// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
//#define VG_CAPTURE_MODE
-#define VG_STEAM
+//#define VG_STEAM
#define VG_STEAM_APPID 1218140U
#include "vg/vg.h"
+
+enum world_button_mode
+{
+ k_world_button_mode_once,
+ k_world_button_mode_toggle
+};
+
+struct world_button
+{
+ v2i position;
+ v3f colour;
+
+ float light_target, light;
+ int state, click_grab;
+
+ enum world_button_mode mode;
+};
+
+enum world_button_status
+{
+ k_world_button_on_enable,
+ k_world_button_on_disable
+};
+
#include "fishladder_resources.h"
// #define STEAM_LEADERBOARDS
}
text_buffers;
+struct world_static
+{
+ struct world_button buttons[4];
+}
+world_static =
+{
+ .buttons = {
+ {
+ .colour = { 0.204f, 0.345f, 0.553f },
+ .mode = k_world_button_mode_toggle
+ },
+ {
+ .colour = { 0.204f, 0.345f, 0.553f },
+ .mode = k_world_button_mode_toggle
+ },
+ {
+ .colour = { 0.553f, 0.345f, 0.204f },
+ .mode = k_world_button_mode_toggle
+ },
+ {
+ // TODO: Settings button and menu
+ }
+ }
+};
+
struct world
{
#pragma pack(push,1)
v2i pos;
//int id;
}
- *io;
-
- struct cell_button
- {
- float light_target, light;
- int pressed;
- }
- buttons[4];
+ *io;
int w, h;
// World buttons
// -------------
-static struct cell_button *get_wbutton( enum e_world_button btn );
-static void wbutton_run( enum e_world_button btn_name, v2f btn_tex );
-static void wbutton_draw( v2i pos, v2f tex, v4f colour );
static void level_selection_buttons(void);
// Map/world interface
static int cell_interactive( v2i co );
void vg_update(void);
-void leaderboard_found( LeaderboardFindResult_t *pCallback );
-void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
-
static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour );
void vg_render(void);
// Leaderboard stuff
// -----------------
+#ifdef STEAM_LEADERBOARDS
void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
void leaderboard_dispatch_score(void);
void leaderboard_found( LeaderboardFindResult_t *pCallback );
void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+#endif
+
+// Console commands
+// ----------------
static int console_credits( int argc, char const *argv[] );
static int console_save_map( int argc, char const *argv[] );
static int console_load_map( int argc, char const *argv[] );
glBindVertexArray( m->vao );
}
-static struct cell_button *get_wbutton( enum e_world_button btn )
-{
- return &world.buttons[ btn ];
-}
-
void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
// WORLD/MAP
// Level selection area
- for( int i = 0; i < vg_list_size( button_grids ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct button_grid *grid = &button_grids[ i ];
+ struct career_level_pack *grid = &career_packs[ i ];
for( int y = 0; y < grid->dims[1]; y ++ )
{
strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
world.initialzed = 1;
+
+ // Setup world button locations
+ for( int i = 0; i < vg_list_size( world_static.buttons ); i ++ )
+ {
+ struct world_button *btn = &world_static.buttons[i];
+ btn->position[0] = world.w -1;
+ btn->position[1] = world.h -i -2;
+ }
+
return 1;
IL_REG_ERROR:
memset( encoded.reserved, 0, sizeof( encoded.reserved ) );
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
{
{
if( score < lvl->completed_score || lvl->completed_score == 0 )
{
+ #ifdef VG_STEAM
if( !lvl->is_tutorial && upload )
leaderboard_set_score( lvl, score );
-
+ #endif
+
lvl->completed_score = score;
}
if( lvl->unlock ) career_unlock_level( lvl->unlock );
+ #ifdef VG_STEAM
if( lvl->achievement )
{
sw_set_achievement( lvl->achievement );
}
-
+
// Check ALL maps to trigger master engineer
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
{
}
sw_set_achievement( "MASTER_ENGINEER" );
+ #endif
}
}
vg_info( "No save file... Using blank one\n" );
// Reset memory
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
career_reset_level( &set->pack[j] );
// Header information
// =================================
+ struct cmp_level *lvl_to_load = &career_packs[0].pack[0];
+
// Decode everything from dstate
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
{
if( src->unlocked ) career_unlock_level( lvl );
if( src->score ) lvl->completed_score = src->score;
- // ...
if( lvl->serial_id == encoded.in_map )
- {
- if( console_changelevel( 1, &lvl->map_name ) )
- {
- world.pCmpLevel = lvl;
- gen_level_text( world.pCmpLevel );
- }
- }
+ lvl_to_load = lvl;
}
}
+ if( console_changelevel( 1, &lvl_to_load->map_name ) )
+ {
+ world.pCmpLevel = lvl_to_load;
+ gen_level_text( world.pCmpLevel );
+ }
+
career_load_success = 1;
}
// ===========================================================================================================
static int is_simulation_running(void)
{
- return world.buttons[ k_world_button_sim ].pressed;
+ return world_static.buttons[ k_world_button_sim ].state;
}
static void clear_animation_flags(void)
static void simulation_stop(void)
{
- world.buttons[ k_world_button_sim ].pressed = 0;
- world.buttons[ k_world_button_pause ].pressed = 0;
+ world_static.buttons[ k_world_button_sim ].state = 0;
+ world_static.buttons[ k_world_button_pause ].state = 0;
world.num_fishes = 0;
world.sim_frame = 0;
world.sim_frame = 0;
world.sim_run = 0;
- world.sim_delta_speed = world.buttons[ k_world_button_speedy ].pressed? 10.0f: 2.5f;
+ world.sim_delta_speed = world_static.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f;
world.sim_delta_ref = vg_time;
world.sim_internal_ref = 0.0f;
world.sim_internal_time = 0.0f;
{
float old_time = world.sim_internal_time;
- if( !world.buttons[ k_world_button_pause ].pressed )
+ if( !world_static.buttons[ k_world_button_pause ].state )
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 );
if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u
|| cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d )
{
+ #ifdef VG_STEAM
sw_set_achievement( "CAN_DO_THAT" );
-
+ #endif
+
fish->state = k_fish_state_soon_alive;
fish->dir[0] = 0;
if( collide_next_frame || collide_this_frame )
{
+ #ifdef VG_STEAM
sw_set_achievement( "BANG" );
-
+ #endif
+
// Shatter death (+0.5s)
float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f );
world.sim_delta_ref = vg_time;
world.sim_internal_ref = 0.0f;
- if( world.buttons[ k_world_button_pause ].pressed )
+ if( world_static.buttons[ k_world_button_pause ].state )
world.pause_offset_target = 0.5f;
else
world.pause_offset_target = 0.0f;
}
else
{
+ #ifdef VG_STEAM
if( world.sim_run > 0 )
sw_set_achievement( "GOOD_ENOUGH" );
-
+ #endif
+
vg_error( "Level failed :(\n" );
}
}
}
-void leaderboard_found( LeaderboardFindResult_t *pCallback );
-void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
-
static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
{
v2i full_start = { 0,0 };
}
}
+static int world_button_exec( struct world_button *btn, v2f texture, enum world_button_status *status )
+{
+ int triggered = 0;
+ int is_hovering = v2i_eq( (v2i){ world.tile_x, world.tile_y }, btn->position );
+
+ // Set up light targets before logic runs
+ if( btn->state )
+ btn->light_target = is_hovering? 0.9f: 0.8f;
+ else
+ btn->light_target = is_hovering? 0.2f: 0.0f;
+
+ if( vg_get_button( "primary" ) && is_hovering )
+ btn->light_target = 1.0f;
+
+ // Process click action
+ if( is_hovering )
+ {
+ if( vg_get_button_down( "primary" ) && is_hovering )
+ {
+ btn->click_grab = 1;
+ }
+ else if( btn->click_grab && vg_get_button_up( "primary" ) )
+ {
+ // Click event
+ *status = btn->state? k_world_button_on_disable: k_world_button_on_enable;
+
+ if( btn->mode == k_world_button_mode_toggle )
+ btn->state ^= 0x1;
+
+ sfx_set_play( &audio_clicks, &audio_system_ui, btn->state? 1:0 );
+ triggered = 1;
+ }
+ }
+ if( vg_get_button_up( "primary" ) )
+ btn->click_grab = 0;
+
+ // Drawing stage
+ v4f final_colour;
+
+ btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
+
+ v3_copy( btn->colour, final_colour );
+ final_colour[3] = btn->light;
+
+ glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
+ btn->position[0],
+ btn->position[1],
+ texture[0],
+ texture[1]
+ );
+ glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
+ draw_mesh( 0, 2 );
+
+ return triggered;
+}
+
+/*
static void wbutton_run( enum e_world_button btn_name, v2f btn_tex )
{
static v3f button_colours[] = {
glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, colour );
draw_mesh( 0, 2 );
}
+*/
static void level_selection_buttons(void)
{
v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
v3f locked_colour = { 0.2f, 0.2f, 0.2f };
- v2f tex_coord = { 0.0f, 0.0f };
v4f final_colour = { 0.0f, 0.0f, 0.0f, 0.2f };
v2i button_pos;
static struct cmp_level *select_from = NULL;
if( vg_get_button_down( "primary" ) )
select_from = NULL;
- for( int i = 0; i < vg_list_size( button_grids ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct button_grid *grid = &button_grids[i];
+ struct career_level_pack *grid = &career_packs[i];
int j = 0;
{
if( j < grid->count )
{
- struct cmp_level *lvl = &grid->levels[ j ];
+ struct cmp_level *lvl = &grid->pack[ j ];
// Determine colour
if( lvl->unlocked )
final_colour[3] += 0.1f;
}
- wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour );
+ //wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour );
}
else break;
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, world.random_samples );
glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
-
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); // (sinf( vg_time ) + 1.0f) * 0.5f );
+
draw_mesh( 0, 2 );
// TILESET BACKGROUND LAYER
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uVisibility" ), 2.0f ); // sinf( vg_time ) + 1.0f );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
vg_tex2d_bind( &tex_ball_noise, 0 );
glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
- if( get_wbutton( k_world_button_sim )->pressed )
+ if( world_static.buttons[ k_world_button_sim ].state )
{
for( int i = 0; i < world.num_fishes; i ++ )
{
vg_tex2d_bind( &tex_buttons, 0 );
glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
- wbutton_run( k_world_button_sim, (v2f){ 0.0f, 3.0f } );
- wbutton_run( k_world_button_pause, (v2f){ 1.0f, 3.0f } );
- wbutton_run( k_world_button_speedy, (v2f){ 0.0f, 2.0f } );
+ enum world_button_status stat;
+ int world_paused = world_static.buttons[k_world_button_pause].state;
+ int world_running = world_static.buttons[k_world_button_sim].state;
+
+ float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f);
+
+ if( world_button_exec( &world_static.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, &stat ))
+ {
+ if( stat == k_world_button_on_enable )
+ {
+ simulation_start();
+
+ if( world_paused )
+ world.pause_offset_target = 0.5f;
+ }
+ else
+ {
+ if( world_paused )
+ {
+ // Trigger single step
+ world.pause_offset_target += 1.0f;
+ world_static.buttons[k_world_button_sim].state = 1;
+ }
+ else
+ {
+ simulation_stop();
+ }
+ }
+ }
+ if( world_button_exec( &world_static.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, &stat ))
+ {
+ world.sim_internal_ref = world.sim_internal_time;
+ world.sim_delta_ref = vg_time;
+
+ if( stat == k_world_button_on_enable )
+ {
+ float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
+ world.pause_offset_target = 0.5f - time_frac;
+ }
+ else
+ world.pause_offset_target = 0.0f;
+ }
+
+ if( world_button_exec( &world_static.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, &stat ))
+ {
+ world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f;
+
+ if( !world_paused )
+ {
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = world.sim_internal_time;
+ }
+ }
+
level_selection_buttons();
// TEXT ELEMENTS
void vg_ui(void) {}
+#if STEAM_LEADERBOARDS
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
}
+#endif
// CONSOLE COMMANDS
// ===========================================================================================================
size_level_texts = 6*9*7
;
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
{
struct cmp_level *lvl = &set->pack[j];
void vg_free(void)
{
+#ifdef VG_STEAM
sw_free_opengl();
+#endif
+
console_save_map( 0, NULL );
career_serialize();