struct cell_terminal *terminal = &world.io[ reg_start ];
struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
- if( *c >= 'a' && *c <= 'z' )
+ if( (*c >= 'a' && *c <= 'z') || *c == ' ' )
{
run->conditions[ run->condition_count ++ ] = *c;
}
};
#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
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] ];
{
if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
{
+ char emit = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+ if( emit == ' ' )
+ continue;
+
struct fish *fish = &world.fishes[ world.num_fishes ];
v2i_copy( term->pos, fish->pos );
fish->state = k_fish_state_alive;
- fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+ fish->payload = emit;
struct cell *cell_ptr = pcell( fish->pos );
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;
// 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 ++ )
{
if( is_input )
{
- colour_code_v3( term->runs[k].conditions[j], dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- // Draw filled if tick not passed, draw empty if empty
- if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
- draw_mesh( empty_start, empty_count );
- else
- draw_mesh( filled_start, filled_count );
+ char cc = term->runs[k].conditions[j];
+ if( cc != ' ' )
+ {
+ colour_code_v3( cc, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ // Draw filled if tick not passed, draw empty if empty
+ if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
+ draw_mesh( empty_start, empty_count );
+ else
+ draw_mesh( filled_start, filled_count );
+ }
}
else
{
for( int i = 0; i < 3; i ++ )
{
- if( i == pack_selection )
+ int pack_is_unlocked = pack_infos[i].levels[0].unlocked;
+
+ if( i == pack_selection || !pack_is_unlocked )
gui_override_colours( &flcol_list_locked );
-
- if( gui_button( 2000 + i ) == k_button_click )
+
+ if( gui_button( 2000 + i ) == k_button_click && pack_is_unlocked )
pack_selection = i;
ui_global_ctx.cursor[1] += 2;
- gui_text( pack_infos[i].name, 4, 0 );
+ gui_text( pack_is_unlocked? pack_infos[i].name: "???", 4, 0 );
gui_end_right();
gui_reset_colours();
// 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
// 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 ++ )