#include "vg/vg.h"
#include "fishladder_resources.h"
+const char *level_pack_1[] = {
+ "level0",
+ "level1",
+ "level2",
+ "level3",
+ "level4"
+};
+
const char *level_pack[] =
{
// Level 0
fishes[16];
int num_fishes;
+
+ char map_name[128];
} world = {};
static void map_free(void)
}
static void map_reclassify( v2i start, v2i end, int update_texbuffer );
-static int map_load( const char *str )
+static int map_load( const char *str, const char *name )
{
map_free();
}
map_reclassify( NULL, NULL, 1 );
- vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
+ vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+
+ strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
return 1;
}
vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
}
-static void console_save_map( int argc, char *argv[] )
+static int console_save_map( int argc, char const *argv[] )
{
+ char map_path[ 256 ];
+
+ strcpy( map_path, "sav/" );
+ strcat( map_path, world.map_name );
+ strcat( map_path, ".map" );
+
+ FILE *test_writer = fopen( map_path, "wb" );
+ if( test_writer )
+ {
+ map_serialize( test_writer );
+
+ fclose( test_writer );
+ return 1;
+ }
+ else
+ {
+ vg_error( "Unable to open stream for writing\n" );
+ return 0;
+ }
+}
+
+static int console_load_map( int argc, char const *argv[] )
+{
+ char map_path[ 256 ];
+
if( argc >= 1 )
{
- FILE *test_writer = fopen( argv[0], "wb" );
- if( test_writer )
+ // try from saves
+ strcpy( map_path, "sav/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
+
+ char *text_source = vg_textasset_read( map_path );
+
+ if( !text_source )
{
- map_serialize( test_writer );
+ strcpy( map_path, "maps/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
- fclose( test_writer );
+ text_source = vg_textasset_read( map_path );
+ }
+
+ if( text_source )
+ {
+ map_load( text_source, argv[0] );
+ free( text_source );
+ return 1;
+ }
+ else
+ {
+ vg_error( "Missing maps '%s'\n", argv[0] );
+ return 0;
}
}
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ return 0;
+ }
}
-static void console_load_map( int argc, char *argv[] )
+static int console_changelevel( int argc, char const *argv[] )
{
if( argc >= 1 )
{
- char *text_source = vg_textasset_read( argv[0] );
-
- if( text_source )
- map_load( text_source );
-
- free( text_source );
+ // Save current level
+ if( console_save_map( 0, NULL ) )
+ if( console_load_map( argc, argv ) )
+ return 1;
}
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ }
+
+ return 0;
}
void vg_start(void)
.name = "map_load",
.function = console_load_map
});
+
+ vg_function_push( (struct vg_cmd){
+ .name = "changelevel",
+ .function = console_changelevel
+ });
// Quad mesh
{
0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
- 0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
- 0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
- 0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
- 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
- 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
+ 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
+ 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
};
init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
resource_load_main();
- map_load( level_pack[ 0 ] );
+ console_load_map( 1, level_pack_1 );
}
void vg_free(void)
if( changelvl != curlevel )
{
- map_load( level_pack[ changelvl ] );
+ console_changelevel( 1, level_pack + changelvl );
curlevel = changelvl;
// TEMP!!! code dupe
SHADER_USE( shader_tile_colour );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
use_mesh( &world.circle );
+
+ int const filled_start = 0;
+ int const filled_count = 32;
+ int const empty_start = 32;
+ int const empty_count = 32*2;
// Draw i/o arrays
for( int i = 0; i < arrlen( world.io ); i ++ )
int posx = term->id % world.w;
int posy = (term->id - posx)/world.w;
int is_input = world.data[ term->id ].state & FLAG_INPUT;
-
- int const filled_start = 0;
- int const filled_count = 32;
- int const empty_start = 32;
- int const empty_count = 32*2;
-
+
v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
for( int j = 0; j < arrlen( term->conditions ); j ++ )
{
glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f );
- draw_mesh( 0, 32 );
+ draw_mesh( filled_start, filled_count );
+ }
+
+ // Level selection UI
+ 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 } );
+ 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 };
+
+ // Get selected level
+ const float selection_scale = 0.05f;
+ int const level_count = vg_list_size( level_pack_1 );
+ int level_select = -1;
+
+ if( mouse_ui_space[0] <= -0.9f )
+ {
+ 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 );
+
+ // Draw selector
+ if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
+
+ 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,
+ selection_scale
+ );
+ draw_mesh( 2, 2 );
+
+ use_mesh( &world.circle );
+ }
+
+ if( vg_get_button_down( "primary" ) )
+ {
+ console_changelevel( 1, level_pack_1 + level_select );
+ }
}
+
+ 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 ++ )
+ {
+ v3f level_ui_space = {
+ -0.97f,
+ (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+ selection_scale * 0.5f
+ };
+
+ float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
+ level_ui_space[2] *= scale;
+
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
+ draw_mesh( empty_start, empty_count );
+ }
+
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space );
+ draw_mesh( empty_start, empty_count );
}
void vg_ui(void)