UNIFORMS({ "uPv", "uOffset", "uColour" })
)
+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"
+};
+
m3x3f m_projection;
m3x3f m_view;
m3x3f m_mdl;
int main( int argc, char *argv[] )
{
- vg_init( argc, argv, "FishLadder" );
+ vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
}
void vg_register(void)
init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
}
- map_load
- (
- "#############;\n"
- "###-#####-###;aaa,aa\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "###+#####+###;aa,aaa\n"
- "#############;\n"
- );
+ map_load( level_pack[ 0 ] );
}
void vg_free(void)
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" );
+ }
+
float ratio = (float)vg_window_y / (float)vg_window_x;
float const size = 9.5f;
int tile_x = floorf( tile_pos[0] );
int tile_y = floorf( tile_pos[1] );
-
+
// Tilemap editing
if( !world.simulating )
{
v2i dirs[] = {{1,0},{-1,0},{0,-1}};
for( int j = 0; j < vg_list_size(dirs); j ++ )
- {
- v2i target;
if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
{
fish->dir[0] = dirs[j][0];
can_spawn = 1;
break;
}
- }
if( !can_spawn )
world.num_fishes--;
else
{
struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
- if( !(cell_next->state & FLAG_CANAL) )
+ if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
{
// Try other directions for valid, so down, left, right..
v2i dirs[] = {{1,0},{-1,0},{0,-1}};
if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
continue;
- if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & FLAG_CANAL )
+ if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
{
fish->dir[0] = dirs[j][0];
fish->dir[1] = dirs[j][1];
if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); }
- else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); }
+ else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); }
else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
//if( cell->water[world.frame&0x1] )
draw_mesh( 0, 32 );
}
}
+
+ if( world.simulating )
+ {
+ 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 );
+ }
}
-void vg_ui(void){}
+void vg_ui(void)
+{
+ ui_test();
+}