"level6",
"level7_combine",
"xor_small",
- "sort"
+ "sort",
+ "thirds"
};
#pragma pack(push,1)
#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
{
cell->state &= ~FLAG_FLIP_ROTATING;
}
+ if( cell->state & FLAG_IS_TRIGGER )
+ cell->state &= ~FLAG_TRIGGERED;
}
int alive_count = 0;
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;
if( fish->alive != 1 )
continue;
+ struct cell *cell_current = pcell( fish->pos );
+
// Apply to output
if( cell_current->state & FLAG_OUTPUT )
{
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;
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 )
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 ++ )
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) );