#define FLAG_WALL 0x40
#define FLAG_FLIP_FLOP 0x100
-#define FLAG_TRIGGER_FLIP 0x200
+#define FLAG_TRIGGERED 0x200
#define FLAG_FLIP_ROTATING 0x400
#define FLAG_TARGETED 0x800
{
cell->state &= ~FLAG_FLIP_ROTATING;
}
+ if( cell->state & FLAG_IS_TRIGGER )
+ cell->state &= ~FLAG_TRIGGERED;
}
int alive_count = 0;
struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
+ cell_current->state |= FLAG_TRIGGERED;
+
if( trigger_id )
target_peice->state |= FLAG_FLIP_FLOP;
else
glBindVertexArray( world.wire.vao );
glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
-
+
+ float rp_x1 = world.frame_lerp*9.0f;
+ float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+
for( int y = 2; y < world.h-2; y ++ )
{
for( int x = 2; x < world.w-2; x ++ )
endpoint[0] = x+0.5f;
endpoint[1] = y+0.5f;
+ 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 );
glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );