"level1",
"level2",
"level3",
- "level4"
+ "level4",
+ "level5"
};
-const char *level_pack[] =
+#pragma pack(push,1)
+struct career_state
{
- // Level 0
- "#########;\n"
- "###-#####;acac\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "#####+###;acac\n"
- "#########;\n",
-
- // Level 1
- "#########;\n"
- "##-###-##;b,b\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "####+####;bb\n"
- "#########;\n",
-
- // Level 2
- "###########;\n"
- "#####-#####;bbbbb\n"
- "## ##;\n"
- "## ###;\n"
- "## # ##;\n"
- "## ##;\n"
- "###+##+####;bbb,bb\n"
- "###########;\n",
-
- // Level 3
- "#############;\n"
- "###-#####-###;a,aaa\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "######+######;aaaa\n"
- "#############;\n",
-
- // Level 4
- "#############;\n"
- "###-#####-###;aaa,aa\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "###+#####+###;aa,aaa\n"
- "#############;\n",
-
- // Level 5
- "###############;\n"
- "####-##########;abcb\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "##########+####;bcba\n"
- "###############;\n"
-};
+ u32 version;
+
+ struct career_level
+ {
+ u32 score;
+ u32 time;
+ u32 completed;
+ }
+ levels[ vg_list_size( level_pack_1 ) ];
+}
+career = { .version = 1 };
+#pragma pack(pop)
+
+static void career_serialize(void)
+{
+ vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) );
+}
+
+static void career_load(void)
+{
+ i64 sz;
+ struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz );
+
+ memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) );
+
+ if( cr )
+ {
+ if( sz > sizeof( struct career_state ) )
+ vg_warn( "This save file is too big! Some levels will be lost\n" );
+
+ if( sz <= offsetof( struct career_state, levels ) )
+ {
+ vg_error( "This save file is too small to have a header\n" );
+ free( cr );
+ return;
+ }
+
+ u32 const size_header = offsetof(struct career_state, levels);
+ u32 const size_levels = sizeof(struct career_state)-size_header;
+ u32 const size_levels_input = sz - size_header;
+
+ memcpy( (void*)career.levels, (void*)cr->levels, size_levels );
+
+ if( sz < sizeof( struct career_state ) )
+ {
+ memset( ((void*)career.levels) + size_levels_input, 0, size_levels-size_levels_input );
+ }
+
+ free( cr );
+ vg_success( "Loaded save file... Info:\n" );
+
+ for( int i = 0; i < vg_list_size( career.levels ); i ++ )
+ {
+ struct career_level *lvl = &career.levels[i];
+ vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl->score, lvl->time, lvl->completed );
+ }
+ }
+ else
+ {
+ vg_info( "No save file... Using blank one\n" );
+ }
+}
m3x3f m_projection;
m3x3f m_view;
u32 elements;
};
-static void init_mesh( struct mesh *m, float *tris, u32 length )
+static void init_mesh( struct mesh *m, float const *tris, u32 length )
{
m->elements = length/3;
glGenVertexArrays( 1, &m->vao );
u32 w, h;
- struct mesh tile, circle;
+ struct mesh tile, circle, numbers;
GLuint background_data;
GLuint random_samples;
int num_fishes;
char map_name[128];
+ struct career_level *ptr_career_level;
+
+ u32 score;
+ u32 completed;
+ u32 time;
+
} world = {};
static void map_free(void)
world.h = 0;
world.data = NULL;
world.io = NULL;
+ world.score = 0;
+ world.time = 0;
+ world.completed = 0;
}
static void map_reclassify( v2i start, v2i end, int update_texbuffer );
reg_end ++;
}
else if( *c == '#' ) cell->state = FLAG_WALL;
- else if( *c == '*' ) cell->state = FLAG_CANAL;
+ else if( *c == '*' ) { cell->state = FLAG_CANAL; world.score ++; }
else cell->state = 0x00;
cx ++;
{
map_load( text_source, argv[0] );
free( text_source );
+
+ // Update career link
+ world.ptr_career_level = NULL;
+
+ for( int i = 0; i < vg_list_size( level_pack_1 ); i ++ )
+ {
+ if( !strcmp( level_pack_1[i], argv[0] ) )
+ {
+ world.ptr_career_level = career.levels + i;
+ break;
+ }
+ }
+
return 1;
}
else
// Save current level
if( console_save_map( 0, NULL ) )
if( console_load_map( argc, argv ) )
- {
+ {
simulation_stop();
return 1;
}
init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
}
+ // Numbers mesh
+ {
+ init_mesh( &world.numbers,
+ MESH_NUMBERS_BUFFER,
+ vg_list_size( MESH_NUMBERS_BUFFER )
+ );
+
+ for( int i = 0; i < 10; i ++ )
+ {
+ vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] );
+ }
+ }
+
// Create info data texture
{
glGenTextures( 1, &world.background_data );
resource_load_main();
+ // Restore gamestate
+ career_load();
console_load_map( 1, level_pack_1 );
}
void vg_free(void)
{
console_save_map( 0, NULL );
+ career_serialize();
resource_free_main();
free_mesh( &world.tile );
free_mesh( &world.circle );
+ free_mesh( &world.numbers );
map_free();
}
void vg_update(void)
{
- static int curlevel = 0;
- int changelvl = curlevel;
- if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
- else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
-
// Fit within screen
float r1 = (float)vg_window_y / (float)vg_window_x,
if( vg_get_button_down("primary") )
{
world.data[ world.selected ].state ^= FLAG_CANAL;
-
+
if( world.data[ world.selected ].state & FLAG_CANAL )
+ {
sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+ world.score ++;
+ }
else
+ {
sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+ world.score --;
+ }
map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
(v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
}
}
+ int alive_count = 0;
+
// Update fish positions
for( int i = 0; i < world.num_fishes; i ++ )
{
cell_entry->state |= FLAG_FLIP_ROTATING;
}
}
+
+ if( fish->alive )
+ alive_count ++;
}
// Check for collisions
if( !can_spawn )
world.num_fishes--;
+ else
+ alive_count ++;
}
}
}
+ if( alive_count == 0 )
+ {
+ world.completed = 1;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ if( !is_input )
+ {
+ if( term->recv_count == arrlen( term->conditions ) )
+ {
+ for( int j = 0; j < arrlen( term->conditions ); j ++ )
+ {
+ if( term->recv[j] != term->conditions[j] )
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+ else
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+
+ if( world.completed )
+ {
+ vg_success( "Level passed!\n" );
+
+ u32 score = 0;
+ for( int i = 0; i < world.w*world.h; i ++ )
+ if( world.data[ i ].state & FLAG_CANAL )
+ score ++;
+
+ world.score = score;
+ world.time = world.sim_frame;
+ }
+ else
+ {
+ vg_error( "Level failed :(\n" );
+ }
+
+ // Copy into career data
+ if( world.ptr_career_level )
+ {
+ world.ptr_career_level->score = world.score;
+ world.ptr_career_level->time = world.time;
+ world.ptr_career_level->completed = world.completed;
+ }
+
+ simulation_stop(); // TODO: Async?
+ break;
+ }
+
world.sim_frame ++;
}
}
}
+static void draw_numbers( v3f coord, int number )
+{
+ v3f pos;
+ v3_copy( coord, pos );
+ int digits[8]; int i = 0;
+
+ while( number > 0 && i < 8 )
+ {
+ digits[i ++] = number % 10;
+ number = number / 10;
+ }
+
+ for( int j = 0; j < i; j ++ )
+ {
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos );
+ draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] );
+ pos[0] += pos[2] * 0.75f;
+ }
+}
+
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
render_tiles( NULL, NULL, colour_default, colour_selected );
// Draw splitters
-
- for( int y = 0; y < world.h; y ++ )
+ for( int y = 2; y < world.h-2; y ++ )
{
- for( int x = 0; x < world.w; x ++ )
+ for( int x = 2; x < world.w-2; x ++ )
{
struct cell *cell = pcell((v2i){x,y});
-
+
if( cell->config == k_cell_type_split )
{
float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
draw_mesh( filled_start, filled_count );
}
+ // Draw score
+ float const score_bright = 1.25f;
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
+ 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
+
+ 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 } );
+ m3x3_scale( ui_view, (v3f){ 1.0f, ratio, 1.0f } );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
// 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 };
+ (((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;
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 = floorf( level_offset );
+ float level_offset = ((-mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
+ level_select = ceilf( level_offset );
// Draw selector
if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
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,
+ ((float)level_count - (float)level_select * 2.0f ) * selection_scale * 0.6f,
selection_scale
);
draw_mesh( 2, 2 );
}
}
}
+ else mouse_ui_space[1] = INFINITY;
glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
// Draw levels
for( int i = 0; i < level_count; i ++ )
{
+ struct career_level *clevel = &career.levels[i];
+
v3f level_ui_space = {
-0.97f,
- (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+ ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
selection_scale * 0.5f
};
level_ui_space[2] *= scale;
glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
- draw_mesh( empty_start, empty_count );
+
+ if( clevel->completed )
+ draw_mesh( filled_start, filled_count );
+ else
+ draw_mesh( empty_start, empty_count );
}
- glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space );
- draw_mesh( empty_start, empty_count );
+ //use_mesh( &world.numbers );
+ //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
}
void vg_ui(void)