Doors reset and camera follows player

master
Louis Pearson 2022-01-23 00:03:04 -07:00
parent 3b467a4173
commit bcce1eda3e
7 changed files with 95 additions and 55 deletions

File diff suppressed because one or more lines are too long

View File

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27,0,0,0,0,0,0,0,0,0,0,0,28,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
27,0,0,0,0,0,0,0,0,0,47,26,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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</data>
</layer>
<objectgroup id="3" name="objects">
@ -145,7 +145,7 @@
<property name="anchor1" type="bool" value="true"/>
<property name="anchor2" type="bool" value="false"/>
</properties>
<polyline points="0,-8 -50,10"/>
<polyline points="32,-64 -2,-46"/>
</object>
<object id="4" type="focus" x="0" y="424" width="96" height="56"/>
<object id="5" type="wire" x="20" y="436">
@ -154,5 +154,8 @@
<object id="6" type="door" x="84" y="468">
<point/>
</object>
<object id="7" type="door" x="44" y="412">
<point/>
</object>
</objectgroup>
</map>

File diff suppressed because one or more lines are too long

View File

@ -207,6 +207,9 @@ pub fn clear(this: *@This()) void {
for (this.cell_map.values.slice()) |*cell| {
cell.enabled = false;
}
for (this.doors.slice()) |*door| {
door.enabled = false;
}
this.bridges.resize(0) catch unreachable;
}
@ -231,8 +234,6 @@ pub fn fill(this: *@This()) usize {
if (hasVisited) continue;
const tile = this.get_cell(cell) orelse {
for (this.doors.slice()) |*d| {
if (cell[0] > 9 and cell[1] > 50)
w4.tracef("%d, %d %d, %d", cell[0], cell[1], d.cell[0], d.cell[1]);
if (@reduce(.And, d.cell == cell)) {
d.enabled = true;
}

View File

@ -243,7 +243,7 @@ export fn update() void {
for (wires.slice()) |*wire| {
wirePhysicsProcess(1, wire);
if (wire.enabled) {
if (time % 60 == 0) {
if (music.isDrumBeat()) {
if (!wire.begin().pinned) particles.createNRandom(wire.begin().pos, 8);
if (!wire.end().pinned) particles.createNRandom(wire.end().pos, 8);
}
@ -263,6 +263,8 @@ export fn update() void {
w4.rect(.{ 0, 0 }, .{ 160, 160 });
drawProcess(1, &player.pos, &player.sprite);
camera = @divTrunc(util.world2cell(player.pos.pos), @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20));
map.draw(camera);
circuit.draw(camera);
@ -281,9 +283,6 @@ export fn update() void {
circuit.isEnabled(pos + util.Dir.right);
if (shouldHum) {
w4.tone(.{ .start = 60 }, .{ .release = 255, .sustain = 0 }, 1, .{ .channel = .pulse1, .mode = .p50 });
// music.newIntensity = .active;
} else {
// music.newIntensity = .calm;
}
}
@ -435,9 +434,9 @@ fn updateCircuit() void {
const cellEnd = util.world2cell(end.pos);
if (circuit.isEnabled(cellBegin) or circuit.isEnabled(cellEnd)) wire.enabled = true;
}
map.reset();
const enabledDoors = circuit.enabledDoors();
for (enabledDoors.constSlice()) |door| {
w4.tracef("here");
map.set_cell(door, 0);
}
}

View File

@ -38,8 +38,14 @@ pub fn set_cell(this: *@This(), cell: Cell, tile: u8) void {
this.tile_updates.set(cell, tile);
}
pub fn get_cell(this: @This(), cell: Cell) ?u8 {
if (this.tile_updates.get_const(cell)) |tile| return tile;
pub fn reset(this: *@This()) void {
var updates = this.tile_updates.values.slice();
for (this.tile_updates.keys.slice()) |key, i| {
updates[i] = this.get_cell_raw(key).?;
}
}
fn get_cell_raw(this: @This(), cell: Cell) ?u8 {
const x = cell[0];
const y = cell[1];
if (x < 0 or x > this.map_size[0] or y < 0 or y > this.map_size[1]) return null;
@ -47,6 +53,11 @@ pub fn get_cell(this: @This(), cell: Cell) ?u8 {
return this.tiles[@intCast(u32, i)];
}
pub fn get_cell(this: @This(), cell: Cell) ?u8 {
if (this.tile_updates.get_const(cell)) |tile| return tile;
return this.get_cell_raw(cell);
}
pub fn draw(this: @This(), offset: Vec2) void {
w4.DRAW_COLORS.* = 0x0210;
var y: usize = 0;

View File

@ -70,6 +70,20 @@ pub const Procedural = struct {
return midiNote[this.root + this.scale[((this.seed * t) % 313) % 8]];
}
pub fn isBeat(this: *@This(), beat: usize) bool {
const beatProgress = this.tick % this.beat;
const beatTotal = @divTrunc(this.tick, this.beat);
const currentBeat = beatTotal % this.beatsPerBar;
return (beatProgress == 0 and currentBeat == beat);
}
pub fn isDrumBeat(this: *@This()) bool {
return switch (this.intensity) {
.calm => this.isBeat(0),
.active, .danger => this.isBeat(0) or this.isBeat(this.beatsPerBar / 2),
};
}
pub fn getNext(this: *@This(), dt: u32) MusicCommand {
var cmd = MusicCommand.init(0) catch unreachable;
const beatProgress = this.tick % this.beat;