added score counters/career stuff
[fishladder.git] / fishladder.c
index 52752d53905032b2627f180f36d1d85ec861479d..de9da68cac28ba2d7dc9acff593111af255e80ae 100644 (file)
@@ -144,7 +144,7 @@ struct mesh
        u32 elements;
 };
 
-static void init_mesh( struct mesh *m, float *tris, u32 length )
+static void init_mesh( struct mesh *m, float const *tris, u32 length )
 {
        m->elements = length/3;
        glGenVertexArrays( 1, &m->vao );
@@ -205,7 +205,7 @@ struct world
        
        u32 w, h;
        
-       struct mesh tile, circle;
+       struct mesh tile, circle, numbers;
        
        GLuint background_data;
        GLuint random_samples;
@@ -230,6 +230,10 @@ struct world
        char map_name[128];
        struct career_level *ptr_career_level;
        
+       u32 score;
+       u32 completed;
+       u32 time;
+       
 } world = {};
 
 static void map_free(void)
@@ -244,6 +248,9 @@ static void map_free(void)
        world.h = 0;
        world.data = NULL;
        world.io = NULL;
+       world.score = 0;
+       world.time = 0;
+       world.completed = 0;
 }
 
 static void map_reclassify( v2i start, v2i end, int update_texbuffer );
@@ -352,7 +359,7 @@ static int map_load( const char *str, const char *name )
                                reg_end ++;
                        }
                        else if( *c == '#' ) cell->state = FLAG_WALL;
-                       else if( *c == '*' ) cell->state = FLAG_CANAL;
+                       else if( *c == '*' ) { cell->state = FLAG_CANAL; world.score ++; }
                        else cell->state = 0x00;
                        
                        cx ++;
@@ -606,6 +613,19 @@ void vg_start(void)
                init_mesh( &world.circle, circle_mesh, vg_list_size( circle_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 info data texture
        {
                glGenTextures( 1, &world.background_data );
@@ -648,6 +668,7 @@ void vg_free(void)
 
        free_mesh( &world.tile );
        free_mesh( &world.circle );
+       free_mesh( &world.numbers );
        
        map_free();
 }
@@ -854,11 +875,17 @@ void vg_update(void)
                        if( vg_get_button_down("primary") )
                        {
                                world.data[ world.selected ].state ^= FLAG_CANAL;
-                               
+                                                               
                                if( world.data[ world.selected ].state & FLAG_CANAL )
+                               {
                                        sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+                                       world.score ++;
+                               }
                                else
+                               {
                                        sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+                                       world.score --;
+                               }
                                        
                                map_reclassify(         (v2i){ world.tile_x -2, world.tile_y -2 }, 
                                                                                (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
@@ -1080,47 +1107,57 @@ void vg_update(void)
                        
                        if( alive_count == 0 )
                        {
-                               if( world.ptr_career_level )
+                               world.completed = 1;
+                       
+                               for( int i = 0; i < arrlen( world.io ); i ++ )
                                {
-                                       world.ptr_career_level->completed = 1;
-                               
-                                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                                       struct cell_terminal *term = &world.io[ i ];
+                                       int is_input = world.data[ term->id ].state & FLAG_INPUT;
+                                       
+                                       if( !is_input )
                                        {
-                                               struct cell_terminal *term = &world.io[ i ];
-                                               int is_input = world.data[ term->id ].state & FLAG_INPUT;
-                                               
-                                               if( !is_input )
+                                               if( term->recv_count == arrlen( term->conditions ) )
                                                {
-                                                       if( term->recv_count == arrlen( term->conditions ) )
+                                                       for( int j = 0; j < arrlen( term->conditions ); j ++ )
                                                        {
-                                                               for( int j = 0; j < arrlen( term->conditions ); j ++ )
+                                                               if( term->recv[j] != term->conditions[j] )
                                                                {
-                                                                       if( term->recv[j] != term->conditions[j] )
-                                                                       {
-                                                                               world.ptr_career_level->completed = 0;
-                                                                               break;
-                                                                       }
+                                                                       world.completed = 0;
+                                                                       break;
                                                                }
                                                        }
-                                                       else
-                                                       {
-                                                               world.ptr_career_level->completed = 0;
-                                                               break;
-                                                       }
+                                               }
+                                               else
+                                               {
+                                                       world.completed = 0;
+                                                       break;
                                                }
                                        }
+                               }
+                               
+                               if( world.completed )
+                               {
+                                       vg_success( "Level passed!\n" );
                                        
-                                       if( world.ptr_career_level->completed )
-                                       {
-                                               vg_success( "Level passed!\n" );
-                                               
-                                               world.ptr_career_level->score = 9;
-                                               world.ptr_career_level->time = world.sim_frame;
-                                       }
-                                       else
-                                       {
-                                               vg_error( "Level failed :(\n" );
-                                       }
+                                       u32 score = 0;
+                                       for( int i = 0; i < world.w*world.h; i ++ )
+                                               if( world.data[ i ].state & FLAG_CANAL )
+                                                       score ++;
+                                       
+                                       world.score = score;
+                                       world.time = world.sim_frame;
+                               }
+                               else
+                               {
+                                       vg_error( "Level failed :(\n" );
+                               }
+                               
+                               // Copy into career data
+                               if( world.ptr_career_level )
+                               {
+                                       world.ptr_career_level->score = world.score;
+                                       world.ptr_career_level->time = world.time;
+                                       world.ptr_career_level->completed = world.completed;
                                }
                                
                                simulation_stop(); // TODO: Async?
@@ -1263,6 +1300,26 @@ 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;
+       }
+}
+
 void vg_render(void)
 {
        glViewport( 0,0, vg_window_x, vg_window_y );
@@ -1372,13 +1429,12 @@ void vg_render(void)
        render_tiles( NULL, NULL, colour_default, colour_selected  );
 
        //      Draw splitters
-
        for( int y = 2; y < world.h-2; y ++ )
        {
                for( int x = 2; x < world.w-2; x ++ )
                {
                        struct cell *cell = pcell((v2i){x,y});
-                       
+
                        if( cell->config == k_cell_type_split )
                        {
                                float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
@@ -1495,16 +1551,25 @@ void vg_render(void)
                draw_mesh( filled_start, filled_count );
        }
        
+       // Draw score
+       float const score_bright = 1.25f;
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 
+               0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
+               
+       use_mesh( &world.numbers );
+       draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
+               
        // Level selection UI
+       use_mesh( &world.circle );
        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 } );
+       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 };
+                                                                 (((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;
@@ -1514,8 +1579,8 @@ void vg_render(void)
        if( mouse_ui_space[0] <= -0.8f )
        {
                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 );
+               float level_offset = ((-mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
+               level_select = ceilf( level_offset );
 
                // Draw selector
                if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
@@ -1525,7 +1590,7 @@ void vg_render(void)
                        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,
+                               ((float)level_count - (float)level_select * 2.0f ) * selection_scale * 0.6f,
                                selection_scale
                        );
                        draw_mesh( 2, 2 );
@@ -1545,9 +1610,11 @@ void vg_render(void)
        // Draw levels
        for( int i = 0; i < level_count; i ++ )
        {
+               struct career_level *clevel = &career.levels[i];
+       
                v3f level_ui_space = { 
                        -0.97f, 
-                       (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+                       ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
                        selection_scale * 0.5f
                };
                
@@ -1555,11 +1622,15 @@ void vg_render(void)
                level_ui_space[2] *= scale;
                
                glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
-               draw_mesh( empty_start, empty_count );
+               
+               if( clevel->completed )
+                       draw_mesh( filled_start, filled_count );
+               else
+                       draw_mesh( empty_start, empty_count );
        }
        
-       glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space );
-       draw_mesh( empty_start, empty_count );
+       //use_mesh( &world.numbers );
+       //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
 }
 
 void vg_ui(void)