#define FLAG_WALL 0x40
#define FLAG_FLIP_FLOP 0x100
-#define FLAG_TRIGGER_FLIP 0x200
+#define FLAG_TRIGGERED 0x200
#define FLAG_FLIP_ROTATING 0x400
#define FLAG_TARGETED 0x800
float const curve_7_linear_section = 0.1562f;
+u16 id_drag_from = 0;
+v2f drag_from_co;
+v2f drag_to_co;
+
void vg_update(void)
{
// Fit within screen
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 )
{
else
world.selected = -1;
- if( vg_get_button("secondary") && id_drag_from )
- {
- vg_line2( drag_from_co, drag_to_co, 0xff00ff00, 0xffffff00 );
- }
- else
- {
+ if( !(vg_get_button("secondary") && id_drag_from) )
id_drag_from = 0;
- }
}
else
{
{
cell->state &= ~FLAG_FLIP_ROTATING;
}
+ if( cell->state & FLAG_IS_TRIGGER )
+ cell->state &= ~FLAG_TRIGGERED;
}
int alive_count = 0;
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;
else
}
// Edit overlay
- if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
+ if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !id_drag_from )
{
v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
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 );
-
+
+ if( id_drag_from )
+ {
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), drag_from_co[0], drag_from_co[1], 0.06f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), drag_to_co[0], drag_to_co[1], 0.06f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+
+ 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) );