//#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
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
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:
// 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_packs ); i ++ )
{
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 );
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;
}
}
+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;
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" ), sinf( vg_time ) + 1.0f );
+ 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
"uniform vec4 uOffset;" // Tile x/y, uv x/y
"uniform mat3 uPv;"
"uniform mat2 uSubTransform;"
- //"uniform float uVisibility;"
+ "uniform float uVisibility;"
""
"out vec4 aTexCoords;"
"out vec2 aWorldCoords;"
"void main()"
"{"
"vec2 hash_val = hash22(uOffset.xy);"
- //"float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
+ "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
// Vertex transform
- "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
+ "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;"
"vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
"gl_Position = vec4( uPv * worldpos, 1.0 );"
"uniform sampler2D uTexMain;"
"uniform sampler2D uSamplerNoise;"
"uniform float uVariance;"
+ "uniform float uVisibility;"
""
"in vec2 aTexCoords;"
""
"ao_accum -= data_this_tile.r;"
- "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );"
+ "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
"vec2 square_coords = fract( aTexCoords * 64.0 );"
"vec2 grid_coords = abs( square_coords - 0.5 );"
"FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
+ UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
)
SHADER_DEFINE( shader_wire,
int serial_id;
int is_tutorial;
- v2i world_pos;
+ struct world_button btn;
#ifdef VG_STEAM
SteamLeaderboard_t steam_leaderboard;