// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+//#define VG_CAPTURE_MODE
#define VG_STEAM
#define VG_STEAM_APPID 1218140U
#include "vg/vg.h"
#include "fishladder_resources.h"
-/*
- Todo for release:
- Tutorial levels:
- 1. Transport
- 2. Split
- 3. Merge (and explode)
- 4. Principle 1 (divide colours)
- 5. Principle 2 (combine colours)
-
- Trainee levels:
- Simple maths (x3)
- Colour ordering (x2)
- Routing problems (x2)
-
- Medium levels:
- Reverse order
-
- New things to program:
- UI text element renderer (SDF) DONE(sorta)
- Particle system thing for ball collision
- Level descriptions / titles HALF
- Row Gridlines for I/O DONE
- Play button / Speed controller PLAY/PAUSED.. todo: speed, wire connecty
-
-
- After release:
-
-*/
+// #define STEAM_LEADERBOARDS
// CONSTANTS
// ===========================================================================================================
};
#pragma pack(pop)
+static int career_load_success = 0;
+
static void career_serialize(void)
{
+ if( !career_load_success )
+ return;
+
struct dcareer_state encoded;
encoded.version = 2;
encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1;
{
vg_warn( "This save file is too small to have a header. Creating a blank one\n" );
free( cr );
- return;
}
memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz ) );
}
}
}
+
+ career_load_success = 1;
}
// MAIN GAMEPLAY
return world.buttons[ k_world_button_sim ].pressed;
}
+static void clear_animation_flags(void)
+{
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~(FLAG_FLIP_FLOP|FLAG_FLIP_ROTATING);
+}
+
static void simulation_stop(void)
{
world.buttons[ k_world_button_sim ].pressed = 0;
world.num_fishes = 0;
world.sim_frame = 0;
world.sim_run = 0;
+ world.frame_lerp = 0.0f;
io_reset();
sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+ clear_animation_flags();
+
vg_info( "Stopping simulation!\n" );
}
+static void simulation_start(void)
+{
+ vg_success( "Starting simulation!\n" );
+
+ sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+ world.sim_run = 0;
+
+ world.sim_delta_speed = 2.5f;
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = 0.0f;
+ world.sim_internal_time = 0.0f;
+ world.pause_offset_target = 0.0f;
+
+ world.sim_target = 0;
+
+ clear_animation_flags();
+
+ io_reset();
+}
+
static int world_check_pos_ok( v2i co )
{
return (co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2)? 0: 1;
if( vg_get_button_up("secondary") && world.id_drag_from == world.selected )
{
- u32 link_id = local_x > 0.5f? 1: 0;
+ u32 link_id = cell_ptr->links[ 0 ]? 0: 1;
// break existing connection off
if( cell_ptr->links[ link_id ] )
world.id_drag_from = 0;
}
- if( world.id_drag_from && (cell_ptr->state & FLAG_CANAL) && (cell_ptr->config == k_cell_type_split) )
+ else if( world.id_drag_from && (cell_ptr->state & FLAG_CANAL) && (cell_ptr->config == k_cell_type_split) )
{
world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
world.drag_to_co[1] = (float)world.tile_y + 0.25f;
if( cell_current->state & FLAG_IS_TRIGGER )
{
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_current->links[trigger_id] ];
}
}*/
-static void simulation_start(void)
-{
- vg_success( "Starting simulation!\n" );
-
- sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
-
- world.num_fishes = 0;
- world.sim_frame = 0;
- world.sim_run = 0;
-
- world.sim_delta_speed = 2.5f;
- world.sim_delta_ref = vg_time;
- world.sim_internal_ref = 0.0f;
- world.sim_internal_time = 0.0f;
- world.pause_offset_target = 0.0f;
-
- world.sim_target = 0;
-
- for( int i = 0; i < world.w*world.h; i ++ )
- world.data[ i ].state &= ~FLAG_FLIP_FLOP;
-
- io_reset();
-}
-
static void wbutton_run( enum e_world_button btn_name )
{
static v3f button_colours[] = {
v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
- int const circle_base = 4;
+ int const circle_base = 6;
int const filled_start = circle_base+0;
int const filled_count = circle_base+32;
int const empty_start = circle_base+32;
int const empty_count = circle_base+32*2;
+ if( !world.initialzed )
+ return;
+
// BACKGROUND
// ========================================================================================================
use_mesh( &world.shapes );
// WIRES
// ========================================================================================================
- glDisable(GL_BLEND);
+ //glDisable(GL_BLEND);
SHADER_USE( shader_wire );
glBindVertexArray( world.wire.vao );
glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+
+ v4f const wire_left_colour = { 0.5f, 0.5f, 0.5f, 1.0f };
+ v4f const wire_right_colour = { 0.2f, 0.2f, 0.2f, 1.0f };
+ v4f const wire_drag_colour = { 0.2f, 0.2f, 0.2f, 0.6f };
+
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f );
if( world.id_drag_from )
- {
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_drag_colour );
glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
- glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.06f );
- glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.06f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f );
glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
}
// Pulling animation
float rp_x1 = world.frame_lerp*9.0f;
- float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+ float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f;
+ float rp_x2 = 1.0f-rp_xa;
for( int y = 2; y < world.h-2; y ++ )
{
v2_add( desc->trigger_pos, endpoint, endpoint );
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, trigger_id? wire_right_colour: wire_left_colour );
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 );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), cell->state & FLAG_TRIGGERED? rp_xa: 0.0f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.18f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.18f );
glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
}
}
}
}
- // I/O ARRAYS
+ // WIRE ENDPOINTS
// ========================================================================================================
SHADER_USE( shader_tile_colour );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
use_mesh( &world.shapes );
- glEnable(GL_BLEND);
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL )
+ {
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ struct cell_description *desc = &cell_descriptions[ cell->config ];
+
+ int trigger_id = cell->links[0]?0:1;
+
+ int x2 = cell->links[trigger_id] % world.w;
+ int y2 = (cell->links[trigger_id] - x2) / world.w;
+
+ v2f pts[2];
+
+ pts[0][0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+ pts[0][1] = (float)y2 + 0.25f;
+
+ pts[1][0] = x;
+ pts[1][1] = y;
+
+ v2_add( desc->trigger_pos, pts[1], pts[1] );
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
+ 1, trigger_id? wire_right_colour: wire_left_colour );
+
+ for( int i = 0; i < 2; i ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ pts[i][0],
+ pts[i][1],
+ 0.08f
+ );
+ draw_mesh( filled_start, filled_count );
+ }
+ }
+ }
+ }
+ }
+
+ // SUB SPLITTER DIRECTION
+ // ========================================================================================================
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f );
+
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL && cell->state & FLAG_TARGETED && cell->config == k_cell_type_split )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), x, y, 1.0f );
+ draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 );
+ }
+ }
+ }
+
+ // I/O ARRAYS
+ // ========================================================================================================
+
+ //glEnable(GL_BLEND);
for( int i = 0; i < arrlen( world.io ); i ++ )
{
void leaderboard_dispatch_score(void)
{
+#if STEAM_LEADERBOARDS
sw_upload_leaderboard_score(
ui_data.upload_request.level->steam_leaderboard,
k_ELeaderboardUploadScoreMethodKeepBest,
ui_data.upload_request.is_waiting = 0;
vg_success( "Dispatched leaderboard score\n" );
+#endif
}
void leaderboard_found( LeaderboardFindResult_t *pCallback )
{
+#ifdef STEAM_LEADERBOARDS
if( !pCallback->m_bLeaderboardFound )
{
vg_error( "Leaderboard could not be found\n" );
}
}
}
+#endif
}
void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
{
+#ifdef STEAM_LEADERBOARDS
// Update UI if this leaderboard matches what we currently have in view
if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard )
{
ui_data.leaderboard_show = 0;
}
else vg_warn( "Downloaded leaderboard does not match requested!\n" );
+#endif
}
void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
{
+#ifdef STEAM_LEADERBOARDS
if( ui_data.upload_request.is_waiting )
vg_warn( "You are uploading leaderboard entries too quickly!\n" );
leaderboard_dispatch_score();
else
sw_find_leaderboard( cmp_level->map_name );
+#endif
}
// CONSOLE COMMANDS
// START UP / SHUTDOWN
// ===========================================================================================================
+#define TRANSFORM_TRI_2D( S, OX, OY, X1, Y1, X2, Y2, X3, Y3 ) \
+ X1*S+OX, Y1*S+OY, X2*S+OX, Y2*S+OY, X3*S+OX, Y3*S+OY
+
void vg_start(void)
{
// Steamworks callbacks
+ #ifdef STEAM_LEADERBOARDS
sw_leaderboard_found = &leaderboard_found;
sw_leaderboard_downloaded = &leaderboard_downloaded;
+ #endif
vg_function_push( (struct vg_cmd){
.name = "_map_write",
// Combined quad, long quad / empty circle / filled circle mesh
{
- float combined_mesh[6*8 + 32*6*3] = {
+ float combined_mesh[6*6 + 32*6*3] = {
0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.2f,
- 0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f
+ 0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f,
+
+ TRANSFORM_TRI_2D( 0.15f,0.05f,0.4f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 0.0f ),
+ TRANSFORM_TRI_2D( 0.15f,0.80f,0.4f, 0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 1.0f )
};
- float *circle_mesh = combined_mesh + 6*4;
+ float *circle_mesh = combined_mesh + 6*6;
int const res = 32;
for( int i = 0; i < res; i ++ )