
}
+
+ float scaled_time = 0.0f;
+ scaled_time = (vg_time-world.sim_start)*2.0f;
+ world.frame_lerp = scaled_time - (float)world.sim_frame;
+
+ // Update positions
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->alive == 0 )
+ continue;
+
+ if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+ continue; // Todo: particle thing?
+
+ if( fish->alive == -2 )
+ {
+ v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v );
+ v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co );
+ }
+ else
+ {
+ struct cell *cell = pcell(fish->pos);
+ v2f const *curve;
+
+ float t = world.frame_lerp;
+
+ v2_copy( fish->physics_co, fish->physics_v );
+
+ switch( cell->config )
+ {
+ case 13:
+ if( fish->dir[0] == 1 )
+ curve = curve_12;
+ else
+ curve = curve_9;
+ break;
+ case 1: curve = curve_1; break;
+ case 4: curve = curve_4; break;
+ case 2: curve = curve_2; break;
+ case 8: curve = curve_8; break;
+ case 3: curve = curve_3; break;
+ case 6: curve = curve_6; break;
+ case 9: curve = curve_9; break;
+ case 12: curve = curve_12; break;
+ case 7:
+ if( t > curve_7_linear_section )
+ {
+ t -= curve_7_linear_section;
+ t *= (1.0f/(1.0f-curve_7_linear_section));
+
+ curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
+ }
+ else curve = NULL;
+ break;
+ default: curve = NULL; break;
+ }
+
+ if( curve )
+ {
+ float t2 = t * t;
+ float t3 = t * t * t;
+
+ float cA = 3.0f*t2 - 3.0f*t3;
+ float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+ float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+ fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+ fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+ fish->physics_co[0] += (float)fish->pos[0];
+ fish->physics_co[1] += (float)fish->pos[1];
+ }
+ else
+ {
+ v2f origin;
+ origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+ origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+
+ fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
+ fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
+ }
+ }
+ }
}
}
int uv[2] = { 3, 0 };
- if( cell->state & FLAG_CANAL )
+ if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
{
uv[0] = tile_offsets[ cell->config ][0];
uv[1] = tile_offsets[ cell->config ][1];
- }
+ } else continue;
glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
if( selected )
}
}
+static void draw_numbers( v3f coord, int number )
+{
+ v3f pos;
+ v3_copy( coord, pos );
+ int digits[8]; int i = 0;
+
+ while( number > 0 && i < 8 )
+ {
+ digits[i ++] = number % 10;
+ number = number / 10;
+ }
+
+ for( int j = 0; j < i; j ++ )
+ {
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos );
+ draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] );
+ pos[0] += pos[2] * 0.75f;
+ }
+}
+
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
glDisable( GL_DEPTH_TEST );
- glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
+ glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- float scaled_time = 0.0f, frame_lerp = 0.0f;
-
- if( world.simulating )
- {
- scaled_time = (vg_time-world.sim_start)*2.0f;
- frame_lerp = scaled_time - (float)world.sim_frame;
- }
-
v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
-
- v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
- v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
- v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
- v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
-
- v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
- v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
-
- float const curve_7_linear_section = 0.1562f;
-
+
// TILE SET RENDERING
// todo: just slam everything into a mesh...
// when user modifies a tile the neighbours can be easily uploaded to gpu mem
use_mesh( &world.tile );
+ // Draw background
+
+ if(1){
+
+ SHADER_USE( shader_background );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+
+ glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+
+ draw_mesh( 0, 2 );
+
+ }
+
+
SHADER_USE( shader_tile_main );
m2x2f subtransform;
glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
// Bind textures
vg_tex2d_bind( &tex_tile_data, 0 );
render_tiles( NULL, NULL, colour_default, colour_default );
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
+
SHADER_USE( shader_ball );
glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
{
struct fish *fish = &world.fishes[i];
- if( !fish->alive )
+ if( fish->alive == 0 )
continue;
-
- // Evaluate position
- struct cell *cell = pcell(fish->pos);
- v2f fish_pos;
-
- v2f const *curve;
-
- float t = frame_lerp;
-
- switch( cell->config )
- {
- case 13:
- if( fish->dir[0] == 1 )
- curve = curve_12;
- else
- curve = curve_9;
- break;
- case 3: curve = curve_3; break;
- case 6: curve = curve_6; break;
- case 9: curve = curve_9; break;
- case 12: curve = curve_12; break;
- case 7:
- if( t > curve_7_linear_section )
- {
- t -= curve_7_linear_section;
- t *= (1.0f/(1.0f-curve_7_linear_section));
-
- curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
- }
- else curve = NULL;
- break;
- default: curve = NULL; break;
- }
- if( curve )
- {
- float t2 = t * t;
- float t3 = t * t * t;
-
- float cA = 3.0f*t2 - 3.0f*t3;
- float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
- float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
-
- fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
- fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
- fish_pos[0] += (float)fish->pos[0];
- fish_pos[1] += (float)fish->pos[1];
- }
- else
- {
- v2f origin;
- origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
- origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
-
- fish_pos[0] = origin[0] + (float)fish->dir[0]*t;
- fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
- }
+ if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+ continue;
v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
colour_code_v3( fish->payload, dot_colour );
glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
- glUniform2f( SHADER_UNIFORM( shader_ball, "uOffset" ), fish_pos[0], fish_pos[1] );
+ glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
draw_mesh( 0, 32 );
}
}
-
SHADER_USE( shader_tile_main );
// Bind textures
vg_tex2d_bind( &tex_wood, 1 );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
render_tiles( NULL, NULL, colour_default, colour_selected );
// Draw splitters
-
- for( int y = 0; y < world.h; y ++ )
+ for( int y = 2; y < world.h-2; y ++ )
{
- for( int x = 0; x < world.w; x ++ )
+ for( int x = 2; x < world.w-2; x ++ )
{
struct cell *cell = pcell((v2i){x,y});
-
- if( cell->config == k_cell_type_split )
+
+ if( cell->state & FLAG_CANAL )
{
- float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
-
- if( cell->state & FLAG_FLIP_ROTATING )
+ if( cell->state & FLAG_IS_TRIGGER )
{
- if( (frame_lerp > curve_7_linear_section) )
+ int trigger_id = cell->links[0]?0:1;
+
+ int x2 = cell->links[trigger_id] % world.w;
+ int y2 = (cell->links[trigger_id] - x2) / world.w;
+
+ v2f startpoint;
+ v2f midpoint;
+ v2f endpoint;
+
+ startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+ startpoint[1] = (float)y2 + 0.25f;
+
+ endpoint[0] = x+0.5f;
+ endpoint[1] = y+0.5f;
+ v2_add( startpoint, endpoint, midpoint );
+ v2_muls( midpoint, 0.5f, midpoint );
+ midpoint[1] += -0.8f;
+
+ float t, ta;
+ v2f lastpoint; v2f curpoint;
+ v2_copy( startpoint, lastpoint );
+
+ for( int i = 0; i < 10; i ++ )
{
- float const rotation_speed = 0.4f;
- if( (frame_lerp < 1.0f-rotation_speed) )
+ t = ((float)i+1.f)/10.0f;
+ ta = 1.0f-t;
+
+ v2_muls( startpoint, ta*ta, curpoint );
+ v2_muladds( curpoint, midpoint, 2.0f*ta*t, curpoint );
+ v2_muladds( curpoint, endpoint, t*t, curpoint );
+
+ vg_line2( lastpoint, curpoint, 0xff444444, 0xff444444 );
+ v2_copy( curpoint, lastpoint );
+ }
+ }
+
+ if( cell->config == k_cell_type_split )
+ {
+ float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+
+ if( cell->state & FLAG_FLIP_ROTATING )
+ {
+ if( (world.frame_lerp > curve_7_linear_section) )
{
- float t = frame_lerp - curve_7_linear_section;
- t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
- t += 1.0f;
-
- rotation *= t;
+ float const rotation_speed = 0.4f;
+ if( (world.frame_lerp < 1.0f-rotation_speed) )
+ {
+ float t = world.frame_lerp - curve_7_linear_section;
+ t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+ t += 1.0f;
+
+ rotation *= t;
+ }
+ else
+ rotation *= -1.0f;
}
- else
- rotation *= -1.0f;
}
- }
- m2x2_create_rotation( subtransform, rotation );
+ m2x2_create_rotation( subtransform, rotation );
- glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
- glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
- draw_mesh( 0, 2 );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, cell->state & FLAG_TARGETED? 3.0f: 0.0f, 0.0f );
+ draw_mesh( 0, 2 );
+ }
}
}
}
v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
world.data[ world.selected ].state ^= FLAG_CANAL;
- map_reclassify( new_begin, new_end );
+ map_reclassify( new_begin, new_end, 0 );
m2x2_identity( subtransform );
glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
render_tiles( new_begin, new_end, colour_default, colour_default );
world.data[ world.selected ].state ^= FLAG_CANAL;
- map_reclassify( new_begin, new_end );
+ map_reclassify( new_begin, new_end, 0 );
}
//glDisable(GL_BLEND);
SHADER_USE( shader_tile_colour );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
use_mesh( &world.circle );
+
+ int const filled_start = 0;
+ int const filled_count = 32;
+ int const empty_start = 32;
+ int const empty_count = 32*2;
// Draw i/o arrays
for( int i = 0; i < arrlen( world.io ); i ++ )
int posx = term->id % world.w;
int posy = (term->id - posx)/world.w;
int is_input = world.data[ term->id ].state & FLAG_INPUT;
-
- int const filled_start = 0;
- int const filled_count = 32;
- int const empty_start = 32;
- int const empty_count = 32*2;
-
+
v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
- for( int j = 0; j < arrlen( term->conditions ); j ++ )
+ for( int k = 0; k < term->run_count; k ++ )
{
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
-
- if( is_input )
+ for( int j = 0; j < term->runs[k].condition_count; j ++ )
{
- colour_code_v3( term->conditions[j], dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- // Draw filled if tick not passed, draw empty if empty
- if( world.sim_frame > j )
- draw_mesh( empty_start, empty_count );
+ float y_offset = is_input? 1.2f: -0.2f;
+ y_offset += (is_input? 0.2f: -0.2f) * (float)k;
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
+
+ if( is_input )
+ {
+ colour_code_v3( term->runs[k].conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ // Draw filled if tick not passed, draw empty if empty
+ if( world.sim_frame > j && world.sim_run >= k )
+ draw_mesh( empty_start, empty_count );
+ else
+ draw_mesh( filled_start, filled_count );
+ }
else
- draw_mesh( filled_start, filled_count );
- }
- else
- {
- if( term->recv_count > j )
{
- colour_code_v3( term->recv[j], dot_colour );
- v3_muls( dot_colour, 0.8f, dot_colour );
+ if( term->runs[k].recv_count > j )
+ {
+ colour_code_v3( term->runs[k].recieved[j], dot_colour );
+ v3_muls( dot_colour, 0.8f, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( filled_start, filled_count );
+ }
+
+ colour_code_v3( term->runs[k].conditions[j], dot_colour );
glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
- draw_mesh( filled_start, filled_count );
+ draw_mesh( empty_start, empty_count );
}
-
- colour_code_v3( term->conditions[j], dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- draw_mesh( empty_start, empty_count );
}
}
}
{
glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f );
- draw_mesh( 0, 32 );
+ draw_mesh( filled_start, filled_count );
}
+
+ // Draw score
+ float const score_bright = 1.25f;
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
+ 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
+
+ use_mesh( &world.numbers );
+ draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
+
+ // Level selection UI
+ use_mesh( &world.circle );
+ float ratio = ((float)vg_window_x/(float)vg_window_y);
+
+ m3x3f ui_view = M3X3_IDENTITY;
+ m3x3_scale( ui_view, (v3f){ 1.0f, ratio, 1.0f } );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
+
+ // Calculate mouse in UIsp
+ v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f,
+ (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(-1.0f/ratio), 0.0125f };
+
+ // Get selected level
+ const float selection_scale = 0.05f;
+ int const level_count = vg_list_size( level_pack_1 );
+ int level_select = -1;
+
+ if( mouse_ui_space[0] <= -0.8f )
+ {
+ float levels_range = (float)level_count*selection_scale*0.6f;
+ float level_offset = ((-mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
+ level_select = ceilf( level_offset );
+
+ // Draw selector
+ if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
+
+ use_mesh( &world.tile );
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ -1.0f,
+ ((float)level_count - (float)level_select * 2.0f ) * selection_scale * 0.6f,
+ selection_scale
+ );
+ draw_mesh( 2, 2 );
+
+ use_mesh( &world.circle );
+
+ if( vg_get_button_down( "primary" ) )
+ {
+ console_changelevel( 1, level_pack_1 + level_select );
+ }
+ }
+ }
+ else mouse_ui_space[1] = INFINITY;
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
+
+ // Draw levels
+ for( int i = 0; i < level_count; i ++ )
+ {
+ struct career_level *clevel = &career.levels[i];
+
+ v3f level_ui_space = {
+ -0.97f,
+ ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+ selection_scale * 0.5f
+ };
+
+ float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
+ level_ui_space[2] *= scale;
+
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
+
+ if( clevel->completed )
+ draw_mesh( filled_start, filled_count );
+ else
+ draw_mesh( empty_start, empty_count );
+ }
+
+ // Level scores
+ use_mesh( &world.numbers );
+ for( int i = 0; i < level_count; i ++ )
+ {
+ struct career_level *clevel = &career.levels[i];
+
+ v3f level_ui_space = {
+ -0.94f,
+ ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+ 0.02f
+ };
+
+ if( clevel->completed )
+ {
+ draw_numbers( level_ui_space, clevel->score );
+ }
+ }
+
+ //use_mesh( &world.numbers );
+ //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
}
void vg_ui(void)
{
//ui_test();
- sfx_internal_debug_overlay();
}