struct world_button
{
v2i position;
- v3f colour;
- float light_target, light;
- int state, click_grab;
+ float light_target, light, extra_light;
+ int state;
enum world_button_mode mode;
};
k_world_button_none = -1,
k_world_button_sim = 0,
k_world_button_pause = 1,
- k_world_button_speedy = 2
+ k_world_button_speedy = 2,
+ k_world_button_settings = 3
};
#define FLAG_CANAL 0x1
}
text_buffers;
-struct world_static
+static struct world
{
- struct world_button buttons[4];
-}
-world_static =
-{
- .buttons = {
- {
- .colour = { 0.204f, 0.345f, 0.553f },
- .mode = k_world_button_mode_toggle
- },
- {
- .colour = { 0.204f, 0.345f, 0.553f },
- .mode = k_world_button_mode_toggle
- },
- {
- .colour = { 0.553f, 0.345f, 0.204f },
- .mode = k_world_button_mode_toggle
- },
- {
- // TODO: Settings button and menu
- }
+ struct
+ {
+ struct world_button buttons[4];
+ float zoom;
}
-};
+ st;
-struct world
-{
#pragma pack(push,1)
struct cell
{
u16 id_drag_from;
v2f drag_from_co;
v2f drag_to_co;
+}
+world =
+{
+ .st =
+ {
+ .buttons = { { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle } }
+ }
};
// Forward declerations
m3x3f m_view;
m3x3f m_mdl;
-struct world world;
-
// UTILITY
// ===========================================================================================================
{
u8 *px = &info_buffer[((x*64)+y)*4];
- px[0] = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F );
+ // Fade out edges of world so that there isnt an obvious line
+ int dist_x = 16 - VG_MIN( VG_MIN( x, 16 ), 16-VG_MAX( x-16-world.w, 0 ) );
+ int dist_y = 16 - VG_MIN( VG_MIN( y, 16 ), 16-VG_MAX( y-16-world.h, 0 ) );
+ int dist = VG_MAX( dist_x, dist_y ) * 16;
+
+ int value = VG_MAX( 0, 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ) - dist );
+
+ px[0] = value;
px[1] = 0;
px[2] = 0;
px[3] = 0;
for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
struct career_level_pack *grid = &career_packs[ i ];
-
+
+ int j = 0;
+
for( int y = 0; y < grid->dims[1]; y ++ )
{
for( int x = 0; x < grid->dims[0]; x ++ )
{
u8 *px = &info_buffer[((y+16+grid->origin[1])*64+16+x+grid->origin[0])*4];
px[0] = 0x10;
+
+ if( j < grid->count )
+ {
+ struct cmp_level *lvl = &grid->pack[ j ++ ];
+ v2i_add( grid->origin, (v2i){x,y}, lvl->btn.position );
+ }
}
}
}
world.initialzed = 1;
// Setup world button locations
- for( int i = 0; i < vg_list_size( world_static.buttons ); i ++ )
+ for( int i = 0; i < vg_list_size( world.st.buttons ); i ++ )
{
- struct world_button *btn = &world_static.buttons[i];
+ struct world_button *btn = &world.st.buttons[i];
btn->position[0] = world.w -1;
btn->position[1] = world.h -i -2;
}
// ===========================================================================================================
static int is_simulation_running(void)
{
- return world_static.buttons[ k_world_button_sim ].state;
+ return world.st.buttons[ k_world_button_sim ].state;
}
static void clear_animation_flags(void)
static void simulation_stop(void)
{
- world_static.buttons[ k_world_button_sim ].state = 0;
- world_static.buttons[ k_world_button_pause ].state = 0;
+ world.st.buttons[ k_world_button_sim ].state = 0;
+ world.st.buttons[ k_world_button_pause ].state = 0;
world.num_fishes = 0;
world.sim_frame = 0;
world.sim_frame = 0;
world.sim_run = 0;
- world.sim_delta_speed = world_static.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f;
+ world.sim_delta_speed = world.st.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f;
world.sim_delta_ref = vg_time;
world.sim_internal_ref = 0.0f;
world.sim_internal_time = 0.0f;
return 1;
}
-void vg_update(void)
+static void vg_update(void)
{
// Camera
// ========================================================================================================
static float size_current = 2.0f;
static v3f origin_current = { 0.0f, 0.0f, 0.0f };
+ static v2f drag_offset = { 0.0f, 0.0f };
+ static v2f view_point = { 0.0f, 0.0f };
+ v2f result_view;
+
+ size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f;
- size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f;
-
- v3f origin;
+ v2f origin;
+ v2f vt_target;
+
origin[0] = floorf( -0.5f * ((float)world.w-4.5f) );
origin[1] = floorf( -0.5f * world.h );
- origin[2] = 0.0f;
+ // Create and clamp result view
+ v2_add( view_point, drag_offset, result_view );
+ result_view[0] = vg_clampf( result_view[0], -world.st.zoom, world.st.zoom );
+ result_view[1] = vg_clampf( result_view[1], -world.st.zoom*r1, world.st.zoom*r1 );
+
+ v2_add( origin, result_view, vt_target );
+
// Lerp towards target
- size_current = vg_lerpf( size_current, size, vg_time_delta * 6.0f );
- v2_lerp( origin_current, origin, vg_time_delta * 6.0f, origin_current );
+ size_current = vg_lerpf( size_current, size - world.st.zoom, vg_time_delta * 6.0f );
+ v2_lerp( origin_current, vt_target, vg_time_delta * 6.0f, origin_current );
m3x3_projection( m_projection, -size_current, size_current, -size_current*r1, size_current*r1 );
m3x3_identity( m_view );
world.tile_x = floorf( world.tile_pos[0] );
world.tile_y = floorf( world.tile_pos[1] );
+ // Camera dragging
+ {
+ static v2f drag_origin; // x/y pixel
+
+ if( vg_get_button_down( "tertiary" ) )
+ v2_copy( vg_mouse, drag_origin );
+ else if( vg_get_button( "tertiary" ) )
+ {
+ // get offset
+ v2_sub( vg_mouse, drag_origin, drag_offset );
+ v2_div( drag_offset, (v2f){ vg_window_x, vg_window_y }, drag_offset );
+ v2_mul( drag_offset, (v2f){ size_current*2.0f, -size_current*r1*2.0f }, drag_offset );
+ }
+ else
+ {
+ v2_copy( result_view, view_point );
+ v2_copy( (v2f){0.0f,0.0f}, drag_offset );
+ }
+ }
+
+ // Zooming
+ {
+ v2f mview_local;
+ v2f mview_new;
+ v2f mview_cur;
+ v2f mview_delta;
+ float rsize;
+
+ rsize = size-world.st.zoom;
+
+ v2_div( vg_mouse, (v2f){ vg_window_x*0.5f, vg_window_y*0.5f }, mview_local );
+ v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_cur );
+
+ world.st.zoom = vg_clampf( world.st.zoom + vg_mouse_wheel[1], 0.0f, size - 4.0f );
+
+ // Recalculate new position
+ rsize = size-world.st.zoom;
+ v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_new );
+
+ // Apply offset
+ v2_sub( mview_new, mview_cur, mview_delta );
+ v2_add( mview_delta, view_point, view_point );
+ }
+
// Tilemap
// ========================================================================================================
if( !is_simulation_running() && !gui_want_mouse() )
{
float old_time = world.sim_internal_time;
- if( !world_static.buttons[ k_world_button_pause ].state )
+ if( !world.st.buttons[ k_world_button_pause ].state )
world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed;
else
world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f );
{
fj = &world.fishes[j];
- if( (fj->state == k_fish_state_alive) )
+ if( fj->state == k_fish_state_alive )
{
v2i fi_prev;
v2i fj_prev;
world.sim_delta_ref = vg_time;
world.sim_internal_ref = 0.0f;
- if( world_static.buttons[ k_world_button_pause ].state )
+ if( world.st.buttons[ k_world_button_pause ].state )
world.pause_offset_target = 0.5f;
else
world.pause_offset_target = 0.0f;
}
}
-static int world_button_exec( struct world_button *btn, v2f texture, enum world_button_status *status )
+static int world_button_exec( struct world_button *btn, v2f texture, v3f colour, enum world_button_status *status )
{
+ static v2i click_grab = { -9999, -9999 };
+
+ // Reset click_grab
+ if( !btn )
+ {
+ click_grab[0] = -9999;
+ click_grab[1] = -9999;
+ return 0;
+ }
+
+ v2i click_tile = { world.tile_x, world.tile_y };
+
int triggered = 0;
- int is_hovering = v2i_eq( (v2i){ world.tile_x, world.tile_y }, btn->position );
+ int is_hovering = v2i_eq( click_tile, btn->position );
// Set up light targets before logic runs
if( btn->state )
if( is_hovering )
{
if( vg_get_button_down( "primary" ) && is_hovering )
- {
- btn->click_grab = 1;
- }
- else if( btn->click_grab && vg_get_button_up( "primary" ) )
+ v2i_copy( click_tile, click_grab );
+ else if( v2i_eq( click_grab, click_tile ) && vg_get_button_up( "primary" ) )
{
// Click event
*status = btn->state? k_world_button_on_disable: k_world_button_on_enable;
triggered = 1;
}
}
- if( vg_get_button_up( "primary" ) )
- btn->click_grab = 0;
// Drawing stage
v4f final_colour;
- btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
+ btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f );
- v3_copy( btn->colour, final_colour );
+ v3_copy( colour, final_colour );
final_colour[3] = btn->light;
glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
return triggered;
}
-/*
-static void wbutton_run( enum e_world_button btn_name, v2f btn_tex )
-{
- static v3f button_colours[] = {
- {0.204f, 0.345f, 0.553f},
- {0.204f, 0.345f, 0.553f},
- {0.553f, 0.345f, 0.204f},
- {1.0f, 0.0f, 0.0f}
- };
-
- struct cell_button *btn = &world.buttons[btn_name];
-
- // Interaction
- int tex_offset = 0;
-
- int is_hovering = (world.tile_x == world.w-1 && world.tile_y == world.h-btn_name-2)?1:0;
- if( vg_get_button_up( "primary" ) && is_hovering )
- {
- // Click event
- if( btn_name == k_world_button_sim )
- {
- if( world.buttons[ k_world_button_pause ].pressed )
- {
- if( !btn->pressed )
- {
- btn->pressed = 1;
- simulation_start();
-
- world.pause_offset_target = 0.5f;
- }
- else
- world.pause_offset_target += 1.0f;
- }
- else
- {
- btn->pressed ^= 0x1;
-
- if( btn->pressed )
- simulation_start();
- else
- simulation_stop();
- }
- }
- else if( btn_name == k_world_button_pause )
- {
- btn->pressed ^= 0x1;
-
- world.sim_internal_ref = world.sim_internal_time;
- world.sim_delta_ref = vg_time;
-
- if( btn->pressed )
- {
- float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
- world.pause_offset_target = 0.5f - time_frac;
- }
- else
- world.pause_offset_target = 0.0f;
- }
- else if( btn_name == k_world_button_speedy )
- {
- btn->pressed ^= 0x1;
-
- world.sim_delta_speed = btn->pressed? 10.0f: 2.5f;
- world.sim_delta_ref = vg_time;
- world.sim_internal_ref = world.sim_internal_time;
- }
- else
- {
- btn->pressed ^= 0x1;
- }
-
- sfx_set_play( &audio_clicks, &audio_system_ui, btn->pressed?1:0 );
- }
-
- // Drawing
- if( btn->pressed )
- {
- if( is_hovering )
- {
- btn->light_target = 0.9f;
- }
- else
- {
- if( btn_name == k_world_button_sim && world.buttons[ k_world_button_pause ].pressed )
- btn->light_target = fabsf(sinf( vg_time * 2.0f )) * 0.3f + 0.3f;
- else
- btn->light_target = 0.8f;
- }
- }
- else
- {
- btn->light_target = is_hovering? 0.2f: 0.0f;
- }
-
- if( vg_get_button( "primary" ) && is_hovering )
- btn->light_target = 1.0f;
-
- btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
-
- // Draw
- if( btn_name == k_world_button_sim && world.buttons[ k_world_button_sim ].pressed )
- {
- if( world.buttons[ k_world_button_pause ].pressed )
- tex_offset = 3;
- else
- tex_offset = 2;
- }
-
- v4f final_colour;
- v3_copy( button_colours[ btn_name ], final_colour );
- final_colour[3] = btn->light;
-
- glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
- world.w-1,
- world.h-btn_name-2,
- (float)(btn_tex[0]+tex_offset),
- btn_tex[1]
- );
- glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
-
- draw_mesh( 0, 2 );
-}
-
-static void wbutton_draw( v2i pos, v2f tex, v4f colour )
-{
- glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
- pos[0],
- pos[1],
- tex[0],
- tex[1]
- );
- glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, colour );
- draw_mesh( 0, 2 );
-}
-*/
-
static void level_selection_buttons(void)
{
v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
v3f locked_colour = { 0.2f, 0.2f, 0.2f };
-
- v4f final_colour = { 0.0f, 0.0f, 0.0f, 0.2f };
- v2i button_pos;
- static struct cmp_level *select_from = NULL;
+
struct cmp_level *switch_level_to = NULL;
-
- if( vg_get_button_down( "primary" ) )
- select_from = NULL;
-
+
for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
struct career_level_pack *grid = &career_packs[i];
- int j = 0;
-
- for( int x = 0; x < grid->dims[0]; x ++ )
+ for( int j = 0; j < grid->count; j ++ )
{
- for( int y = 0; y < grid->dims[1]; y ++ )
- {
- if( j < grid->count )
- {
- struct cmp_level *lvl = &grid->pack[ j ];
-
- // Determine colour
- if( lvl->unlocked )
- {
- if( lvl->is_tutorial )
- v3_copy( tutorial_colour, final_colour );
- else
- v3_copy( grid->primary_colour, final_colour );
-
- if( lvl->completed_score )
- final_colour[3] = 0.8f;
- else
- final_colour[3] = 0.2f;
- }
- else
- {
- v3_copy( locked_colour, final_colour );
- final_colour[3] = 0.2f;
- }
-
- v2i_add( grid->origin, (v2i){ x,y }, button_pos );
- int is_hovering = v2i_eq( (v2i){world.tile_x, world.tile_y}, button_pos );
+ struct cmp_level *lvl = &grid->pack[ j ];
- if( is_hovering )
- {
- final_colour[3] += 0.1f;
-
- // Up click
- if( vg_get_button_up( "primary" ) )
- if( select_from == lvl && lvl->unlocked )
- {
- switch_level_to = lvl;
- sfx_set_play( &audio_clicks, &audio_system_ui, 1 );
- }
-
- // Start click
- if( vg_get_button_down( "primary" ) )
- select_from = lvl;
-
- if( vg_get_button( "primary" ) )
- final_colour[3] += 0.2f;
- }
-
- if( world.pCmpLevel == lvl )
- {
- final_colour[3] += 0.15f + fabsf(sinf( vg_time * 2.0f )) * 0.05f;
-
- if( lvl->completed_score )
- final_colour[3] += 0.1f;
- }
-
- //wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour );
- }
- else break;
-
- j ++;
+ if( world.pCmpLevel == lvl )
+ lvl->btn.extra_light = 0.35f + fabsf(sinf( vg_time * 2.0f )) * 0.05f;
+ else lvl->btn.extra_light = 0.2f;
+
+ if( lvl->completed_score )
+ lvl->btn.extra_light += 0.8f;
+
+ enum world_button_status status;
+ if( world_button_exec(
+ &lvl->btn,
+ (v2f){0.0f,0.0f},
+ lvl->unlocked? (lvl->is_tutorial? tutorial_colour: grid->primary_colour): locked_colour,
+ &status
+ ))
+ {
+ if( status == k_world_button_on_enable && lvl->unlocked )
+ switch_level_to = lvl;
}
}
}
vg_tex2d_bind( &tex_ball_noise, 0 );
glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
- if( world_static.buttons[ k_world_button_sim ].state )
+ if( world.st.buttons[ k_world_button_sim ].state )
{
for( int i = 0; i < world.num_fishes; i ++ )
{
glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
enum world_button_status stat;
- int world_paused = world_static.buttons[k_world_button_pause].state;
- int world_running = world_static.buttons[k_world_button_sim].state;
+ int world_paused = world.st.buttons[k_world_button_pause].state;
+ int world_running = world.st.buttons[k_world_button_sim].state;
float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f);
- if( world_button_exec( &world_static.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, &stat ))
+ v3f btn_dark_blue = { 0.204f, 0.345f, 0.553f };
+ v3f btn_orange = { 0.553f, 0.345f, 0.204f };
+
+ if( world_button_exec( &world.st.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, btn_dark_blue, &stat ))
{
if( stat == k_world_button_on_enable )
{
{
// Trigger single step
world.pause_offset_target += 1.0f;
- world_static.buttons[k_world_button_sim].state = 1;
+ world.st.buttons[k_world_button_sim].state = 1;
}
else
{
}
}
- if( world_button_exec( &world_static.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, &stat ))
+ if( world_button_exec( &world.st.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat ))
{
world.sim_internal_ref = world.sim_internal_time;
world.sim_delta_ref = vg_time;
world.pause_offset_target = 0.0f;
}
- if( world_button_exec( &world_static.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, &stat ))
+ if( world_button_exec( &world.st.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, btn_orange, &stat ))
{
world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f;
}
}
+ if( world_button_exec( &world.st.buttons[k_world_button_settings], (v2f){ 1.0f, 2.0f }, btn_orange, &stat ))
+ {
+ //world.st.state = k_game_settings;
+ }
+
level_selection_buttons();
+ if( vg_get_button_up( "primary" ) )
+ world_button_exec( NULL, NULL, NULL, NULL );
+
// TEXT ELEMENTS
// ========================================================================================================
SHADER_USE( shader_sdf );
console_save_map( 0, NULL );
if( console_load_map( argc, argv ) )
{
+ world_static.zoom = 0.0f;
simulation_stop();
return 1;
}
}
resource_load_main();
-
+
// Create text buffers
{
// Work out the counts for each 'segment'