Particle system thing for ball collision
Level descriptions / titles HALF
Row Gridlines for I/O DONE
- Play button / Speed controller ( play buttern, pause, speed control, step button )
+ Play button / Speed controller PLAY/PAUSED.. todo: speed, wire connecty
After release:
int is_special;
int is_linear;
+
+ v2f trigger_pos;
}
cell_descriptions[] =
{
// 0-3
{},
- { .start = { 1, 0 }, .end = { -1, 0 } },
- { .start = { 0, 1 }, .end = { 0, -1 } },
- { .start = { 0, 1 }, .end = { 1, 0 } },
+ { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } },
+ { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f } },
+ { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.25f } },
// 4-7
- { .start = { -1, 0 }, .end = { 1, 0 } },
- { .start = { -1, 0 }, .end = { 1, 0 }, .is_linear = 1 },
- { .start = { 0, 1 }, .end = { -1, 0 } },
+ { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f } },
+ { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .is_linear = 1 },
+ { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } },
{ .start = { 0, 1 }, .is_special = 1 },
// 8-11
- { .start = { 0, -1 }, .end = { 0, 1 } },
- { .start = { 1, 0 }, .end = { 0, -1 } },
- { .start = { 0, 1 }, .end = { 0, -1 }, .is_linear = 1 },
+ { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f } },
+ { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.75f } },
+ { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .is_linear = 1 },
{ },
// 12-15
- { .start = { -1, 0 }, .end = { 0, -1 } },
- { .end = { 0, -1 }, .is_special = 1 },
+ { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.75f, 0.75f } },
+ { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f } },
{ },
{ }
};
int sim_frame, sim_target;
float sim_internal_time, // current tick-time
+ sim_internal_delta, // time delta
sim_internal_ref, // Reference point of internal time
sim_delta_ref, // Reference point of vg_time when we started at current sim_speed
sim_delta_speed, // Rate to apply time delta
if( !is_simulation_running() && !gui_want_mouse() )
{
v2_copy( vg_mouse_ws, world.drag_to_co );
-
+
if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
{
world.selected = world.tile_y * world.w + world.tile_x;
(v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
}
- if( vg_get_button_down("secondary") && !(cell_ptr->config == k_cell_type_split) )
+ if( vg_get_button_down("secondary") && (cell_ptr->state & FLAG_CANAL) && !(cell_ptr->config == k_cell_type_split) )
{
world.id_drag_from = world.selected;
- world.drag_from_co[0] = world.tile_x + 0.5f;
- world.drag_from_co[1] = world.tile_y + 0.5f;
+
+ struct cell_description *desc = &cell_descriptions[ world.data[world.id_drag_from].config ];
+ v2_add( desc->trigger_pos, (v2f){ world.tile_x, world.tile_y }, world.drag_from_co );
}
- if( world.id_drag_from && (cell_ptr->config == k_cell_type_split) )
+ float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+
+ if( vg_get_button_up("secondary") && world.id_drag_from == world.selected )
+ {
+ u32 link_id = local_x > 0.5f? 1: 0;
+
+ // break existing connection off
+ if( cell_ptr->links[ link_id ] )
+ {
+ struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+
+ if( !current_connection->links[ link_id ^ 0x1 ] )
+ current_connection->state &= ~FLAG_TARGETED;
+
+ current_connection->links[ link_id ] = 0;
+ cell_ptr->links[ link_id ] = 0;
+ }
+
+ cell_ptr->state &= ~FLAG_IS_TRIGGER;
+ world.id_drag_from = 0;
+ }
+
+ if( world.id_drag_from && (cell_ptr->state & FLAG_CANAL) && (cell_ptr->config == k_cell_type_split) )
{
- float local_x = vg_mouse_ws[0] - (float)world.tile_x;
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( is_simulation_running() )
{
+ float old_time = world.sim_internal_time;
+
if( !world.buttons[ k_world_button_pause ].pressed )
- {
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 );
- }
+ world.sim_internal_delta = world.sim_internal_time-old_time;
world.sim_target = (int)floorf(world.sim_internal_time);
}
fish->state = k_fish_state_dead;
+ fish->death_time = -1000.0f;
continue;
}
if( cell_next->config == k_cell_type_merge )
{
if( fish->dir[0] == 0 )
+ {
fish->state = k_fish_state_dead;
+ fish->death_time = world.sim_internal_time;
+ }
else
fish->flow_reversed = 0;
}
fish->flow_reversed = 0;
}
else
+ {
fish->state = k_fish_state_dead;
+ fish->death_time = world.sim_internal_time;
+ }
}
else
fish->flow_reversed = ( fish->dir[0] != -desc->start[0] ||
}
}
else
- fish->state = world_check_pos_ok( fish->pos )? k_fish_state_bg: k_fish_state_dead;
+ {
+ if( world_check_pos_ok( fish->pos ) )
+ fish->state = k_fish_state_bg;
+ else
+ {
+ fish->state = k_fish_state_dead;
+ fish->death_time = world.sim_internal_time;
+ }
+ }
}
//v2i_add( fish->pos, fish->dir, fish->pos );
v2i_add( fish->pos, fish->dir, fish->pos );
if( !world_check_pos_ok( fish->pos ) )
+ {
fish->state = k_fish_state_dead;
+ fish->death_time = -1000.0f;
+ }
else
{
struct cell *cell_entry = pcell( fish->pos );
sw_set_achievement( "BANG" );
// Shatter death (+0.5s)
- float death_time = collide_this_frame? 0.0f: 0.5f;
+ float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f );
fi->state = k_fish_state_soon_dead;
fj->state = k_fish_state_soon_dead;
if( fish->state == k_fish_state_dead )
continue;
- if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) )
+ if( fish->state == k_fish_state_soon_dead && (world.sim_internal_time > fish->death_time) )
continue; // Todo: particle thing?
struct cell *cell = pcell(fish->pos);
fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
}
+
+ v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+ v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v );
}
}
}
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;
static void wbutton_run( enum e_world_button btn_name )
{
+ static v3f button_colours[] = {
+ {0.204f, 0.345f, 0.553f},
+ {0.204f, 0.345f, 0.553f},
+ {0.741f, 0.513f, 0.078f},
+ {1.0f, 0.0f, 0.0f}
+ };
+
struct cell_button *btn = &world.buttons[btn_name];
// Interaction
{
btn->pressed = 1;
simulation_start();
+
+ world.pause_offset_target = 0.5f;
}
-
- world.pause_offset_target += 1.0f;
+ else
+ world.pause_offset_target += 1.0f;
}
else
{
else
world.pause_offset_target = 0.0f;
}
+ else
+ {
+ btn->pressed ^= 0x1;
+ }
}
// Drawing
btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
+ // Draw
+
+ 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_name,
3.0f
);
- glUniform4f( SHADER_UNIFORM( shader_buttons, "uColour" ), 0.204f, 0.345f, 0.553f, btn->light );
+ glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
draw_mesh( 0, 2 );
}
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 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;
// BACKGROUND
// ========================================================================================================
for( int i = 0; i < world.num_fishes; i ++ )
{
struct fish *fish = &world.fishes[i];
+ v3f render_pos;
+ render_pos[2] = 1.0f;
- if( fish->state == k_fish_state_dead || fish->state == k_fish_state_bg )
+ if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead )
+ {
+ float death_anim_time = world.sim_internal_time - fish->death_time;
+
+ if( death_anim_time > 0.0f && death_anim_time < 1.0f )
+ {
+ // Death animation
+ v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta, fish->physics_co );
+ render_pos[2] = 1.0f - death_anim_time;
+
+ //fish->physics_co[0] = fish->pos[0] + 0.5f + sinf( vg_time * 40.0f );
+ //fish->physics_co[1] = fish->pos[1] + 0.5f + cosf( vg_time * 45.0f );
+ }
+ else if( world.sim_internal_time > fish->death_time )
+ continue;
+ }
+ else if( fish->state == k_fish_state_bg )
continue;
- if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) )
- continue;
+ v2_copy( fish->physics_co, render_pos );
v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
colour_code_v3( fish->payload, dot_colour );
glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
- glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos );
glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
draw_mesh( 0, 2 );
}
wbutton_run( k_world_button_sim );
wbutton_run( k_world_button_pause );
+ //wbutton_run( k_world_button_wire_mode );
// WIRES
// ========================================================================================================
glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
if( world.id_drag_from )
- {
+ {
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 );
{
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;
startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
startpoint[1] = (float)y2 + 0.25f;
- endpoint[0] = x+0.5f;
- endpoint[1] = y+0.5f;
+ endpoint[0] = x;
+ endpoint[1] = y;
+
+ v2_add( desc->trigger_pos, endpoint, endpoint );
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 );
SHADER_USE( shader_tile_colour );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
use_mesh( &world.shapes );
-
- int const circle_base = 4;
- 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;
glEnable(GL_BLEND);