// 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
// ===========================================================================================================
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;
}
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 ++ )
turtle_dir[1] = pcell(term->pos)->state & FLAG_INPUT? 1: -1;
original_y = turtle_dir[1];
+ info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;
+ v2i_add( turtle_dir, turtle, turtle );
+
for( int i = 0; i < 100; i ++ )
{
info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;
};
#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;
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, 9 );
+ sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 );
// Update splitter deltas
for( int i = 0; i < world.h*world.w; i ++ )
{
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;
}
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 );
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->pressed ^= 0x1;
}
+
+ sfx_set_play( &audio_clicks, &audio_system_ui, btn->pressed?1:0 );
}
// Drawing
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 );
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 ++ )
{
(arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset:
(float)term->pos[1] + arr_base + run_offset;
- if( k & 0x1 )
+ v4f bar_colour;
+ int bar_draw = 0;
+
+ if( is_simulation_running() )
+ {
+ if( k == world.sim_run )
+ {
+ float a = fabsf(sinf( vg_time * 2.0f )) * 0.075f + 0.075f;
+
+ v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, a }, bar_colour );
+ }
+ else
+ v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+
+ bar_draw = 1;
+ }
+ else if( 1 || k & 0x1 )
{
- glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 0.1f );
+ if( k & 0x1 )
+ v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, 0.07f }, bar_colour );
+ else
+ v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+
+ bar_draw = 1;
+ }
+
+ if( bar_draw )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, bar_colour );
glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)term->pos[0], y_position - 0.1f, 1.0f );
draw_mesh( 2, 2 );
}
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
{
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;
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: "???", 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
// 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 ++ )