some levels and diagnostic tool
[fishladder.git] / fishladder.c
index 9c573084c3daa3fe9deeaf3d01dc0caece1f201f..1f377903d557d3680eeebef03ae96eb06dff4ecb 100644 (file)
@@ -27,6 +27,64 @@ SHADER_DEFINE( shader_tile_colour,
        UNIFORMS({ "uPv", "uOffset", "uColour" })
 )
 
+const char *level_pack[] = 
+{
+       // Level 0
+       "#########;\n"
+       "###-#####;acac\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "#####+###;acac\n"
+       "#########;\n",
+       
+       // Level 1
+       "#########;\n"
+       "##-###-##;b,b\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "####+####;bb\n"
+       "#########;\n",
+       
+       // Level 2
+       "###########;\n"
+       "#####-#####;bbbbb\n"
+       "##       ##;\n"
+       "##      ###;\n"
+       "##  #    ##;\n"
+       "##       ##;\n"
+       "###+##+####;bbb,bb\n"
+       "###########;\n",
+       
+       // Level 3
+       "#############;\n"
+       "###-#####-###;a,aaa\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "######+######;aaaa\n"
+       "#############;\n",
+       
+       // Level 4
+       "#############;\n"
+       "###-#####-###;aaa,aa\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "###+#####+###;aa,aaa\n"
+       "#############;\n"
+};
+
 m3x3f m_projection;
 m3x3f m_view;
 m3x3f m_mdl;
@@ -284,7 +342,7 @@ static struct cell *pcell( v2i pos )
 
 int main( int argc, char *argv[] )
 {
-       vg_init( argc, argv, "FishLadder" );
+       vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
 }
 
 void vg_register(void)
@@ -356,19 +414,7 @@ void vg_start(void)
                init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
        }
        
-       map_load
-       ( 
-               "#############;\n"
-               "###-#####-###;aaa,aa\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "###+#####+###;aa,aaa\n"
-               "#############;\n"
-       );
+       map_load( level_pack[ 0 ] );
 }
 
 void vg_free(void)
@@ -468,6 +514,27 @@ static int cell_interactive( v2i co )
 
 void vg_update(void)
 {
+       static int curlevel = 0;
+       int changelvl = curlevel;
+       if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
+       else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
+       
+       if( changelvl != curlevel )
+       {
+               map_load( level_pack[ changelvl ] );
+               curlevel = changelvl;
+               
+               // TEMP!!! code dupe
+               world.simulating = 0;
+               world.num_fishes = 0;
+               world.sim_frame = 0;
+               
+               for( int i = 0; i < arrlen( world.io ); i ++ )
+                       world.io[i].recv_count = 0;
+               
+               vg_info( "Stopping simulation!\n" );
+       }
+       
        float ratio = (float)vg_window_y / (float)vg_window_x;
        float const size = 9.5f;
        
@@ -489,7 +556,7 @@ void vg_update(void)
        
        int tile_x = floorf( tile_pos[0] );
        int tile_y = floorf( tile_pos[1] );
-       
+
        // Tilemap editing
        if( !world.simulating )
        {
@@ -615,8 +682,6 @@ void vg_update(void)
                                                
                                                v2i dirs[] = {{1,0},{-1,0},{0,-1}};
                                                for( int j = 0; j < vg_list_size(dirs); j ++ )
-                                               {
-                                                       v2i target;
                                                        if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
                                                        {
                                                                fish->dir[0] = dirs[j][0];
@@ -624,7 +689,6 @@ void vg_update(void)
                                                                can_spawn = 1;
                                                                break;
                                                        }
-                                               }
                                                
                                                if( !can_spawn )
                                                        world.num_fishes--;
@@ -768,7 +832,7 @@ void vg_render(void)
                        if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
                        else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
                        else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); }
+                       else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); }
                        else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
                        
                        //if( cell->water[world.frame&0x1] )
@@ -861,6 +925,13 @@ void vg_render(void)
                        draw_mesh( 0, 32 );
                }
        }
+       
+       if( world.simulating )
+       {
+               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 );
+       }
 }
 
 void vg_ui(void){}