X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=fcdd58d4fe014c5d4ae3de204315e036e7a29af6;hb=c87000a5e48d2cf3afdf308189767951eb819c09;hp=b95248c0d76443f19c2015fe3626f829bd89b2a8;hpb=75a3b6f858d49acc38de2fda22133b218760d6f0;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index b95248c..fcdd58d 100644 --- a/fishladder.c +++ b/fishladder.c @@ -1,38 +1,12 @@ // 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 // =========================================================================================================== @@ -64,7 +38,7 @@ enum e_world_button k_world_button_none = -1, k_world_button_sim = 0, k_world_button_pause = 1, - k_world_button_wire_mode = 2 + k_world_button_speedy = 2 }; #define FLAG_CANAL 0x1 @@ -211,7 +185,7 @@ struct world int w, h; - struct mesh shapes, numbers; + struct mesh shapes; struct mesh_wire { GLuint vao, vbo, ebo; @@ -372,10 +346,6 @@ static void use_mesh( struct mesh *m ) glBindVertexArray( m->vao ); } - - - - static struct cell_button *get_wbutton( enum e_world_button btn ) { return &world.buttons[ btn ]; @@ -728,6 +698,35 @@ static int map_load( const char *str, const char *name ) px[3] = 0; } } + + // Level selection area + + // Beginner + for( int y = 16+2; y < 16+2+4; y ++ ) + { + u8 *px = &info_buffer[((y*64)+16-1)*4]; + px[0] = 0x10; + } + + // Intermediate + for( int y = 16+2; y < 16+2+6; y ++ ) + { + for( int x = 0; x < 3; x ++ ) + { + u8 *px = &info_buffer[((y*64)+16-5+x)*4]; + px[0] = 0x10; + } + } + + // Expert + for( int x = 1; x < 5; x ++ ) + { + u8 *px = &info_buffer[((16*64)+16-5+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 ++ ) @@ -1060,6 +1059,12 @@ 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; @@ -1068,14 +1073,45 @@ 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 = world.buttons[ k_world_button_speedy ].pressed? 10.0f: 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(); + + if( world.pCmpLevel ) + { + world.pCmpLevel->completed_score = 0; + } +} + 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; @@ -1175,16 +1211,23 @@ void vg_update(void) r2 = (float)world.h / (float)world.w, size; - size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; - m3x3_projection( m_projection, -size, size, -size*r1, size*r1 ); + static float size_current = 2.0f; + static v3f origin_current = { 0.0f, 0.0f, 0.0f }; + + size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f; v3f origin; - origin[0] = floorf( -0.5f * world.w ); + origin[0] = floorf( -0.5f * ((float)world.w-4.5f) ); origin[1] = floorf( -0.5f * world.h ); origin[2] = 0.0f; + // Lerp towards target + size_current = vg_lerpf( size_current, size, vg_time_delta * 6.0f ); + v2_lerp( origin_current, origin, vg_time_delta * 6.0f, origin_current ); + + m3x3_projection( m_projection, -size_current, size_current, -size_current*r1, size_current*r1 ); m3x3_identity( m_view ); - m3x3_translate( m_view, origin ); + m3x3_translate( m_view, origin_current ); m3x3_mul( m_projection, m_view, vg_pv ); vg_projection_update(); @@ -1247,7 +1290,7 @@ void vg_update(void) 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 ] ) @@ -1265,7 +1308,7 @@ void vg_update(void) 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; @@ -1337,6 +1380,9 @@ void vg_update(void) 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 ); @@ -1384,7 +1430,16 @@ void vg_update(void) { 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; } @@ -1730,6 +1785,21 @@ void vg_update(void) 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 // ===================================================================================================== @@ -1867,63 +1937,19 @@ static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f cons } } -/* -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; - } -}*/ - -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 void wbutton_run( enum e_world_button btn_name, v2f btn_tex ) { static v3f button_colours[] = { {0.204f, 0.345f, 0.553f}, {0.204f, 0.345f, 0.553f}, - {0.741f, 0.513f, 0.078f}, + {0.553f, 0.345f, 0.204f}, {1.0f, 0.0f, 0.0f} }; 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 ) @@ -1968,6 +1994,14 @@ static void wbutton_run( enum e_world_button btn_name ) else world.pause_offset_target = 0.0f; } + else if( btn_name == k_world_button_speedy ) + { + btn->pressed ^= 0x1; + + world.sim_delta_speed = btn->pressed? 10.0f: 2.5f; + world.sim_delta_ref = vg_time; + world.sim_internal_ref = world.sim_internal_time; + } else { btn->pressed ^= 0x1; @@ -2002,6 +2036,13 @@ static void wbutton_run( enum e_world_button btn_name ) 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 ); @@ -2010,14 +2051,146 @@ static void wbutton_run( enum e_world_button btn_name ) glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), world.w-1, world.h-btn_name-2, - (float)btn_name, - 3.0f + (float)(btn_tex[0]+tex_offset), + btn_tex[1] ); glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour ); draw_mesh( 0, 2 ); } +static void wbutton_draw( v2i pos, v2f tex, v4f colour ) +{ + glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), + pos[0], + pos[1], + tex[0], + tex[1] + ); + 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 }; + + struct button_grid + { + v3f primary_colour; + v2i origin; + v2i dims; + struct cmp_level *levels; + int count; + } + grids[] = + { + { + .primary_colour = { 0.204f, 0.345f, 0.553f }, + .origin = { -1, 2 }, + .dims = { 1, 4 }, + .levels = cmp_levels_tutorials, + .count = vg_list_size( cmp_levels_tutorials ) + }, + { + .primary_colour = { 0.304f, 0.245f, 0.553f }, + .origin = { -5, 2 }, + .dims = { 3, 6 }, + .levels = cmp_levels_basic, + .count = vg_list_size( cmp_levels_basic ) + }, + { + .primary_colour = { 0.553f, 0.345f, 0.204f }, + .origin = { -4, 0 }, + .dims = { 4, 1 }, + .levels = cmp_levels_grad, + .count = vg_list_size( cmp_levels_grad ) + } + }; + + 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; + struct cmp_level *switch_level_to = NULL; + + if( vg_get_button_down( "primary" ) ) + select_from = NULL; + + for( int i = 0; i < vg_list_size( grids ); i ++ ) + { + struct button_grid *grid = &grids[i]; + + int j = 0; + + for( int x = 0; x < grid->dims[0]; x ++ ) + { + for( int y = 0; y < grid->dims[1]; y ++ ) + { + if( j < grid->count ) + { + struct cmp_level *lvl = &grid->levels[ j ]; + + // Determine colour + if( lvl->unlocked ) + { + if( lvl->is_tutorial ) + v3_copy( tutorial_colour, final_colour ); + else + v3_copy( grid->primary_colour, final_colour ); + + if( lvl->completed_score ) + final_colour[3] = 0.8f; + else + final_colour[3] = 0.2f; + } + else v3_copy( locked_colour, final_colour ); + + v2i_add( grid->origin, (v2i){ x,y }, button_pos ); + int is_hovering = v2i_eq( (v2i){world.tile_x, world.tile_y}, button_pos ); + + if( is_hovering ) + { + final_colour[3] += 0.1f; + + // Up click + if( vg_get_button_up( "primary" ) ) + if( select_from == lvl && lvl->unlocked ) + { + switch_level_to = lvl; + sfx_set_play( &audio_clicks, &audio_system_ui, 1 ); + } + + // Start click + if( vg_get_button_down( "primary" ) ) + select_from = lvl; + + if( vg_get_button( "primary" ) ) + final_colour[3] += 0.2f; + } + + if( world.pCmpLevel == lvl ) + final_colour[3] += fabsf(sinf( vg_time * 2.0f )) * 0.2f; + + wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour ); + } + else break; + + j ++; + } + } + } + + if( switch_level_to ) + { + if( console_changelevel( 1, &switch_level_to->map_name ) ) + { + world.pCmpLevel = switch_level_to; + } + } +} + void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); @@ -2035,6 +2208,9 @@ void vg_render(void) int const empty_start = circle_base+32; int const empty_count = circle_base+32*2; + if( !world.initialzed ) + return; + // BACKGROUND // ======================================================================================================== use_mesh( &world.shapes ); @@ -2215,9 +2391,11 @@ void vg_render(void) vg_tex2d_bind( &tex_buttons, 0 ); glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 ); - wbutton_run( k_world_button_sim ); - wbutton_run( k_world_button_pause ); - //wbutton_run( k_world_button_wire_mode ); + 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 } ); + + level_selection_buttons(); // WIRES // ======================================================================================================== @@ -2532,6 +2710,7 @@ ui_data; void vg_ui(void) { + /* // UI memory static int pack_selection = 0; static struct pack_info @@ -2573,7 +2752,7 @@ void vg_ui(void) 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; @@ -2594,7 +2773,7 @@ void vg_ui(void) 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(); @@ -2666,18 +2845,18 @@ void vg_ui(void) } 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(); @@ -2707,7 +2886,7 @@ void vg_ui(void) 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 ); @@ -2719,11 +2898,11 @@ void vg_ui(void) } 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; @@ -2736,7 +2915,7 @@ void vg_ui(void) { 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(); @@ -2750,7 +2929,7 @@ void vg_ui(void) 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; } @@ -2770,7 +2949,7 @@ void vg_ui(void) ui_data.leaderboard_show = 0; } } - gui_text( "PLAY", 6, k_text_alignment_center ); + gui_text( "PLAY", 24, k_text_alignment_center ); gui_end(); } @@ -2788,7 +2967,7 @@ void vg_ui(void) 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(); @@ -2809,7 +2988,7 @@ void vg_ui(void) // 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]; @@ -2825,12 +3004,12 @@ void vg_ui(void) 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(); @@ -2840,10 +3019,12 @@ void vg_ui(void) gui_end(); } } + */ } void leaderboard_dispatch_score(void) { +#if STEAM_LEADERBOARDS sw_upload_leaderboard_score( ui_data.upload_request.level->steam_leaderboard, k_ELeaderboardUploadScoreMethodKeepBest, @@ -2855,10 +3036,12 @@ void leaderboard_dispatch_score(void) 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" ); @@ -2888,10 +3071,12 @@ void leaderboard_found( LeaderboardFindResult_t *pCallback ) } } } +#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 ) { @@ -2926,10 +3111,12 @@ void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ) 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" ); @@ -2942,6 +3129,7 @@ void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ) leaderboard_dispatch_score(); else sw_find_leaderboard( cmp_level->map_name ); +#endif } // CONSOLE COMMANDS @@ -3065,8 +3253,10 @@ static int console_changelevel( int argc, char const *argv[] ) 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", @@ -3129,19 +3319,6 @@ void vg_start(void) init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_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 wire mesh { int const num_segments = 64; @@ -3237,7 +3414,6 @@ void vg_free(void) glDeleteBuffers( 1, &world.wire.ebo ); free_mesh( &world.shapes ); - free_mesh( &world.numbers ); map_free(); }