added pull animation to wires
[fishladder.git] / fishladder.c
index 6c5e9962bb79ef613170cc8159caa0e5099e58d5..072c9a09a2592748d4fa65f45c57d775efaaef00 100644 (file)
@@ -14,7 +14,8 @@ const char *level_pack_1[] = {
        "level6",
        "level7_combine",
        "xor_small",
-       "sort"
+       "sort",
+       "thirds"
 };
 
 #pragma pack(push,1)
@@ -97,8 +98,9 @@ m3x3f m_mdl;
 #define FLAG_WALL 0x40
 
 #define FLAG_FLIP_FLOP 0x100
-#define FLAG_FLIP_ROTATING 0x200
-#define FLAG_TARGETED 0x400
+#define FLAG_TRIGGERED 0x200
+#define FLAG_FLIP_ROTATING 0x400
+#define FLAG_TARGETED 0x800
 
 /*
        0000 0   | 0001 1   | 0010 2   | 0011 3
@@ -1309,6 +1311,8 @@ void vg_update(void)
                                {
                                        cell->state &= ~FLAG_FLIP_ROTATING;
                                }
+                               if( cell->state & FLAG_IS_TRIGGER )
+                                       cell->state &= ~FLAG_TRIGGERED;
                        }
                        
                        int alive_count = 0;
@@ -1317,7 +1321,6 @@ void vg_update(void)
                        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 == -1 )
                                        fish->alive = 0;
@@ -1325,6 +1328,8 @@ void vg_update(void)
                                if( fish->alive != 1 )
                                        continue;
                                
+                               struct cell *cell_current = pcell( fish->pos );
+
                                // Apply to output
                                if( cell_current->state & FLAG_OUTPUT )
                                {
@@ -1414,17 +1419,33 @@ void vg_update(void)
                                                sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
                                                cell_entry->state |= FLAG_FLIP_ROTATING;
                                        }
-                                       
-                                       if( cell_entry->state & FLAG_IS_TRIGGER )
+                               }
+                               
+                               if( fish->alive )
+                                       alive_count ++;
+                       }
+                       
+                       // Second pass (triggers)
+                       for( int i = 0; i < world.num_fishes; i ++ )
+                       {
+                               struct fish *fish = &world.fishes[i];
+                               
+                               if( fish->alive == 1 )
+                               {
+                                       struct cell *cell_current = pcell( fish->pos );
+
+                                       if( cell_current->state & FLAG_IS_TRIGGER )
                                        {
-                                               int trigger_id = cell_entry->links[0]?0:1;
-                                               int connection_id = cell_entry->links[trigger_id];
+                                               int trigger_id = cell_current->links[0]?0:1;
+                                               int connection_id = cell_current->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] ];
+                                               struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
+                                               
+                                               cell_current->state |= FLAG_TRIGGERED;
                                                
                                                if( trigger_id )
                                                        target_peice->state |= FLAG_FLIP_FLOP;
@@ -1432,12 +1453,9 @@ void vg_update(void)
                                                        target_peice->state &= ~FLAG_FLIP_FLOP;
                                        }
                                }
-                               
-                               if( fish->alive )
-                                       alive_count ++;
                        }
                        
-                       // Check for collisions
+                       // Third pass (collisions)
                        for( int i = 0; i < world.num_fishes; i ++ )
                        {
                                if( world.fishes[i].alive == 1 )
@@ -1904,9 +1922,11 @@ void vg_render(void)
        glBindVertexArray( world.wire.vao );
 
        glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
        glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
-               
+       
+       float rp_x1 = world.frame_lerp*9.0f;
+       float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+       
        for( int y = 2; y < world.h-2; y ++ )
        {
                for( int x = 2; x < world.w-2; x ++ )
@@ -1931,6 +1951,7 @@ void vg_render(void)
                                        endpoint[0] = x+0.5f;
                                        endpoint[1] = y+0.5f;
                                        
+                                       glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
                                        glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
                                        glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
                                        glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );