X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=d7b887d2f602bc62b0a7a2f03cb9af134a8e0cd6;hb=28aab72fdfe826c78edd61a9956da0190c183c2e;hp=deea9791ea0762bab88c7d97461ab6504eeea0ce;hpb=5293bf2e9c4f30d5b01f1e1638c00509c1674768;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index deea979..d7b887d 100644 --- a/fishladder.c +++ b/fishladder.c @@ -5,35 +5,6 @@ #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: - -*/ - // CONSTANTS // =========================================================================================================== @@ -564,7 +535,7 @@ static int map_load( const char *str, const char *name ) 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; } @@ -923,8 +894,13 @@ struct dcareer_state }; #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; @@ -1003,7 +979,6 @@ static void career_load(void) { 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 ) ); @@ -1045,6 +1020,8 @@ static void career_load(void) } } } + + career_load_success = 1; } // MAIN GAMEPLAY @@ -1054,6 +1031,12 @@ static int is_simulation_running(void) 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; @@ -1062,14 +1045,40 @@ static void simulation_stop(void) 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; @@ -1527,11 +1536,6 @@ void vg_update(void) 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] ]; @@ -1611,11 +1615,15 @@ void vg_update(void) { 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 ); @@ -1883,30 +1891,6 @@ static void draw_numbers( v3f coord, int number ) } }*/ -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[] = { @@ -2024,7 +2008,7 @@ void vg_render(void) 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; @@ -2216,25 +2200,33 @@ void vg_render(void) // 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 ++ ) { @@ -2264,23 +2256,91 @@ void vg_render(void) 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 ++ ) { @@ -2340,14 +2400,18 @@ void vg_render(void) 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 { @@ -2500,14 +2564,16 @@ void vg_ui(void) 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(); @@ -2972,6 +3038,9 @@ static int console_changelevel( int argc, char const *argv[] ) // 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 @@ -3000,15 +3069,18 @@ void vg_start(void) // 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 ++ )