// 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
// ===========================================================================================================
px[3] = 0;
}
}
+
+ // Level selection area
+
+ for( int y = 16+2; y < 16+world.h-2; y ++ )
+ {
+ for( int x = 14; x < 16; x ++ )
+ {
+ u8 *px = &info_buffer[((y*64)+x)*4];
+ px[0] = 0x10;
+ }
+ }
+
+ info_buffer[(((16+world.h-3)*64)+world.w+16-1)*4] = 0x30;
+ info_buffer[(((16+world.h-2)*64)+world.w+16-1)*4] = 0x30;
// Random walks.. kinda
for( int i = 0; i < arrlen(world.io); i ++ )
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;
world.sim_target = (int)floorf(world.sim_internal_time);
+ int success_this_frame = 0;
+ int failure_this_frame = 0;
+
while( world.sim_frame < world.sim_target )
{
sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 );
{
struct terminal_run *run = &term->runs[ world.sim_run ];
if( run->recv_count < vg_list_size( run->recieved ) )
+ {
+ if( fish->payload == run->conditions[ run->recv_count ] )
+ success_this_frame = 1;
+ else
+ failure_this_frame = 1;
+
run->recieved[ run->recv_count ++ ] = fish->payload;
+ }
+ else
+ failure_this_frame = 1;
break;
}
world.sim_frame ++;
}
+ // Sounds
+ if( failure_this_frame )
+ {
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 0 );
+ }
+ else if( success_this_frame )
+ {
+ static int succes_counter = 0;
+
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 1+(succes_counter++) );
+
+ if( succes_counter == 7 )
+ succes_counter = 0;
+ }
+
// Position update
// =====================================================================================================
}
}*/
-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[] = {
struct cell_button *btn = &world.buttons[btn_name];
// Interaction
+ int tex_offset = 0;
int is_hovering = (world.tile_x == world.w-1 && world.tile_y == world.h-btn_name-2)?1:0;
if( vg_get_button_up( "primary" ) && is_hovering )
btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
// Draw
+ if( btn_name == k_world_button_sim && world.buttons[ k_world_button_sim ].pressed )
+ {
+ if( world.buttons[ k_world_button_pause ].pressed )
+ tex_offset = 3;
+ else
+ tex_offset = 2;
+ }
v4f final_colour;
v3_copy( button_colours[ btn_name ], final_colour );
glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
world.w-1,
world.h-btn_name-2,
- (float)btn_name,
+ (float)(btn_name+tex_offset),
3.0f
);
glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
int const empty_start = circle_base+32;
int const empty_count = circle_base+32*2;
+ if( !world.initialzed )
+ return;
+
// BACKGROUND
// ========================================================================================================
use_mesh( &world.shapes );
void vg_ui(void)
{
+ /*
// UI memory
static int pack_selection = 0;
static struct pack_info
gui_capture_mouse( 9999 );
gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
- gui_text( "ASSIGNMENTS", 8, 0 );
+ gui_text( "ASSIGNMENTS", 32, 0 );
ui_global_ctx.cursor[1] += 30;
ui_global_ctx.cursor[3] = 25;
pack_selection = i;
ui_global_ctx.cursor[1] += 2;
- gui_text( pack_is_unlocked? pack_infos[i].name: "???", 4, 0 );
+ gui_text( pack_is_unlocked? pack_infos[i].name: "???", 24, 0 );
gui_end_right();
gui_reset_colours();
}
ui_global_ctx.override_colour = 0xffffffff;
- gui_text( lvl_info->title, 6, 0 );
+ gui_text( lvl_info->title, 24, 0 );
ui_global_ctx.cursor[1] += 18;
- gui_text( lvl_info->completed_score>0? "passed": "incomplete", 4, 0 );
+ gui_text( lvl_info->completed_score>0? "passed": "incomplete", 24, 0 );
}
else
{
gui_button( 2 + i );
ui_global_ctx.override_colour = 0xff786f6f;
- gui_text( "???", 6, 0 );
+ gui_text( "???", 24, 0 );
ui_global_ctx.cursor[1] += 18;
- gui_text( "locked", 4, 0 );
+ gui_text( "locked", 24, 0 );
}
gui_end_down();
gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
ui_global_ctx.cursor[1] += 4;
- gui_text( ui_data.level_selected->title, 6, 0 );
+ gui_text( ui_data.level_selected->title, 24, 0 );
ui_global_ctx.cursor[1] += 30;
ui_rect_pad( ui_global_ctx.cursor, 8 );
}
gui_end_down();
- ui_text_use_paragraph( &ui_global_ctx );
+ //ui_text_use_paragraph( &ui_global_ctx );
ui_global_ctx.cursor[1] += 2;
- gui_text( ui_data.level_selected->description, 5, 0 );
- ui_text_use_title( &ui_global_ctx );
+ gui_text( ui_data.level_selected->description, 16, 0 );
+ //ui_text_use_title( &ui_global_ctx );
// Buttons at the bottom
ui_global_ctx.cursor[3] = 25;
{
ui_data.level_selected = NULL;
}
- gui_text( "BACK", 6, k_text_alignment_center );
+ gui_text( "BACK", 24, k_text_alignment_center );
gui_end();
gui_align_right();
ui_global_ctx.override_colour = 0xff888888;
- gui_text( "RESTORE SOLUTION", 6, k_text_alignment_center );
+ gui_text( "RESTORE SOLUTION", 24, k_text_alignment_center );
gui_end_right();
ui_global_ctx.override_colour = 0xffffffff;
}
ui_data.leaderboard_show = 0;
}
}
- gui_text( "PLAY", 6, k_text_alignment_center );
+ gui_text( "PLAY", 24, k_text_alignment_center );
gui_end();
}
gui_new_node();
{
gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
- gui_text( "FRIEND LEADERBOARD", 6, 0 );
+ gui_text( "FRIEND LEADERBOARD", 24, 0 );
}
gui_end_down();
// 1,2,3 ...
static const char *places[] = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" };
- gui_text( places[i], 7, 0 );
+ gui_text( places[i], 24, 0 );
ui_global_ctx.cursor[0] += 32;
struct leaderboard_player *player = &ui_data.leaderboard_players[i];
gui_end_right();
// Players name
- gui_text( player->player_name, 7, 0 );
+ gui_text( player->player_name, 24, 0 );
ui_global_ctx.cursor[2] = 50;
gui_align_right();
- gui_text( player->score_text, 7, k_text_alignment_right );
+ gui_text( player->score_text, 24, k_text_alignment_right );
}
gui_end_down();
gui_end();
}
}
+ */
}
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
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",