// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
-//#define VG_STEAM
+#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
+ Play button / Speed controller
+
+
+ After release:
+
+*/
+
const char *level_pack_1[] = {
"level0",
"level1",
k_fish_state_soon_dead = -1,
k_fish_state_dead = 0,
k_fish_state_alive,
- k_fish_state_bg
+ k_fish_state_bg,
+ k_fish_state_soon_alive
};
struct world
int simulating;
int sim_run, max_runs;
+ float sim_speed;
float frame_lerp;
struct cell_terminal
int num_fishes;
- char map_name[128];
+ char map_name[64];
struct career_level *ptr_career_level;
u32 score;
u32 completed;
u32 time;
-
} world = {};
static void map_free(void)
// Scan for width
for(;; world.w ++)
{
- if( str[world.w] == ';' )
+ if( c[world.w] == ';' )
break;
- else if( !str[world.w] )
+ else if( !c[world.w] )
{
vg_error( "Unexpected EOF when parsing level\n" );
return 0;
int main( int argc, char *argv[] )
{
vg_init( argc, argv, "Marble Computing | SPACE: Test | LeftClick: Toggle tile | RightClick: Drag wire" );
+ return 0;
}
static int console_credits( int argc, char const *argv[] )
world.tile_y = floorf( world.tile_pos[1] );
// Tilemap editing
- if( !world.simulating )
+ if( !world.simulating && !gui_want_mouse() )
{
v2_copy( vg_mouse_ws, drag_to_co );
world.sim_frame = 0;
world.sim_start = vg_time;
world.sim_run = 0;
+ world.sim_speed = 2.5f;
for( int i = 0; i < world.w*world.h; i ++ )
world.data[ i ].state &= ~FLAG_FLIP_FLOP;
// Fish ticks
if( world.simulating )
{
- while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
+ while( world.sim_frame < (int)((vg_time-world.sim_start)*world.sim_speed) )
{
//vg_info( "frame: %u\n", world.sim_frame );
sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
if( fish->state == k_fish_state_soon_dead )
fish->state = k_fish_state_dead;
+ if( fish->state == k_fish_state_soon_alive )
+ fish->state = k_fish_state_alive;
+
if( fish->state < k_fish_state_alive )
continue;
fish->state = world_check_pos_ok( fish->pos )? k_fish_state_bg: k_fish_state_dead;
}
- v2i_add( fish->pos, fish->dir, fish->pos );
+ //v2i_add( fish->pos, fish->dir, fish->pos );
}
else if( fish->state == k_fish_state_bg )
{
if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u
|| cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d )
{
- fish->state = k_fish_state_alive;
+ sw_set_achievement( "CAN_DO_THAT" );
+
+ fish->state = k_fish_state_soon_alive;
fish->dir[0] = 0;
fish->dir[1] = 0;
if( fish->state == k_fish_state_alive )
{
+ v2i_add( fish->pos, fish->dir, fish->pos );
struct cell *cell_current = pcell( fish->pos );
if( cell_current->state & FLAG_IS_TRIGGER )
}
// Third pass (collisions)
+ struct fish *fi, *fj;
+
for( int i = 0; i < world.num_fishes; i ++ )
{
- if( world.fishes[i].state == k_fish_state_alive )
+ fi = &world.fishes[i];
+
+ if( fi->state == k_fish_state_alive )
{
+ int continue_again = 0;
+
for( int j = i+1; j < world.num_fishes; j ++ )
{
- if( (world.fishes[j].state == k_fish_state_alive) &&
- (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
- (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
+ fj = &world.fishes[j];
+
+ if( (fj->state == k_fish_state_alive) )
{
- // Shatter death (+0.5s)
- world.fishes[i].state = k_fish_state_soon_dead;
- world.fishes[j].state = k_fish_state_soon_dead;
- world.fishes[i].death_time = 0.5f;
- world.fishes[j].death_time = 0.5f;
+ v2i fi_prev;
+ v2i fj_prev;
+
+ v2i_sub( fi->pos, fi->dir, fi_prev );
+ v2i_sub( fj->pos, fj->dir, fj_prev );
+
+ int
+ collide_next_frame = (
+ (fi->pos[0] == fj->pos[0]) &&
+ (fi->pos[1] == fj->pos[1]))? 1: 0,
+ collide_this_frame = (
+ (fi_prev[0] == fj->pos[0]) &&
+ (fi_prev[1] == fj->pos[1]) &&
+ (fj_prev[0] == fi->pos[0]) &&
+ (fj_prev[1] == fi->pos[1])
+ )? 1: 0;
+
+ if( collide_next_frame || collide_this_frame )
+ {
+ sw_set_achievement( "BANG" );
+
+ // Shatter death (+0.5s)
+ float death_time = collide_this_frame? 0.0f: 0.5f;
+
+ fi->state = k_fish_state_soon_dead;
+ fj->state = k_fish_state_soon_dead;
+ fi->death_time = death_time;
+ fj->death_time = death_time;
+
+ continue_again = 1;
+ break;
+ }
}
}
+ if( continue_again )
+ continue;
}
}
world.sim_frame = 0;
world.sim_start = vg_time;
world.num_fishes = 0;
+
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+
continue;
}
else
}
else
{
+ if( world.sim_run > 0 )
+ sw_set_achievement( "GOOD_ENOUGH" );
+
vg_error( "Level failed :(\n" );
}
}
float scaled_time = 0.0f;
- scaled_time = (vg_time-world.sim_start)*2.0f;
+ scaled_time = (vg_time-world.sim_start)*world.sim_speed;
world.frame_lerp = scaled_time - (float)world.sim_frame;
// Update positions
}
+ // Level title
+ ui_begin( &ui_global_ctx, 512, 256 );
+
+ ui_global_ctx.override_colour = 0xff9a8a89;
+ //ui_text( &ui_global_ctx, world.map_title, 6, 0 );
+ ui_global_ctx.override_colour = 0xffffffff;
+
+ ui_resolve( &ui_global_ctx );
+
+ m3x3f world_text;
+ m3x3_copy( vg_pv, world_text );
+ m3x3_translate( world_text, (v3f){ 1.55f, 1.9f, 0.0f } );
+ m3x3_rotate( world_text, VG_PIf*0.5f );
+ m3x3_scale( world_text, (v3f){0.01f,-0.01f,0.01f} );
+
+ ui_draw( &ui_global_ctx, world_text );
+
+ // Main
+ // =========================================================================================
+
+ use_mesh( &world.tile );
SHADER_USE( shader_tile_main );
m2x2f subtransform;
use_mesh( &world.numbers );
draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
-
- // Level selection UI
- use_mesh( &world.circle );
- float ratio = ((float)vg_window_x/(float)vg_window_y);
-
- m3x3f ui_view = M3X3_IDENTITY;
- m3x3_scale( ui_view, (v3f){ 1.0f, ratio, 1.0f } );
- glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
+}
+
+static ui_colourset flcol_list_a = {
+ .main = 0xff877979,
+ .hover = 0xffa09393,
+ .active = 0xffbfb1b0
+};
+static ui_colourset flcol_list_b = {
+ .main = 0xff7c6e6e,
+ .hover = 0xffa09393,
+ .active = 0xffbfb1b0
+};
+
+static ui_colourset flcol_list_complete_a = {
+ .main = 0xff62a064,
+ .hover = 0xff8dc18f,
+ .active = 0xffb2ddb3
+};
+
+static ui_colourset flcol_list_complete_b = {
+ .main = 0xff79b37b,
+ .hover = 0xff8dc18f,
+ .active = 0xffb2ddb3
+};
+
+static ui_colourset flcol_list_locked = {
+ .main = 0xff655959,
+ .hover = 0xff655959,
+ .active = 0xff655959
+};
- // Calculate mouse in UIsp
- v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f,
- (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(-1.0f/ratio), 0.0125f };
- // Get selected level
- const float selection_scale = 0.05f;
- int const level_count = vg_list_size( level_pack_1 );
- int level_select = -1;
- if( mouse_ui_space[0] <= -0.8f )
- {
- float levels_range = (float)level_count*selection_scale*0.6f;
- float level_offset = ((-mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
- level_select = ceilf( level_offset );
+static void draw_levels_list( struct cmp_level *levels, int count, int unlocked )
+{
+ static struct ui_scrollbar sb = {
+ .bar_height = 400
+ };
+
+ ui_px view_height = ui_global_ctx.cursor[3];
+ ui_px level_height = 50;
- // Draw selector
- if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
+ // Level scroll view
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
+ gui_set_clip( ui_global_ctx.cursor );
+
+ ui_global_ctx.cursor[2] = 14;
+ gui_align_right();
+
+ ui_px content_height = count*level_height;
+ if( content_height > view_height )
{
- glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
-
- use_mesh( &world.tile );
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
- -1.0f,
- ((float)level_count - (float)level_select * 2.0f ) * selection_scale * 0.6f,
- selection_scale
- );
- draw_mesh( 2, 2 );
+ ui_scrollbar( &ui_global_ctx, &sb, 1 );
+ ui_global_ctx.cursor[1] -= ui_calculate_content_scroll( &sb, content_height );
+ }
+ else
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0xff807373 );
+ }
+
+ ui_global_ctx.cursor[2] = 240;
+ ui_global_ctx.cursor[3] = level_height;
+ gui_align_left();
+
+ for( int i = 0; i < count; i ++ )
+ {
+ struct cmp_level *lvl_info = &levels[i];
+
+ if( i < unlocked )
+ {
+ if( lvl_info->completed_score != 0 )
+ gui_override_colours( i&0x1? &flcol_list_complete_a: &flcol_list_complete_b );
+ else
+ gui_override_colours( i&0x1? &flcol_list_a: &flcol_list_b );
+ }
+ else
+ gui_override_colours( &flcol_list_locked );
- use_mesh( &world.circle );
+ if( i < unlocked )
+ {
+ if( gui_button( 2 + i ) == k_button_click )
+ {
+ console_changelevel( 1, &lvl_info->map_name );
+ }
- if( vg_get_button_down( "primary" ) )
+ ui_global_ctx.override_colour = 0xffffffff;
+ gui_text( lvl_info->title, 3, 0 );
+ ui_global_ctx.cursor[1] += 18;
+ gui_text( "incomplete", 2, 0 );
+ }
+ else
{
- console_changelevel( 1, level_pack_1 + level_select );
+ gui_button( 2 + i );
+
+ ui_global_ctx.override_colour = 0xff786f6f;
+ gui_text( "???", 3, 0 );
+ ui_global_ctx.cursor[1] += 18;
+ gui_text( "locked", 2, 0 );
}
+
+ gui_end_down();
}
+
+ gui_reset_colours();
+ gui_release_clip();
}
- else mouse_ui_space[1] = INFINITY;
+ gui_end_down();
+}
- glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
+void vg_ui(void)
+{
+ ui_global_ctx.cursor[0] = 0;
+ ui_global_ctx.cursor[1] = 0;
+ ui_global_ctx.cursor[2] = 256;
- // Draw levels
- for( int i = 0; i < level_count; i ++ )
- {
- struct career_level *clevel = &career.levels[i];
+ gui_fill_y();
- v3f level_ui_space = {
- -0.97f,
- ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
- selection_scale * 0.5f
- };
-
- float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
- level_ui_space[2] *= scale;
-
- glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
-
- if( clevel->completed )
- draw_mesh( filled_start, filled_count );
- else
- draw_mesh( empty_start, empty_count );
- }
+ ui_global_ctx.id_base = 4 << 16;
- // Level scores
- glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f*1.25f, 0.39f*1.25f, 0.45f*1.25f, 1.0f );
-
- use_mesh( &world.numbers );
- for( int i = 0; i < level_count; i ++ )
+ static int pack_selection = 0;
+ static struct pack_info
+ {
+ struct cmp_level *levels;
+ u32 level_count;
+ const char *name;
+ }
+ pack_infos[] =
{
- struct career_level *clevel = &career.levels[i];
+ {
+ .levels = cmp_levels_tutorials,
+ .level_count = vg_list_size(cmp_levels_tutorials),
+ .name = "Training"
+ },
+ {
+ .levels = cmp_levels_basic,
+ .level_count = vg_list_size(cmp_levels_basic),
+ .name = "Main"
+ },
+ {
+ .levels = cmp_levels_grad,
+ .level_count = vg_list_size(cmp_levels_tutorials),
+ .name = "Expert"
+ }
+ };
- v3f level_ui_space = {
- -0.94f,
- ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
- 0.02f
- };
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0xff5577ff );
+
+ gui_text( "ASSIGNMENTS", 4, 0 );
+
+ ui_global_ctx.cursor[1] += 30;
+ ui_global_ctx.cursor[3] = 25;
- if( clevel->completed )
- draw_numbers( level_ui_space, clevel->score );
+ gui_new_node();
+ {
+ ui_rect_pad( ui_global_ctx.cursor, 2 );
+ ui_global_ctx.cursor[2] = 84;
- level_ui_space[0] = -0.975f;
- level_ui_space[1] -= 0.01f;
- draw_numbers( level_ui_space, i );
- }
-
- //use_mesh( &world.numbers );
- //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
-}
+ for( int i = 0; i < 3; i ++ )
+ {
+ if( i == pack_selection )
+ gui_override_colours( &flcol_list_locked );
-void vg_ui(void)
-{
- ui_test();
+ if( gui_button( 2000 + i ) == k_button_click )
+ pack_selection = i;
+
+ ui_global_ctx.cursor[1] += 2;
+ gui_text( pack_infos[i].name, 2, 0 );
+ gui_end_right();
+
+ gui_reset_colours();
+ }
+ }
+ gui_end_down();
+
+ ui_global_ctx.cursor[3] = 500;
+
+ draw_levels_list( pack_infos[ pack_selection ].levels, pack_infos[ pack_selection ].level_count, 3 );
+ }
+ gui_end();
}