Add menu
parent
50060dfa33
commit
d0d47d850d
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@ -0,0 +1,981 @@
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const std = @import("std");
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const w4 = @import("wasm4.zig");
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const assets = @import("assets");
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const input = @import("input.zig");
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const util = @import("util.zig");
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const Circuit = @import("circuit.zig");
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const Map = @import("map.zig");
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const Music = @import("music.zig");
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const State = @import("main.zig").State;
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const Vec2 = util.Vec2;
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const Vec2f = util.Vec2f;
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const AABB = util.AABB;
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const Anim = @import("anim.zig");
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// Components
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const Pos = struct {
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pos: Vec2f,
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last: Vec2f,
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pinned: bool = false,
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pub fn init(pos: Vec2f) @This() {
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return @This(){ .pos = pos, .last = pos };
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}
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pub fn initVel(pos: Vec2f, vel: Vec2f) @This() {
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return @This(){ .pos = pos, .last = pos - vel };
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}
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};
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const Control = struct {
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controller: enum { player },
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state: enum { stand, walk, jump, fall, wallSlide },
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facing: enum { left, right, up, down } = .right,
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grabbing: ?struct { id: usize, which: usize } = null,
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};
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const Sprite = struct {
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offset: Vec2 = Vec2{ 0, 0 },
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size: w4.Vec2,
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index: usize,
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flags: w4.BlitFlags,
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};
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const StaticAnim = Anim;
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const ControlAnim = struct { anims: []AnimData, state: Anim };
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const Kinematic = struct {
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col: AABB,
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move: Vec2f = Vec2f{ 0, 0 },
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lastCol: Vec2f = Vec2f{ 0, 0 },
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pub fn inAir(this: @This()) bool {
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return approxEqAbs(f32, this.lastCol[1], 0, 0.01);
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}
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pub fn onFloor(this: @This()) bool {
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return approxEqAbs(f32, this.move[1], 0, 0.01) and this.lastCol[1] > 0;
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}
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pub fn isFalling(this: @This()) bool {
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return this.move[1] > 0 and approxEqAbs(f32, this.lastCol[1], 0, 0.01);
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}
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pub fn onWall(this: @This()) bool {
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return this.isFalling() and !approxEqAbs(f32, this.lastCol[0], 0, 0.01);
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}
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};
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const Wire = struct {
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nodes: std.BoundedArray(Pos, 32) = std.BoundedArray(Pos, 32).init(0),
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enabled: bool = false,
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pub fn begin(this: *@This()) *Pos {
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return &this.nodes.slice()[0];
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}
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pub fn end(this: *@This()) *Pos {
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return &this.nodes.slice()[this.nodes.len - 1];
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}
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pub fn straighten(this: *@This()) void {
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const b = this.begin().pos;
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const e = this.end().pos;
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const size = e - b;
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for (this.nodes.slice()) |*node, i| {
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if (i == 0 or i == this.nodes.len - 1) continue;
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node.pos = b + @splat(2, @intToFloat(f32, i)) * size / @splat(2, @intToFloat(f32, this.nodes.len));
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}
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}
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};
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const Physics = struct { gravity: Vec2f, friction: Vec2f };
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const Player = struct {
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pos: Pos,
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control: Control,
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sprite: Sprite,
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controlAnim: ControlAnim,
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kinematic: Kinematic,
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physics: Physics,
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};
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// const World = ecs.World(Component);
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const Particle = struct {
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pos: Pos,
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life: i32,
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pub fn init(pos: Pos, life: i32) @This() {
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return @This(){
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.pos = pos,
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.life = life,
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};
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}
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};
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const ParticleSystem = struct {
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const MAXPARTICLES = 32;
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particles: std.BoundedArray(Particle, MAXPARTICLES),
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pub fn init() @This() {
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return @This(){
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.particles = std.BoundedArray(Particle, MAXPARTICLES).init(0) catch unreachable,
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};
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}
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pub fn update(this: *@This()) void {
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var physics = .{ .gravity = Vec2f{ 0, 0.1 }, .friction = Vec2f{ 0.1, 0.1 } };
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var remove = std.BoundedArray(usize, MAXPARTICLES).init(0) catch unreachable;
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for (this.particles.slice()) |*part, i| {
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if (!inView(part.pos.pos)) {
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remove.append(i) catch unreachable;
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continue;
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}
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velocityProcess(1, &part.pos);
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physicsProcess(1, &part.pos, &physics);
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part.life -= 1;
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if (part.life == 0) remove.append(i) catch unreachable;
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}
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while (remove.popOrNull()) |i| {
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_ = this.particles.swapRemove(i);
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}
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}
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pub fn draw(this: @This()) void {
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for (this.particles.constSlice()) |*part| {
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w4.DRAW_COLORS.* = 0x0002;
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w4.oval(util.vec2fToVec2(part.pos.pos) - camera * Map.tile_size, Vec2{ 2, 2 });
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}
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}
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pub fn createRandom(this: *@This(), pos: Vec2f) void {
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if (this.particles.len == this.particles.capacity()) return;
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const vel = Vec2f{ randRangeF(-1, 1), randRangeF(-2, 0) };
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const posComp = Pos.initVel(pos, vel);
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const life = randRange(10, 50);
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const part = Particle.init(posComp, life);
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this.particles.append(part) catch unreachable;
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}
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pub fn createNRandom(this: *@This(), pos: Vec2f, n: usize) void {
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var i: usize = 0;
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while (i < n) : (i += 1) {
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this.createRandom(pos);
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}
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}
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};
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fn inView(vec: Vec2f) bool {
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return @reduce(
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.And,
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@divTrunc(util.world2cell(vec), @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20)) == camera,
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);
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}
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fn randRange(min: i32, max: i32) i32 {
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return random.intRangeLessThanBiased(i32, min, max);
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}
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fn randRangeF(min: f32, max: f32) f32 {
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return min + (random.float(f32) * (max - min));
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}
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// Global vars
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var map: Map = undefined;
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var circuit: Circuit = undefined;
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var particles: ParticleSystem = undefined;
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var prng = std.rand.DefaultPrng.init(0);
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var random = prng.random();
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var player: Player = undefined;
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var music = Music.Procedural.init(.C3, &Music.Minor, 83);
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var wires = std.BoundedArray(Wire, 10).init(0) catch unreachable;
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var camera = Vec2{ 0, 0 };
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const Coin = struct { pos: Pos, sprite: Sprite, anim: Anim, area: AABB };
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var coins = std.BoundedArray(Coin, 20).init(0) catch unreachable;
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var score: u8 = 0;
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var ScoreCoin = Sprite{
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.size = Map.tile_size,
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.index = 4,
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.flags = .{ .bpp = .b2 },
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};
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var solids_mutable = assets.solid;
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var conduit_mutable = assets.conduit;
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var conduitLevels_mutable: [conduit_mutable.len]u8 = undefined;
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const anim_store = struct {
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const stand = Anim.frame(8);
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const walk = Anim.simple(4, &[_]usize{ 9, 10, 11, 12 });
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const jump = Anim.frame(13);
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const fall = Anim.frame(14);
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const wallSlide = Anim.frame(15);
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const coin = Anim.simple(15, &[_]usize{ 4, 5, 6 });
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};
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const AnimData = []const Anim.Ops;
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const playerAnim = pac: {
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var animArr = std.BoundedArray(AnimData, 100).init(0) catch unreachable;
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animArr.append(&anim_store.stand) catch unreachable;
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animArr.append(&anim_store.walk) catch unreachable;
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animArr.append(&anim_store.jump) catch unreachable;
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animArr.append(&anim_store.fall) catch unreachable;
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animArr.append(&anim_store.wallSlide) catch unreachable;
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break :pac animArr.slice();
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};
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fn showErr(msg: []const u8) noreturn {
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w4.traceNoF(msg);
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unreachable;
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}
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pub fn start() void {
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particles = ParticleSystem.init();
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std.mem.set(u8, &conduitLevels_mutable, 0);
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circuit = Circuit.init(&conduit_mutable, &conduitLevels_mutable, assets.conduit_size);
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map = Map.init(&solids_mutable, assets.solid_size);
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camera = @divTrunc(assets.spawn, @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20));
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const tile_size = Vec2{ 8, 8 };
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const offset = Vec2{ 4, 8 };
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player = .{
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.pos = Pos.init(util.vec2ToVec2f(assets.spawn * tile_size + offset)),
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.control = .{ .controller = .player, .state = .stand },
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.sprite = .{ .offset = .{ -4, -8 }, .size = .{ 8, 8 }, .index = 8, .flags = .{ .bpp = .b2 } },
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.physics = .{ .friction = Vec2f{ 0.15, 0.1 }, .gravity = Vec2f{ 0, 0.25 } },
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.controlAnim = ControlAnim{
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.anims = playerAnim,
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.state = Anim{ .anim = &.{} },
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},
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.kinematic = .{ .col = .{ .pos = .{ -3, -6 }, .size = .{ 5, 5 } } },
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};
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for (assets.wire) |wire| {
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var w = wires.addOne() catch showErr("New wire");
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const divisions = wire.divisions;
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var i: usize = 0;
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while (i <= divisions) : (i += 1) {
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w.nodes.append(Pos.init(Vec2f{ 0, 0 })) catch showErr("Appending nodes");
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}
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w.begin().pos = util.vec2ToVec2f(wire.p1);
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w.end().pos = util.vec2ToVec2f(wire.p2);
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w.begin().pinned = wire.a1;
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w.end().pinned = wire.a2;
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w.straighten();
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}
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for (assets.sources) |source| {
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circuit.addSource(source);
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}
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for (assets.doors) |door| {
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circuit.addDoor(door);
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}
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// _ = w4.diskw("", 0);
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if (!load()) {
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for (assets.coins) |coin| {
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coins.append(.{
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.pos = Pos.init(util.vec2ToVec2f(coin * tile_size)),
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.sprite = .{ .offset = .{ 0, 0 }, .size = .{ 8, 8 }, .index = 4, .flags = .{ .bpp = .b2 } },
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.anim = Anim{ .anim = &anim_store.coin },
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.area = .{ .pos = .{ 0, 0 }, .size = .{ 8, 8 } },
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}) catch showErr("Appending coin");
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}
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}
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updateCircuit();
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}
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var indicator: ?Interaction = null;
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pub fn update(time: usize) State {
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for (wires.slice()) |*wire| {
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wirePhysicsProcess(1, wire);
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if (wire.enabled) {
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if (music.isDrumBeat()) {
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if (!wire.begin().pinned) particles.createNRandom(wire.begin().pos, 8);
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if (!wire.end().pinned) particles.createNRandom(wire.end().pos, 8);
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}
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}
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}
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velocityProcess(1, &player.pos);
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physicsProcess(1, &player.pos, &player.physics);
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manipulationProcess(&player.pos, &player.control);
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controlProcess(1, &player.pos, &player.control, &player.physics, &player.kinematic);
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kinematicProcess(1, &player.pos, &player.kinematic);
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controlAnimProcess(1, &player.sprite, &player.controlAnim, &player.control);
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particles.update();
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// Drawing
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w4.DRAW_COLORS.* = 0x0004;
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w4.rect(.{ 0, 0 }, .{ 160, 160 });
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drawProcess(1, &player.pos, &player.sprite);
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{
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var shouldSave = false;
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var remove = std.BoundedArray(usize, 10).init(0) catch unreachable;
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for (coins.slice()) |*coin, i| {
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staticAnimProcess(1, &coin.sprite, &coin.anim);
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drawProcess(1, &coin.pos, &coin.sprite);
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if (coin.area.addv(coin.pos.pos).overlaps(player.kinematic.col.addv(player.pos.pos))) {
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score += 1;
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remove.append(i) catch unreachable;
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music.playCollect(score);
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shouldSave = true;
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}
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}
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while (remove.popOrNull()) |i| {
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_ = coins.swapRemove(i);
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}
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// We save here to prevent duplicate coins
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if (shouldSave) save();
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}
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const newCamera = @divTrunc(util.world2cell(player.pos.pos), @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20));
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if (!@reduce(.And, newCamera == camera)) {
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save();
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}
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camera = newCamera;
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map.draw(camera);
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circuit.draw(camera);
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for (wires.slice()) |*wire| {
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wireDrawProcess(1, wire);
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}
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particles.draw();
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{
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const pos = util.world2cell(player.pos.pos);
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const shouldHum = circuit.isEnabled(pos) or
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circuit.isEnabled(pos + util.Dir.up) or
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circuit.isEnabled(pos + util.Dir.down) or
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circuit.isEnabled(pos + util.Dir.left) or
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circuit.isEnabled(pos + util.Dir.right);
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if (shouldHum) {
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w4.tone(.{ .start = 60 }, .{ .release = 255, .sustain = 0 }, 1, .{ .channel = .pulse1, .mode = .p50 });
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}
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}
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if (indicator) |details| {
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const pos = details.pos - (camera * Map.tile_size);
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const stage = @divTrunc((time % 60), 30);
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var size = Vec2{ 0, 0 };
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switch (stage) {
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0 => size = Vec2{ 6, 6 },
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else => size = Vec2{ 8, 8 },
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}
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if (details.active) {
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// w4.tone(.{ .start = 60 }, .{ .release = 255, .sustain = 0 }, 10, .{ .channel = .pulse1, .mode = .p50 });
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// music.newIntensity = .danger;
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w4.DRAW_COLORS.* = 0x0020;
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} else {
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w4.DRAW_COLORS.* = 0x0030;
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}
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var half = Vec2{ @divTrunc(size[0], 2), @divTrunc(size[1], 2) };
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switch (details.details) {
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.wire => w4.oval(pos - half, size),
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.plug => w4.rect(pos - half, size),
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.lever => w4.rect(pos - half, size),
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}
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}
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// Score UI
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{
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const playerPos = util.vec2fToVec2(player.pos.pos) - camera * Map.tile_size;
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const textOffset = Vec2{ 9, 1 };
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const textChars = 3;
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const size = Vec2{ 8 * textChars, 8 } + textOffset;
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const scorePos = Vec2{
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if (playerPos[0] > 80) 0 else 160 - size[0],
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if (playerPos[1] > 80) 0 else 160 - size[1],
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};
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// Manually convert score to text
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var scoreDigits = [textChars]u8{ 'x', '0', '0' };
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scoreDigits[1] = '0' + @divTrunc(score, 10);
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scoreDigits[2] = '0' + score % 10;
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// Clear background of score
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w4.DRAW_COLORS.* = 0x0004;
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w4.rect(scorePos, size);
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// Draw coin
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draw_sprite(scorePos, ScoreCoin);
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w4.DRAW_COLORS.* = 0x0042;
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w4.text(&scoreDigits, scorePos + Vec2{ 9, 1 });
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}
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// Music
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const musicCommand = music.getNext(1);
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for (musicCommand.constSlice()) |sfx| {
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w4.tone(sfx.freq, sfx.duration, sfx.volume, sfx.flags);
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}
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indicator = null;
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return .Game;
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}
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fn write_diff(writer: anytype, stride: usize, initial: []const u8, mapBuf: []const u8) !u8 {
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var written: u8 = 0;
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for (initial) |init_tile, i| {
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if (mapBuf[i] != init_tile) {
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const x = @intCast(u8, i % @intCast(usize, stride));
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const y = @intCast(u8, @divTrunc(i, @intCast(usize, stride)));
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const temp = [3]u8{ x, y, mapBuf[i] };
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try writer.writeAll(&temp);
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written += 1;
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}
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}
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return written;
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}
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pub fn load_diff(mapBuf: []u8, stride: usize, diff: []const u8) void {
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var i: usize = 0;
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while (i < diff.len) : (i += 3) {
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const x = diff[i];
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const y = diff[i + 1];
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const tile = diff[i + 2];
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const a = x + y * stride;
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mapBuf[a] = tile;
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// this.set_cell(Cell{ x, y }, tile);
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}
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}
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fn load() bool {
|
||||
var load_buf: [1024]u8 = undefined;
|
||||
const read = w4.diskr(&load_buf, 1024);
|
||||
w4.tracef("%d bytes read", read);
|
||||
|
||||
// if (true) return false;
|
||||
if (read <= 0) return false;
|
||||
// for (load_buf[0 .. read - 1]) |byte| w4.tracef("%d", byte);
|
||||
|
||||
var stream = std.io.fixedBufferStream(load_buf[0..read]);
|
||||
var reader = stream.reader();
|
||||
|
||||
var header: [5]u8 = undefined;
|
||||
_ = reader.read(&header) catch w4.tracef("couldn't load header");
|
||||
w4.tracef("%s", &header);
|
||||
if (!std.mem.eql(u8, "wired", &header)) return false; // w4.tracef("did not load, incorrect header bytes");
|
||||
|
||||
score = reader.readByte() catch return false;
|
||||
|
||||
const obj_len = reader.readByte() catch return false;
|
||||
// const map_len = reader.readByte() catch return false;
|
||||
const conduit_len = reader.readByte() catch return false;
|
||||
|
||||
var i: usize = 0;
|
||||
while (i < obj_len) : (i += 1) {
|
||||
const b = reader.readByte() catch return false;
|
||||
const obj = @intToEnum(SaveObj, @truncate(u4, b));
|
||||
const id = @truncate(u4, b >> 4);
|
||||
const x = reader.readIntBig(u16) catch return false;
|
||||
const y = reader.readIntBig(u16) catch return false;
|
||||
var pos = Pos.init(util.vec2ToVec2f(Vec2{ x, y }));
|
||||
switch (obj) {
|
||||
.Player => {
|
||||
w4.tracef("player at %d, %d", x, y);
|
||||
player.pos = pos;
|
||||
// player.pos.pos += Vec2f{ 4, 6 };
|
||||
},
|
||||
.Coin => {
|
||||
coins.append(.{
|
||||
.pos = pos,
|
||||
.sprite = .{ .offset = .{ 0, 0 }, .size = .{ 8, 8 }, .index = 4, .flags = .{ .bpp = .b2 } },
|
||||
.anim = Anim{ .anim = &anim_store.coin },
|
||||
.area = .{ .pos = .{ 0, 0 }, .size = .{ 8, 8 } },
|
||||
}) catch unreachable;
|
||||
},
|
||||
.WireBeginPinned => {
|
||||
var begin = wires.slice()[id].begin();
|
||||
begin.* = pos;
|
||||
begin.pinned = true;
|
||||
wires.slice()[id].straighten();
|
||||
},
|
||||
.WireBeginLoose => {
|
||||
var begin = wires.slice()[id].begin();
|
||||
begin.* = pos;
|
||||
begin.pinned = false;
|
||||
wires.slice()[id].straighten();
|
||||
},
|
||||
.WireEndPinned => {
|
||||
var end = wires.slice()[id].end();
|
||||
end.* = pos;
|
||||
end.pinned = true;
|
||||
wires.slice()[id].straighten();
|
||||
},
|
||||
.WireEndLoose => {
|
||||
var end = wires.slice()[id].end();
|
||||
end.* = pos;
|
||||
end.pinned = false;
|
||||
wires.slice()[id].straighten();
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
// Load map
|
||||
var buf: [256]u8 = undefined;
|
||||
// const len = reader.readByte() catch return;
|
||||
// const bytes_map = reader.read(buf[0 .. map_len * 3]) catch return false;
|
||||
// w4.tracef("loading %d map diffs... %d bytes", map_len, bytes_map);
|
||||
// load_diff(&solids_mutable, assets.solid_size[0], buf[0..bytes_map]);
|
||||
|
||||
// Load conduit
|
||||
// const conduit_len = reader.readByte() catch return;
|
||||
const bytes_conduit = reader.read(buf[0 .. conduit_len * 3]) catch return false;
|
||||
w4.tracef("loading %d conduit diffs... %d bytes", conduit_len, bytes_conduit);
|
||||
for (buf[0..bytes_conduit]) |byte| w4.tracef("%d", byte);
|
||||
load_diff(&conduit_mutable, assets.conduit_size[0], buf[0..bytes_conduit]);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
const SaveObj = enum(u4) {
|
||||
Player,
|
||||
Coin,
|
||||
WireBeginPinned,
|
||||
WireBeginLoose,
|
||||
WireEndPinned,
|
||||
WireEndLoose,
|
||||
};
|
||||
|
||||
fn cell2u8(cell: util.Cell) [2]u8 {
|
||||
return [_]u8{ @intCast(u8, cell[0]), @intCast(u8, cell[1]) };
|
||||
}
|
||||
|
||||
fn vec2u16(vec2: util.Vec2) [2]u16 {
|
||||
return [_]u16{ @intCast(u16, vec2[0]), @intCast(u16, vec2[1]) };
|
||||
}
|
||||
|
||||
fn save() void {
|
||||
var save_buf: [1024]u8 = undefined;
|
||||
var save_stream = std.io.fixedBufferStream(&save_buf);
|
||||
var save_writer = save_stream.writer();
|
||||
save_writer.writeAll("wired") catch return w4.tracef("Couldn't write header");
|
||||
save_writer.writeByte(score) catch return w4.tracef("Couldn't save score");
|
||||
w4.tracef("score %d written", score);
|
||||
|
||||
// Write temporary length values
|
||||
const lengths_start = save_stream.getPos() catch return w4.tracef("Couldn't get pos");
|
||||
save_writer.writeByte(0) catch return w4.tracef("Couldn't write obj length");
|
||||
// save_writer.writeByte(0) catch return w4.tracef("Couldn't write map length");
|
||||
save_writer.writeByte(0) catch return w4.tracef("Couldn't write conduit length");
|
||||
|
||||
// Write player
|
||||
const playerPos = vec2u16(util.vec2fToVec2(player.pos.pos));
|
||||
save_writer.writeByte(@enumToInt(SaveObj.Player)) catch return w4.tracef("Player");
|
||||
save_writer.writeIntBig(u16, playerPos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, playerPos[1]) catch return;
|
||||
// save_writer.writeAll(&[_]u8{ @enumToInt(SaveObj.Player), @intCast(u8, player
|
||||
var obj_len: u8 = 1;
|
||||
|
||||
for (coins.slice()) |coin, i| {
|
||||
obj_len += 1;
|
||||
const id = @intCast(u8, @truncate(u4, i)) << 4;
|
||||
// const cell = util.world2cell(coin.pos.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.Coin) | id) catch return w4.tracef("Couldn't save coin");
|
||||
const pos = vec2u16(util.vec2fToVec2(coin.pos.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeInt(&) catch return;
|
||||
}
|
||||
|
||||
// Write wires
|
||||
for (wires.slice()) |*wire, i| {
|
||||
const id = @intCast(u8, @truncate(u4, i)) << 4;
|
||||
const begin = wire.begin();
|
||||
const end = wire.end();
|
||||
obj_len += 1;
|
||||
if (begin.pinned) {
|
||||
// const cell = util.world2cell(begin.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.WireBeginPinned) | id) catch return w4.tracef("Couldn't save wire");
|
||||
// const pos = cell2u16(cell);
|
||||
const pos = vec2u16(util.vec2fToVec2(begin.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeAll(&cell2u8(cell)) catch return;
|
||||
} else {
|
||||
// const cell = util.world2cell(begin.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.WireBeginLoose) | id) catch return w4.tracef("Couldn't save wire");
|
||||
// const pos = cell2u16(cell);
|
||||
const pos = vec2u16(util.vec2fToVec2(begin.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeAll(&cell2u8(cell)) catch return;
|
||||
}
|
||||
obj_len += 1;
|
||||
if (end.pinned) {
|
||||
// const cell = util.world2cell(end.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.WireEndPinned) | id) catch return w4.tracef("Couldn't save wire");
|
||||
// const pos = cell2u16(cell);
|
||||
const pos = vec2u16(util.vec2fToVec2(end.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeAll(&cell2u8(cell)) catch return;
|
||||
} else {
|
||||
// const cell = util.world2cell(end.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.WireEndLoose) | id) catch return w4.tracef("Couldn't save wire");
|
||||
// const pos = cell2u16(cell);
|
||||
const pos = vec2u16(util.vec2fToVec2(end.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeAll(&cell2u8(cell)) catch return;
|
||||
}
|
||||
}
|
||||
|
||||
// Write map
|
||||
// const map_len = write_diff(save_writer, assets.solid_size[0], &assets.solid, &solids_mutable) catch return w4.tracef("Couldn't save map diff");
|
||||
|
||||
// Write conduit
|
||||
const conduit_len = write_diff(save_writer, assets.conduit_size[0], &assets.conduit, &conduit_mutable) catch return w4.tracef("Couldn't save map diff");
|
||||
|
||||
const endPos = save_stream.getPos() catch return;
|
||||
save_stream.seekTo(lengths_start) catch w4.tracef("Couldn't seek");
|
||||
save_writer.writeByte(obj_len) catch return w4.tracef("Couldn't write obj length");
|
||||
// save_writer.writeByte(map_len) catch return w4.tracef("Couldn't write map length");
|
||||
save_writer.writeByte(conduit_len) catch return w4.tracef("Couldn't write conduit length");
|
||||
|
||||
save_stream.seekTo(endPos) catch return;
|
||||
const save_slice = save_stream.getWritten();
|
||||
const written = w4.diskw(save_slice.ptr, save_slice.len);
|
||||
w4.tracef("%d bytes written", written);
|
||||
for (save_buf[0..written]) |byte| w4.tracef("%d", byte);
|
||||
}
|
||||
|
||||
const Interaction = struct {
|
||||
pos: Vec2,
|
||||
details: union(enum) {
|
||||
wire: struct { id: usize, which: usize },
|
||||
plug: struct { wireID: usize, which: usize },
|
||||
lever,
|
||||
},
|
||||
active: bool = false,
|
||||
};
|
||||
|
||||
fn getNearestCircuitInteraction(pos: Vec2f) ?Interaction {
|
||||
const cell = util.world2cell(pos);
|
||||
if (circuit.get_cell(cell)) |tile| {
|
||||
if (Circuit.is_switch(tile)) {
|
||||
return Interaction{ .details = .lever, .pos = cell * Map.tile_size + Vec2{ 4, 4 } };
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
fn getNearestWireInteraction(pos: Vec2f, range: f32) ?Interaction {
|
||||
var newIndicator: ?Interaction = null;
|
||||
var minDistance: f32 = range;
|
||||
for (wires.slice()) |*wire, wireID| {
|
||||
const begin = wire.begin().pos;
|
||||
const end = wire.end().pos;
|
||||
var dist = util.distancef(begin, pos);
|
||||
if (dist < minDistance) {
|
||||
minDistance = dist;
|
||||
newIndicator = Interaction{
|
||||
.details = .{ .wire = .{ .id = wireID, .which = 0 } },
|
||||
.pos = vec2ftovec2(begin),
|
||||
.active = wire.enabled,
|
||||
};
|
||||
}
|
||||
dist = util.distancef(end, pos);
|
||||
if (dist < minDistance) {
|
||||
minDistance = dist;
|
||||
newIndicator = .{
|
||||
.details = .{ .wire = .{ .id = wireID, .which = wire.nodes.len - 1 } },
|
||||
.pos = vec2ftovec2(end),
|
||||
.active = wire.enabled,
|
||||
};
|
||||
}
|
||||
}
|
||||
return newIndicator;
|
||||
}
|
||||
|
||||
fn manipulationProcess(pos: *Pos, control: *Control) void {
|
||||
var offset = switch (control.facing) {
|
||||
.left => Vec2f{ -6, 0 },
|
||||
.right => Vec2f{ 6, 0 },
|
||||
.up => Vec2f{ 0, -8 },
|
||||
.down => Vec2f{ 0, 8 },
|
||||
};
|
||||
// TODO: add centered property
|
||||
const centeredPos = pos.pos + Vec2f{ 0, -4 };
|
||||
const offsetPos = centeredPos + offset;
|
||||
|
||||
if (control.grabbing == null) {
|
||||
if (getNearestWireInteraction(offsetPos, 8)) |i| {
|
||||
indicator = i;
|
||||
} else if (getNearestWireInteraction(centeredPos - offset, 8)) |i| {
|
||||
indicator = i;
|
||||
} else if (getNearestCircuitInteraction(offsetPos)) |i| {
|
||||
indicator = i;
|
||||
} else if (getNearestCircuitInteraction(centeredPos)) |i| {
|
||||
indicator = i;
|
||||
} else if (getNearestCircuitInteraction(centeredPos - offset)) |i| {
|
||||
indicator = i;
|
||||
}
|
||||
} else if (control.grabbing) |details| {
|
||||
const cell = util.world2cell(offsetPos);
|
||||
var wire = &wires.slice()[details.id];
|
||||
var nodes = wire.nodes.slice();
|
||||
|
||||
var maxLength = wireMaxLength(wire);
|
||||
var length = wireLength(wire);
|
||||
|
||||
if (length > maxLength * 1.5) {
|
||||
nodes[details.which].pinned = false;
|
||||
control.grabbing = null;
|
||||
} else {
|
||||
nodes[details.which].pos = pos.pos + Vec2f{ 0, -4 };
|
||||
}
|
||||
|
||||
if (Circuit.is_plug(circuit.get_cell(cell) orelse 0)) {
|
||||
const active = circuit.isEnabled(cell);
|
||||
indicator = .{
|
||||
.details = .{ .plug = .{ .wireID = details.id, .which = details.which } },
|
||||
.pos = cell * Map.tile_size + Vec2{ 4, 4 },
|
||||
.active = active,
|
||||
};
|
||||
} else if (input.btnp(.one, .two)) {
|
||||
nodes[details.which].pinned = false;
|
||||
control.grabbing = null;
|
||||
}
|
||||
}
|
||||
if (input.btnp(.one, .two)) {
|
||||
if (indicator) |i| {
|
||||
switch (i.details) {
|
||||
.wire => |wire| {
|
||||
control.grabbing = .{ .id = wire.id, .which = wire.which };
|
||||
wires.slice()[wire.id].nodes.slice()[wire.which].pos = pos.pos + Vec2f{ 0, -4 };
|
||||
wires.slice()[wire.id].nodes.slice()[wire.which].pinned = false;
|
||||
updateCircuit();
|
||||
},
|
||||
.plug => |plug| {
|
||||
wires.slice()[plug.wireID].nodes.slice()[plug.which].pos = vec2tovec2f(indicator.?.pos);
|
||||
wires.slice()[plug.wireID].nodes.slice()[plug.which].pinned = true;
|
||||
control.grabbing = null;
|
||||
updateCircuit();
|
||||
},
|
||||
.lever => {
|
||||
const cell = @divTrunc(i.pos, Map.tile_size);
|
||||
circuit.toggle(cell);
|
||||
updateCircuit();
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn updateCircuit() void {
|
||||
circuit.clear();
|
||||
for (wires.slice()) |*wire, wireID| {
|
||||
wire.enabled = false;
|
||||
if (!wire.begin().pinned or !wire.end().pinned) continue;
|
||||
const nodes = wire.nodes.constSlice();
|
||||
const cellBegin = util.world2cell(nodes[0].pos);
|
||||
const cellEnd = util.world2cell(nodes[nodes.len - 1].pos);
|
||||
|
||||
circuit.bridge(.{ cellBegin, cellEnd }, wireID);
|
||||
}
|
||||
_ = circuit.fill();
|
||||
for (wires.slice()) |*wire| {
|
||||
const begin = wire.begin();
|
||||
const end = wire.end();
|
||||
const cellBegin = util.world2cell(begin.pos);
|
||||
const cellEnd = util.world2cell(end.pos);
|
||||
if ((circuit.isEnabled(cellBegin) and begin.pinned) or
|
||||
(circuit.isEnabled(cellEnd) and end.pinned)) wire.enabled = true;
|
||||
}
|
||||
map.reset(&assets.solid);
|
||||
const enabledDoors = circuit.enabledDoors();
|
||||
for (enabledDoors.constSlice()) |door| {
|
||||
map.set_cell(door, 0);
|
||||
}
|
||||
}
|
||||
|
||||
fn wirePhysicsProcess(dt: f32, wire: *Wire) void {
|
||||
var nodes = wire.nodes.slice();
|
||||
if (nodes.len == 0) return;
|
||||
if (!inView(wire.begin().pos) and !inView(wire.end().pos)) return;
|
||||
var physics = Physics{ .gravity = Vec2f{ 0, 0.25 }, .friction = Vec2f{ 0.1, 0.1 } };
|
||||
var kinematic = Kinematic{ .col = AABB{ .pos = Vec2f{ -1, -1 }, .size = Vec2f{ 1, 1 } } };
|
||||
|
||||
for (nodes) |*node| {
|
||||
velocityProcess(dt, node);
|
||||
physicsProcess(dt, node, &physics);
|
||||
kinematicProcess(dt, node, &kinematic);
|
||||
}
|
||||
|
||||
var iterations: usize = 0;
|
||||
while (iterations < 4) : (iterations += 1) {
|
||||
var left: usize = 1;
|
||||
while (left < nodes.len) : (left += 1) {
|
||||
// Left side
|
||||
constrainNodes(&nodes[left - 1], &nodes[left]);
|
||||
kinematicProcess(dt, &nodes[left - 1], &kinematic);
|
||||
kinematicProcess(dt, &nodes[left], &kinematic);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const wireSegmentMaxLength = 4;
|
||||
|
||||
fn wireMaxLength(wire: *Wire) f32 {
|
||||
return @intToFloat(f32, wire.nodes.len) * wireSegmentMaxLength;
|
||||
}
|
||||
|
||||
fn wireLength(wire: *Wire) f32 {
|
||||
var nodes = wire.nodes.slice();
|
||||
var length: f32 = 0;
|
||||
var i: usize = 1;
|
||||
while (i < nodes.len) : (i += 1) {
|
||||
length += util.distancef(nodes[i - 1].pos, nodes[i].pos);
|
||||
}
|
||||
return length;
|
||||
}
|
||||
|
||||
fn constrainNodes(prevNode: *Pos, node: *Pos) void {
|
||||
var diff = prevNode.pos - node.pos;
|
||||
var dist = util.distancef(node.pos, prevNode.pos);
|
||||
var difference: f32 = 0;
|
||||
if (dist > 0) {
|
||||
difference = (wireSegmentMaxLength - dist) / dist;
|
||||
}
|
||||
var translate = diff * @splat(2, 0.5 * difference);
|
||||
if (!prevNode.pinned) prevNode.pos += translate;
|
||||
if (!node.pinned) node.pos -= translate;
|
||||
}
|
||||
|
||||
fn wireDrawProcess(_: f32, wire: *Wire) void {
|
||||
var nodes = wire.nodes.slice();
|
||||
if (nodes.len == 0) return;
|
||||
if (!inView(wire.begin().pos) and !inView(wire.end().pos)) return;
|
||||
|
||||
w4.DRAW_COLORS.* = if (wire.enabled) 0x0002 else 0x0003;
|
||||
for (nodes) |node, i| {
|
||||
if (i == 0) continue;
|
||||
const offset = (camera * Map.tile_size);
|
||||
w4.line(vec2ftovec2(nodes[i - 1].pos) - offset, vec2ftovec2(node.pos) - offset);
|
||||
}
|
||||
}
|
||||
|
||||
fn vec2tovec2f(vec2: w4.Vec2) Vec2f {
|
||||
return Vec2f{ @intToFloat(f32, vec2[0]), @intToFloat(f32, vec2[1]) };
|
||||
}
|
||||
|
||||
fn vec2ftovec2(vec2f: Vec2f) w4.Vec2 {
|
||||
return w4.Vec2{ @floatToInt(i32, vec2f[0]), @floatToInt(i32, vec2f[1]) };
|
||||
}
|
||||
|
||||
fn drawProcess(_: f32, pos: *Pos, sprite: *Sprite) void {
|
||||
if (!inView(pos.pos)) return;
|
||||
const ipos = (util.vec2fToVec2(pos.pos) + sprite.offset) - camera * Map.tile_size;
|
||||
draw_sprite(ipos, sprite.*);
|
||||
}
|
||||
|
||||
fn draw_sprite(pos: Vec2, sprite: Sprite) void {
|
||||
w4.DRAW_COLORS.* = 0x2210;
|
||||
const index = sprite.index;
|
||||
const t = w4.Vec2{ @intCast(i32, (index * 8) % 128), @intCast(i32, (index * 8) / 128) };
|
||||
w4.blitSub(&assets.tiles, pos, sprite.size, t, 128, sprite.flags);
|
||||
}
|
||||
|
||||
fn staticAnimProcess(_: f32, sprite: *Sprite, anim: *StaticAnim) void {
|
||||
anim.update(&sprite.index);
|
||||
}
|
||||
|
||||
fn controlAnimProcess(_: f32, sprite: *Sprite, anim: *ControlAnim, control: *Control) void {
|
||||
const a: usize = switch (control.state) {
|
||||
.stand => 0,
|
||||
.walk => 1,
|
||||
.jump => 2,
|
||||
.fall => 3,
|
||||
.wallSlide => 4,
|
||||
};
|
||||
if (a != 0) music.walking = true else music.walking = false;
|
||||
sprite.flags.flip_x = (control.facing == .left);
|
||||
anim.state.play(anim.anims[a]);
|
||||
anim.state.update(&sprite.index);
|
||||
}
|
||||
|
||||
const approxEqAbs = std.math.approxEqAbs;
|
||||
|
||||
fn controlProcess(_: f32, pos: *Pos, control: *Control, physics: *Physics, kinematic: *Kinematic) void {
|
||||
var delta = Vec2f{ 0, 0 };
|
||||
if (approxEqAbs(f32, kinematic.move[1], 0, 0.01) and kinematic.lastCol[1] > 0) {
|
||||
if (input.btnp(.one, .one)) delta[1] -= 23;
|
||||
if (input.btn(.one, .left)) delta[0] -= 1;
|
||||
if (input.btn(.one, .right)) delta[0] += 1;
|
||||
if (delta[0] != 0 or delta[1] != 0) {
|
||||
control.state = .walk;
|
||||
} else {
|
||||
control.state = .stand;
|
||||
}
|
||||
} else if (kinematic.move[1] > 0 and !approxEqAbs(f32, kinematic.lastCol[0], 0, 0.01) and approxEqAbs(f32, kinematic.lastCol[1], 0, 0.01)) {
|
||||
// w4.trace("{}, {}", .{ kinematic.move, kinematic.lastCol });
|
||||
if (kinematic.lastCol[0] > 0 and input.btnp(.one, .one)) delta = Vec2f{ -10, -15 };
|
||||
if (kinematic.lastCol[0] < 0 and input.btnp(.one, .one)) delta = Vec2f{ 10, -15 };
|
||||
physics.gravity = Vec2f{ 0, 0.05 };
|
||||
control.state = .wallSlide;
|
||||
} else {
|
||||
if (input.btn(.one, .left)) delta[0] -= 1;
|
||||
if (input.btn(.one, .right)) delta[0] += 1;
|
||||
physics.gravity = Vec2f{ 0, 0.25 };
|
||||
if (kinematic.move[1] < 0) control.state = .jump else control.state = .fall;
|
||||
}
|
||||
if (delta[0] > 0) control.facing = .right;
|
||||
if (delta[0] < 0) control.facing = .left;
|
||||
if (input.btn(.one, .up)) control.facing = .up;
|
||||
if (input.btn(.one, .down)) control.facing = .down;
|
||||
var move = delta * @splat(2, @as(f32, 0.2));
|
||||
pos.pos += move;
|
||||
}
|
||||
|
||||
fn kinematicProcess(_: f32, pos: *Pos, kinematic: *Kinematic) void {
|
||||
var next = pos.last;
|
||||
next[0] = pos.pos[0];
|
||||
var hcol = map.collide(kinematic.col.addv(next));
|
||||
if (hcol.len > 0) {
|
||||
kinematic.lastCol[0] = next[0] - pos.last[0];
|
||||
next[0] = pos.last[0];
|
||||
} else if (!approxEqAbs(f32, next[0] - pos.last[0], 0, 0.01)) {
|
||||
kinematic.lastCol[0] = 0;
|
||||
}
|
||||
|
||||
next[1] = pos.pos[1];
|
||||
var vcol = map.collide(kinematic.col.addv(next));
|
||||
if (vcol.len > 0) {
|
||||
kinematic.lastCol[1] = next[1] - pos.last[1];
|
||||
next[1] = pos.last[1];
|
||||
} else if (!approxEqAbs(f32, next[1] - pos.last[1], 0, 0.01)) {
|
||||
kinematic.lastCol[1] = 0;
|
||||
}
|
||||
|
||||
var colPosAbs = next + kinematic.lastCol;
|
||||
var lastCol = map.collide(kinematic.col.addv(colPosAbs));
|
||||
if (lastCol.len == 0) {
|
||||
kinematic.lastCol = Vec2f{ 0, 0 };
|
||||
}
|
||||
|
||||
kinematic.move = next - pos.last;
|
||||
|
||||
pos.pos = next;
|
||||
}
|
||||
|
||||
fn velocityProcess(_: f32, pos: *Pos) void {
|
||||
if (pos.pinned) return;
|
||||
var vel = pos.pos - pos.last;
|
||||
|
||||
vel = @minimum(Vec2f{ 8, 8 }, @maximum(Vec2f{ -8, -8 }, vel));
|
||||
|
||||
pos.last = pos.pos;
|
||||
pos.pos += vel;
|
||||
}
|
||||
|
||||
fn physicsProcess(_: f32, pos: *Pos, physics: *Physics) void {
|
||||
if (pos.pinned) return;
|
||||
var friction = @splat(2, @as(f32, 1)) - physics.friction;
|
||||
pos.pos = pos.last + (pos.pos - pos.last) * friction;
|
||||
pos.pos += physics.gravity;
|
||||
}
|
977
src/main.zig
977
src/main.zig
|
@ -3,215 +3,13 @@ const w4 = @import("wasm4.zig");
|
|||
const assets = @import("assets");
|
||||
const input = @import("input.zig");
|
||||
const util = @import("util.zig");
|
||||
const Circuit = @import("circuit.zig");
|
||||
const Map = @import("map.zig");
|
||||
const Music = @import("music.zig");
|
||||
|
||||
const Vec2 = util.Vec2;
|
||||
const Vec2f = util.Vec2f;
|
||||
const AABB = util.AABB;
|
||||
const Anim = @import("anim.zig");
|
||||
const game = @import("game.zig");
|
||||
const menu = @import("menu.zig");
|
||||
|
||||
// Components
|
||||
const Pos = struct {
|
||||
pos: Vec2f,
|
||||
last: Vec2f,
|
||||
pinned: bool = false,
|
||||
pub fn init(pos: Vec2f) @This() {
|
||||
return @This(){ .pos = pos, .last = pos };
|
||||
}
|
||||
pub fn initVel(pos: Vec2f, vel: Vec2f) @This() {
|
||||
return @This(){ .pos = pos, .last = pos - vel };
|
||||
}
|
||||
};
|
||||
const Control = struct {
|
||||
controller: enum { player },
|
||||
state: enum { stand, walk, jump, fall, wallSlide },
|
||||
facing: enum { left, right, up, down } = .right,
|
||||
grabbing: ?struct { id: usize, which: usize } = null,
|
||||
};
|
||||
const Sprite = struct {
|
||||
offset: Vec2 = Vec2{ 0, 0 },
|
||||
size: w4.Vec2,
|
||||
index: usize,
|
||||
flags: w4.BlitFlags,
|
||||
};
|
||||
const StaticAnim = Anim;
|
||||
const ControlAnim = struct { anims: []AnimData, state: Anim };
|
||||
const Kinematic = struct {
|
||||
col: AABB,
|
||||
move: Vec2f = Vec2f{ 0, 0 },
|
||||
lastCol: Vec2f = Vec2f{ 0, 0 },
|
||||
|
||||
pub fn inAir(this: @This()) bool {
|
||||
return approxEqAbs(f32, this.lastCol[1], 0, 0.01);
|
||||
}
|
||||
|
||||
pub fn onFloor(this: @This()) bool {
|
||||
return approxEqAbs(f32, this.move[1], 0, 0.01) and this.lastCol[1] > 0;
|
||||
}
|
||||
|
||||
pub fn isFalling(this: @This()) bool {
|
||||
return this.move[1] > 0 and approxEqAbs(f32, this.lastCol[1], 0, 0.01);
|
||||
}
|
||||
|
||||
pub fn onWall(this: @This()) bool {
|
||||
return this.isFalling() and !approxEqAbs(f32, this.lastCol[0], 0, 0.01);
|
||||
}
|
||||
};
|
||||
const Wire = struct {
|
||||
nodes: std.BoundedArray(Pos, 32) = std.BoundedArray(Pos, 32).init(0),
|
||||
enabled: bool = false,
|
||||
|
||||
pub fn begin(this: *@This()) *Pos {
|
||||
return &this.nodes.slice()[0];
|
||||
}
|
||||
|
||||
pub fn end(this: *@This()) *Pos {
|
||||
return &this.nodes.slice()[this.nodes.len - 1];
|
||||
}
|
||||
|
||||
pub fn straighten(this: *@This()) void {
|
||||
const b = this.begin().pos;
|
||||
const e = this.end().pos;
|
||||
const size = e - b;
|
||||
for (this.nodes.slice()) |*node, i| {
|
||||
if (i == 0 or i == this.nodes.len - 1) continue;
|
||||
node.pos = b + @splat(2, @intToFloat(f32, i)) * size / @splat(2, @intToFloat(f32, this.nodes.len));
|
||||
}
|
||||
}
|
||||
};
|
||||
const Physics = struct { gravity: Vec2f, friction: Vec2f };
|
||||
const Player = struct {
|
||||
pos: Pos,
|
||||
control: Control,
|
||||
sprite: Sprite,
|
||||
controlAnim: ControlAnim,
|
||||
kinematic: Kinematic,
|
||||
physics: Physics,
|
||||
};
|
||||
// const World = ecs.World(Component);
|
||||
|
||||
const Particle = struct {
|
||||
pos: Pos,
|
||||
life: i32,
|
||||
pub fn init(pos: Pos, life: i32) @This() {
|
||||
return @This(){
|
||||
.pos = pos,
|
||||
.life = life,
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
const ParticleSystem = struct {
|
||||
const MAXPARTICLES = 32;
|
||||
particles: std.BoundedArray(Particle, MAXPARTICLES),
|
||||
pub fn init() @This() {
|
||||
return @This(){
|
||||
.particles = std.BoundedArray(Particle, MAXPARTICLES).init(0) catch unreachable,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn update(this: *@This()) void {
|
||||
var physics = .{ .gravity = Vec2f{ 0, 0.1 }, .friction = Vec2f{ 0.1, 0.1 } };
|
||||
var remove = std.BoundedArray(usize, MAXPARTICLES).init(0) catch unreachable;
|
||||
for (this.particles.slice()) |*part, i| {
|
||||
if (!inView(part.pos.pos)) {
|
||||
remove.append(i) catch unreachable;
|
||||
continue;
|
||||
}
|
||||
velocityProcess(1, &part.pos);
|
||||
physicsProcess(1, &part.pos, &physics);
|
||||
part.life -= 1;
|
||||
if (part.life == 0) remove.append(i) catch unreachable;
|
||||
}
|
||||
while (remove.popOrNull()) |i| {
|
||||
_ = this.particles.swapRemove(i);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw(this: @This()) void {
|
||||
for (this.particles.constSlice()) |*part| {
|
||||
w4.DRAW_COLORS.* = 0x0002;
|
||||
w4.oval(util.vec2fToVec2(part.pos.pos) - camera * Map.tile_size, Vec2{ 2, 2 });
|
||||
}
|
||||
}
|
||||
|
||||
pub fn createRandom(this: *@This(), pos: Vec2f) void {
|
||||
if (this.particles.len == this.particles.capacity()) return;
|
||||
const vel = Vec2f{ randRangeF(-1, 1), randRangeF(-2, 0) };
|
||||
const posComp = Pos.initVel(pos, vel);
|
||||
const life = randRange(10, 50);
|
||||
const part = Particle.init(posComp, life);
|
||||
this.particles.append(part) catch unreachable;
|
||||
}
|
||||
|
||||
pub fn createNRandom(this: *@This(), pos: Vec2f, n: usize) void {
|
||||
var i: usize = 0;
|
||||
while (i < n) : (i += 1) {
|
||||
this.createRandom(pos);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
fn inView(vec: Vec2f) bool {
|
||||
return @reduce(
|
||||
.And,
|
||||
@divTrunc(util.world2cell(vec), @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20)) == camera,
|
||||
);
|
||||
}
|
||||
|
||||
fn randRange(min: i32, max: i32) i32 {
|
||||
return random.intRangeLessThanBiased(i32, min, max);
|
||||
}
|
||||
|
||||
fn randRangeF(min: f32, max: f32) f32 {
|
||||
return min + (random.float(f32) * (max - min));
|
||||
}
|
||||
|
||||
// Global vars
|
||||
var map: Map = undefined;
|
||||
var circuit: Circuit = undefined;
|
||||
var particles: ParticleSystem = undefined;
|
||||
var prng = std.rand.DefaultPrng.init(0);
|
||||
var random = prng.random();
|
||||
var player: Player = undefined;
|
||||
var music = Music.Procedural.init(.C3, &Music.Minor, 83);
|
||||
var wires = std.BoundedArray(Wire, 10).init(0) catch unreachable;
|
||||
var camera = Vec2{ 0, 0 };
|
||||
|
||||
const Coin = struct { pos: Pos, sprite: Sprite, anim: Anim, area: AABB };
|
||||
var coins = std.BoundedArray(Coin, 20).init(0) catch unreachable;
|
||||
var score: u8 = 0;
|
||||
var ScoreCoin = Sprite{
|
||||
.size = Map.tile_size,
|
||||
.index = 4,
|
||||
.flags = .{ .bpp = .b2 },
|
||||
};
|
||||
|
||||
var solids_mutable = assets.solid;
|
||||
var conduit_mutable = assets.conduit;
|
||||
var conduitLevels_mutable: [conduit_mutable.len]u8 = undefined;
|
||||
|
||||
const anim_store = struct {
|
||||
const stand = Anim.frame(8);
|
||||
const walk = Anim.simple(4, &[_]usize{ 9, 10, 11, 12 });
|
||||
const jump = Anim.frame(13);
|
||||
const fall = Anim.frame(14);
|
||||
const wallSlide = Anim.frame(15);
|
||||
const coin = Anim.simple(15, &[_]usize{ 4, 5, 6 });
|
||||
};
|
||||
|
||||
const AnimData = []const Anim.Ops;
|
||||
|
||||
const playerAnim = pac: {
|
||||
var animArr = std.BoundedArray(AnimData, 100).init(0) catch unreachable;
|
||||
animArr.append(&anim_store.stand) catch unreachable;
|
||||
animArr.append(&anim_store.walk) catch unreachable;
|
||||
animArr.append(&anim_store.jump) catch unreachable;
|
||||
animArr.append(&anim_store.fall) catch unreachable;
|
||||
animArr.append(&anim_store.wallSlide) catch unreachable;
|
||||
break :pac animArr.slice();
|
||||
pub const State = enum {
|
||||
Menu,
|
||||
Game,
|
||||
};
|
||||
|
||||
fn showErr(msg: []const u8) noreturn {
|
||||
|
@ -219,764 +17,25 @@ fn showErr(msg: []const u8) noreturn {
|
|||
unreachable;
|
||||
}
|
||||
|
||||
var time: usize = 0;
|
||||
var state: State = .Menu;
|
||||
|
||||
export fn start() void {
|
||||
particles = ParticleSystem.init();
|
||||
|
||||
std.mem.set(u8, &conduitLevels_mutable, 0);
|
||||
circuit = Circuit.init(&conduit_mutable, &conduitLevels_mutable, assets.conduit_size);
|
||||
map = Map.init(&solids_mutable, assets.solid_size);
|
||||
|
||||
camera = @divTrunc(assets.spawn, @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20));
|
||||
|
||||
const tile_size = Vec2{ 8, 8 };
|
||||
const offset = Vec2{ 4, 8 };
|
||||
|
||||
player = .{
|
||||
.pos = Pos.init(util.vec2ToVec2f(assets.spawn * tile_size + offset)),
|
||||
.control = .{ .controller = .player, .state = .stand },
|
||||
.sprite = .{ .offset = .{ -4, -8 }, .size = .{ 8, 8 }, .index = 8, .flags = .{ .bpp = .b2 } },
|
||||
.physics = .{ .friction = Vec2f{ 0.15, 0.1 }, .gravity = Vec2f{ 0, 0.25 } },
|
||||
.controlAnim = ControlAnim{
|
||||
.anims = playerAnim,
|
||||
.state = Anim{ .anim = &.{} },
|
||||
},
|
||||
.kinematic = .{ .col = .{ .pos = .{ -3, -6 }, .size = .{ 5, 5 } } },
|
||||
};
|
||||
|
||||
for (assets.wire) |wire| {
|
||||
var w = wires.addOne() catch showErr("New wire");
|
||||
const divisions = wire.divisions;
|
||||
var i: usize = 0;
|
||||
while (i <= divisions) : (i += 1) {
|
||||
w.nodes.append(Pos.init(Vec2f{ 0, 0 })) catch showErr("Appending nodes");
|
||||
}
|
||||
w.begin().pos = util.vec2ToVec2f(wire.p1);
|
||||
w.end().pos = util.vec2ToVec2f(wire.p2);
|
||||
|
||||
w.begin().pinned = wire.a1;
|
||||
w.end().pinned = wire.a2;
|
||||
|
||||
w.straighten();
|
||||
}
|
||||
|
||||
for (assets.sources) |source| {
|
||||
circuit.addSource(source);
|
||||
}
|
||||
|
||||
for (assets.doors) |door| {
|
||||
circuit.addDoor(door);
|
||||
}
|
||||
|
||||
// _ = w4.diskw("", 0);
|
||||
if (!load()) {
|
||||
for (assets.coins) |coin| {
|
||||
coins.append(.{
|
||||
.pos = Pos.init(util.vec2ToVec2f(coin * tile_size)),
|
||||
.sprite = .{ .offset = .{ 0, 0 }, .size = .{ 8, 8 }, .index = 4, .flags = .{ .bpp = .b2 } },
|
||||
.anim = Anim{ .anim = &anim_store.coin },
|
||||
.area = .{ .pos = .{ 0, 0 }, .size = .{ 8, 8 } },
|
||||
}) catch showErr("Appending coin");
|
||||
}
|
||||
}
|
||||
|
||||
updateCircuit();
|
||||
menu.start();
|
||||
}
|
||||
|
||||
var indicator: ?Interaction = null;
|
||||
var time: usize = 0;
|
||||
|
||||
export fn update() void {
|
||||
for (wires.slice()) |*wire| {
|
||||
wirePhysicsProcess(1, wire);
|
||||
if (wire.enabled) {
|
||||
if (music.isDrumBeat()) {
|
||||
if (!wire.begin().pinned) particles.createNRandom(wire.begin().pos, 8);
|
||||
if (!wire.end().pinned) particles.createNRandom(wire.end().pos, 8);
|
||||
}
|
||||
const newState = switch (state) {
|
||||
.Menu => menu.update(),
|
||||
.Game => game.update(time),
|
||||
};
|
||||
if (state != newState) {
|
||||
state = newState;
|
||||
switch (newState) {
|
||||
.Menu => menu.start(),
|
||||
.Game => game.start(),
|
||||
}
|
||||
}
|
||||
|
||||
velocityProcess(1, &player.pos);
|
||||
physicsProcess(1, &player.pos, &player.physics);
|
||||
manipulationProcess(&player.pos, &player.control);
|
||||
controlProcess(1, &player.pos, &player.control, &player.physics, &player.kinematic);
|
||||
kinematicProcess(1, &player.pos, &player.kinematic);
|
||||
controlAnimProcess(1, &player.sprite, &player.controlAnim, &player.control);
|
||||
particles.update();
|
||||
|
||||
// Drawing
|
||||
w4.DRAW_COLORS.* = 0x0004;
|
||||
w4.rect(.{ 0, 0 }, .{ 160, 160 });
|
||||
drawProcess(1, &player.pos, &player.sprite);
|
||||
|
||||
{
|
||||
var shouldSave = false;
|
||||
var remove = std.BoundedArray(usize, 10).init(0) catch unreachable;
|
||||
for (coins.slice()) |*coin, i| {
|
||||
staticAnimProcess(1, &coin.sprite, &coin.anim);
|
||||
drawProcess(1, &coin.pos, &coin.sprite);
|
||||
if (coin.area.addv(coin.pos.pos).overlaps(player.kinematic.col.addv(player.pos.pos))) {
|
||||
score += 1;
|
||||
remove.append(i) catch unreachable;
|
||||
music.playCollect(score);
|
||||
shouldSave = true;
|
||||
}
|
||||
}
|
||||
while (remove.popOrNull()) |i| {
|
||||
_ = coins.swapRemove(i);
|
||||
}
|
||||
// We save here to prevent duplicate coins
|
||||
if (shouldSave) save();
|
||||
}
|
||||
|
||||
const newCamera = @divTrunc(util.world2cell(player.pos.pos), @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20));
|
||||
if (!@reduce(.And, newCamera == camera)) {
|
||||
save();
|
||||
}
|
||||
camera = newCamera;
|
||||
|
||||
map.draw(camera);
|
||||
circuit.draw(camera);
|
||||
|
||||
for (wires.slice()) |*wire| {
|
||||
wireDrawProcess(1, wire);
|
||||
}
|
||||
|
||||
particles.draw();
|
||||
|
||||
{
|
||||
const pos = util.world2cell(player.pos.pos);
|
||||
const shouldHum = circuit.isEnabled(pos) or
|
||||
circuit.isEnabled(pos + util.Dir.up) or
|
||||
circuit.isEnabled(pos + util.Dir.down) or
|
||||
circuit.isEnabled(pos + util.Dir.left) or
|
||||
circuit.isEnabled(pos + util.Dir.right);
|
||||
if (shouldHum) {
|
||||
w4.tone(.{ .start = 60 }, .{ .release = 255, .sustain = 0 }, 1, .{ .channel = .pulse1, .mode = .p50 });
|
||||
}
|
||||
}
|
||||
|
||||
if (indicator) |details| {
|
||||
const pos = details.pos - (camera * Map.tile_size);
|
||||
const stage = @divTrunc((time % 60), 30);
|
||||
var size = Vec2{ 0, 0 };
|
||||
switch (stage) {
|
||||
0 => size = Vec2{ 6, 6 },
|
||||
else => size = Vec2{ 8, 8 },
|
||||
}
|
||||
|
||||
if (details.active) {
|
||||
// w4.tone(.{ .start = 60 }, .{ .release = 255, .sustain = 0 }, 10, .{ .channel = .pulse1, .mode = .p50 });
|
||||
// music.newIntensity = .danger;
|
||||
w4.DRAW_COLORS.* = 0x0020;
|
||||
} else {
|
||||
w4.DRAW_COLORS.* = 0x0030;
|
||||
}
|
||||
var half = Vec2{ @divTrunc(size[0], 2), @divTrunc(size[1], 2) };
|
||||
switch (details.details) {
|
||||
.wire => w4.oval(pos - half, size),
|
||||
.plug => w4.rect(pos - half, size),
|
||||
.lever => w4.rect(pos - half, size),
|
||||
}
|
||||
}
|
||||
|
||||
// Score UI
|
||||
{
|
||||
const playerPos = util.vec2fToVec2(player.pos.pos) - camera * Map.tile_size;
|
||||
const textOffset = Vec2{ 9, 1 };
|
||||
const textChars = 3;
|
||||
const size = Vec2{ 8 * textChars, 8 } + textOffset;
|
||||
const scorePos = Vec2{
|
||||
if (playerPos[0] > 80) 0 else 160 - size[0],
|
||||
if (playerPos[1] > 80) 0 else 160 - size[1],
|
||||
};
|
||||
|
||||
// Manually convert score to text
|
||||
var scoreDigits = [textChars]u8{ 'x', '0', '0' };
|
||||
scoreDigits[1] = '0' + @divTrunc(score, 10);
|
||||
scoreDigits[2] = '0' + score % 10;
|
||||
|
||||
// Clear background of score
|
||||
w4.DRAW_COLORS.* = 0x0004;
|
||||
w4.rect(scorePos, size);
|
||||
|
||||
// Draw coin
|
||||
draw_sprite(scorePos, ScoreCoin);
|
||||
|
||||
w4.DRAW_COLORS.* = 0x0042;
|
||||
w4.text(&scoreDigits, scorePos + Vec2{ 9, 1 });
|
||||
}
|
||||
|
||||
// Music
|
||||
const musicCommand = music.getNext(1);
|
||||
for (musicCommand.constSlice()) |sfx| {
|
||||
w4.tone(sfx.freq, sfx.duration, sfx.volume, sfx.flags);
|
||||
}
|
||||
|
||||
indicator = null;
|
||||
input.update();
|
||||
time += 1;
|
||||
}
|
||||
|
||||
fn write_diff(writer: anytype, stride: usize, initial: []const u8, mapBuf: []const u8) !u8 {
|
||||
var written: u8 = 0;
|
||||
for (initial) |init_tile, i| {
|
||||
if (mapBuf[i] != init_tile) {
|
||||
const x = @intCast(u8, i % @intCast(usize, stride));
|
||||
const y = @intCast(u8, @divTrunc(i, @intCast(usize, stride)));
|
||||
const temp = [3]u8{ x, y, mapBuf[i] };
|
||||
try writer.writeAll(&temp);
|
||||
written += 1;
|
||||
}
|
||||
}
|
||||
return written;
|
||||
}
|
||||
|
||||
pub fn load_diff(mapBuf: []u8, stride: usize, diff: []const u8) void {
|
||||
var i: usize = 0;
|
||||
while (i < diff.len) : (i += 3) {
|
||||
const x = diff[i];
|
||||
const y = diff[i + 1];
|
||||
const tile = diff[i + 2];
|
||||
const a = x + y * stride;
|
||||
mapBuf[a] = tile;
|
||||
// this.set_cell(Cell{ x, y }, tile);
|
||||
}
|
||||
}
|
||||
|
||||
fn load() bool {
|
||||
var load_buf: [1024]u8 = undefined;
|
||||
const read = w4.diskr(&load_buf, 1024);
|
||||
w4.tracef("%d bytes read", read);
|
||||
|
||||
// if (true) return false;
|
||||
if (read <= 0) return false;
|
||||
// for (load_buf[0 .. read - 1]) |byte| w4.tracef("%d", byte);
|
||||
|
||||
var stream = std.io.fixedBufferStream(load_buf[0..read]);
|
||||
var reader = stream.reader();
|
||||
|
||||
var header: [5]u8 = undefined;
|
||||
_ = reader.read(&header) catch w4.tracef("couldn't load header");
|
||||
w4.tracef("%s", &header);
|
||||
if (!std.mem.eql(u8, "wired", &header)) return false; // w4.tracef("did not load, incorrect header bytes");
|
||||
|
||||
score = reader.readByte() catch return false;
|
||||
|
||||
const obj_len = reader.readByte() catch return false;
|
||||
// const map_len = reader.readByte() catch return false;
|
||||
const conduit_len = reader.readByte() catch return false;
|
||||
|
||||
var i: usize = 0;
|
||||
while (i < obj_len) : (i += 1) {
|
||||
const b = reader.readByte() catch return false;
|
||||
const obj = @intToEnum(SaveObj, @truncate(u4, b));
|
||||
const id = @truncate(u4, b >> 4);
|
||||
const x = reader.readIntBig(u16) catch return false;
|
||||
const y = reader.readIntBig(u16) catch return false;
|
||||
var pos = Pos.init(util.vec2ToVec2f(Vec2{ x, y }));
|
||||
switch (obj) {
|
||||
.Player => {
|
||||
w4.tracef("player at %d, %d", x, y);
|
||||
player.pos = pos;
|
||||
// player.pos.pos += Vec2f{ 4, 6 };
|
||||
},
|
||||
.Coin => {
|
||||
coins.append(.{
|
||||
.pos = pos,
|
||||
.sprite = .{ .offset = .{ 0, 0 }, .size = .{ 8, 8 }, .index = 4, .flags = .{ .bpp = .b2 } },
|
||||
.anim = Anim{ .anim = &anim_store.coin },
|
||||
.area = .{ .pos = .{ 0, 0 }, .size = .{ 8, 8 } },
|
||||
}) catch unreachable;
|
||||
},
|
||||
.WireBeginPinned => {
|
||||
var begin = wires.slice()[id].begin();
|
||||
begin.* = pos;
|
||||
begin.pinned = true;
|
||||
wires.slice()[id].straighten();
|
||||
},
|
||||
.WireBeginLoose => {
|
||||
var begin = wires.slice()[id].begin();
|
||||
begin.* = pos;
|
||||
begin.pinned = false;
|
||||
wires.slice()[id].straighten();
|
||||
},
|
||||
.WireEndPinned => {
|
||||
var end = wires.slice()[id].end();
|
||||
end.* = pos;
|
||||
end.pinned = true;
|
||||
wires.slice()[id].straighten();
|
||||
},
|
||||
.WireEndLoose => {
|
||||
var end = wires.slice()[id].end();
|
||||
end.* = pos;
|
||||
end.pinned = false;
|
||||
wires.slice()[id].straighten();
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
// Load map
|
||||
var buf: [256]u8 = undefined;
|
||||
// const len = reader.readByte() catch return;
|
||||
// const bytes_map = reader.read(buf[0 .. map_len * 3]) catch return false;
|
||||
// w4.tracef("loading %d map diffs... %d bytes", map_len, bytes_map);
|
||||
// load_diff(&solids_mutable, assets.solid_size[0], buf[0..bytes_map]);
|
||||
|
||||
// Load conduit
|
||||
// const conduit_len = reader.readByte() catch return;
|
||||
const bytes_conduit = reader.read(buf[0 .. conduit_len * 3]) catch return false;
|
||||
w4.tracef("loading %d conduit diffs... %d bytes", conduit_len, bytes_conduit);
|
||||
for (buf[0..bytes_conduit]) |byte| w4.tracef("%d", byte);
|
||||
load_diff(&conduit_mutable, assets.conduit_size[0], buf[0..bytes_conduit]);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
const SaveObj = enum(u4) {
|
||||
Player,
|
||||
Coin,
|
||||
WireBeginPinned,
|
||||
WireBeginLoose,
|
||||
WireEndPinned,
|
||||
WireEndLoose,
|
||||
};
|
||||
|
||||
fn cell2u8(cell: util.Cell) [2]u8 {
|
||||
return [_]u8{ @intCast(u8, cell[0]), @intCast(u8, cell[1]) };
|
||||
}
|
||||
|
||||
fn vec2u16(vec2: util.Vec2) [2]u16 {
|
||||
return [_]u16{ @intCast(u16, vec2[0]), @intCast(u16, vec2[1]) };
|
||||
}
|
||||
|
||||
fn save() void {
|
||||
var save_buf: [1024]u8 = undefined;
|
||||
var save_stream = std.io.fixedBufferStream(&save_buf);
|
||||
var save_writer = save_stream.writer();
|
||||
save_writer.writeAll("wired") catch return w4.tracef("Couldn't write header");
|
||||
save_writer.writeByte(score) catch return w4.tracef("Couldn't save score");
|
||||
w4.tracef("score %d written", score);
|
||||
|
||||
// Write temporary length values
|
||||
const lengths_start = save_stream.getPos() catch return w4.tracef("Couldn't get pos");
|
||||
save_writer.writeByte(0) catch return w4.tracef("Couldn't write obj length");
|
||||
// save_writer.writeByte(0) catch return w4.tracef("Couldn't write map length");
|
||||
save_writer.writeByte(0) catch return w4.tracef("Couldn't write conduit length");
|
||||
|
||||
// Write player
|
||||
const playerPos = vec2u16(util.vec2fToVec2(player.pos.pos));
|
||||
save_writer.writeByte(@enumToInt(SaveObj.Player)) catch return w4.tracef("Player");
|
||||
save_writer.writeIntBig(u16, playerPos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, playerPos[1]) catch return;
|
||||
// save_writer.writeAll(&[_]u8{ @enumToInt(SaveObj.Player), @intCast(u8, player
|
||||
var obj_len: u8 = 1;
|
||||
|
||||
for (coins.slice()) |coin, i| {
|
||||
obj_len += 1;
|
||||
const id = @intCast(u8, @truncate(u4, i)) << 4;
|
||||
// const cell = util.world2cell(coin.pos.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.Coin) | id) catch return w4.tracef("Couldn't save coin");
|
||||
const pos = vec2u16(util.vec2fToVec2(coin.pos.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeInt(&) catch return;
|
||||
}
|
||||
|
||||
// Write wires
|
||||
for (wires.slice()) |*wire, i| {
|
||||
const id = @intCast(u8, @truncate(u4, i)) << 4;
|
||||
const begin = wire.begin();
|
||||
const end = wire.end();
|
||||
obj_len += 1;
|
||||
if (begin.pinned) {
|
||||
// const cell = util.world2cell(begin.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.WireBeginPinned) | id) catch return w4.tracef("Couldn't save wire");
|
||||
// const pos = cell2u16(cell);
|
||||
const pos = vec2u16(util.vec2fToVec2(begin.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeAll(&cell2u8(cell)) catch return;
|
||||
} else {
|
||||
// const cell = util.world2cell(begin.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.WireBeginLoose) | id) catch return w4.tracef("Couldn't save wire");
|
||||
// const pos = cell2u16(cell);
|
||||
const pos = vec2u16(util.vec2fToVec2(begin.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeAll(&cell2u8(cell)) catch return;
|
||||
}
|
||||
obj_len += 1;
|
||||
if (end.pinned) {
|
||||
// const cell = util.world2cell(end.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.WireEndPinned) | id) catch return w4.tracef("Couldn't save wire");
|
||||
// const pos = cell2u16(cell);
|
||||
const pos = vec2u16(util.vec2fToVec2(end.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeAll(&cell2u8(cell)) catch return;
|
||||
} else {
|
||||
// const cell = util.world2cell(end.pos);
|
||||
save_writer.writeByte(@enumToInt(SaveObj.WireEndLoose) | id) catch return w4.tracef("Couldn't save wire");
|
||||
// const pos = cell2u16(cell);
|
||||
const pos = vec2u16(util.vec2fToVec2(end.pos));
|
||||
save_writer.writeIntBig(u16, pos[0]) catch return;
|
||||
save_writer.writeIntBig(u16, pos[1]) catch return;
|
||||
// save_writer.writeAll(&cell2u8(cell)) catch return;
|
||||
}
|
||||
}
|
||||
|
||||
// Write map
|
||||
// const map_len = write_diff(save_writer, assets.solid_size[0], &assets.solid, &solids_mutable) catch return w4.tracef("Couldn't save map diff");
|
||||
|
||||
// Write conduit
|
||||
const conduit_len = write_diff(save_writer, assets.conduit_size[0], &assets.conduit, &conduit_mutable) catch return w4.tracef("Couldn't save map diff");
|
||||
|
||||
const endPos = save_stream.getPos() catch return;
|
||||
save_stream.seekTo(lengths_start) catch w4.tracef("Couldn't seek");
|
||||
save_writer.writeByte(obj_len) catch return w4.tracef("Couldn't write obj length");
|
||||
// save_writer.writeByte(map_len) catch return w4.tracef("Couldn't write map length");
|
||||
save_writer.writeByte(conduit_len) catch return w4.tracef("Couldn't write conduit length");
|
||||
|
||||
save_stream.seekTo(endPos) catch return;
|
||||
const save_slice = save_stream.getWritten();
|
||||
const written = w4.diskw(save_slice.ptr, save_slice.len);
|
||||
w4.tracef("%d bytes written", written);
|
||||
for (save_buf[0..written]) |byte| w4.tracef("%d", byte);
|
||||
}
|
||||
|
||||
const Interaction = struct {
|
||||
pos: Vec2,
|
||||
details: union(enum) {
|
||||
wire: struct { id: usize, which: usize },
|
||||
plug: struct { wireID: usize, which: usize },
|
||||
lever,
|
||||
},
|
||||
active: bool = false,
|
||||
};
|
||||
|
||||
fn getNearestCircuitInteraction(pos: Vec2f) ?Interaction {
|
||||
const cell = util.world2cell(pos);
|
||||
if (circuit.get_cell(cell)) |tile| {
|
||||
if (Circuit.is_switch(tile)) {
|
||||
return Interaction{ .details = .lever, .pos = cell * Map.tile_size + Vec2{ 4, 4 } };
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
fn getNearestWireInteraction(pos: Vec2f, range: f32) ?Interaction {
|
||||
var newIndicator: ?Interaction = null;
|
||||
var minDistance: f32 = range;
|
||||
for (wires.slice()) |*wire, wireID| {
|
||||
const begin = wire.begin().pos;
|
||||
const end = wire.end().pos;
|
||||
var dist = util.distancef(begin, pos);
|
||||
if (dist < minDistance) {
|
||||
minDistance = dist;
|
||||
newIndicator = Interaction{
|
||||
.details = .{ .wire = .{ .id = wireID, .which = 0 } },
|
||||
.pos = vec2ftovec2(begin),
|
||||
.active = wire.enabled,
|
||||
};
|
||||
}
|
||||
dist = util.distancef(end, pos);
|
||||
if (dist < minDistance) {
|
||||
minDistance = dist;
|
||||
newIndicator = .{
|
||||
.details = .{ .wire = .{ .id = wireID, .which = wire.nodes.len - 1 } },
|
||||
.pos = vec2ftovec2(end),
|
||||
.active = wire.enabled,
|
||||
};
|
||||
}
|
||||
}
|
||||
return newIndicator;
|
||||
}
|
||||
|
||||
fn manipulationProcess(pos: *Pos, control: *Control) void {
|
||||
var offset = switch (control.facing) {
|
||||
.left => Vec2f{ -6, 0 },
|
||||
.right => Vec2f{ 6, 0 },
|
||||
.up => Vec2f{ 0, -8 },
|
||||
.down => Vec2f{ 0, 8 },
|
||||
};
|
||||
// TODO: add centered property
|
||||
const centeredPos = pos.pos + Vec2f{ 0, -4 };
|
||||
const offsetPos = centeredPos + offset;
|
||||
|
||||
if (control.grabbing == null) {
|
||||
if (getNearestWireInteraction(offsetPos, 8)) |i| {
|
||||
indicator = i;
|
||||
} else if (getNearestWireInteraction(centeredPos - offset, 8)) |i| {
|
||||
indicator = i;
|
||||
} else if (getNearestCircuitInteraction(offsetPos)) |i| {
|
||||
indicator = i;
|
||||
} else if (getNearestCircuitInteraction(centeredPos)) |i| {
|
||||
indicator = i;
|
||||
} else if (getNearestCircuitInteraction(centeredPos - offset)) |i| {
|
||||
indicator = i;
|
||||
}
|
||||
} else if (control.grabbing) |details| {
|
||||
const cell = util.world2cell(offsetPos);
|
||||
var wire = &wires.slice()[details.id];
|
||||
var nodes = wire.nodes.slice();
|
||||
|
||||
var maxLength = wireMaxLength(wire);
|
||||
var length = wireLength(wire);
|
||||
|
||||
if (length > maxLength * 1.5) {
|
||||
nodes[details.which].pinned = false;
|
||||
control.grabbing = null;
|
||||
} else {
|
||||
nodes[details.which].pos = pos.pos + Vec2f{ 0, -4 };
|
||||
}
|
||||
|
||||
if (Circuit.is_plug(circuit.get_cell(cell) orelse 0)) {
|
||||
const active = circuit.isEnabled(cell);
|
||||
indicator = .{
|
||||
.details = .{ .plug = .{ .wireID = details.id, .which = details.which } },
|
||||
.pos = cell * Map.tile_size + Vec2{ 4, 4 },
|
||||
.active = active,
|
||||
};
|
||||
} else if (input.btnp(.one, .two)) {
|
||||
nodes[details.which].pinned = false;
|
||||
control.grabbing = null;
|
||||
}
|
||||
}
|
||||
if (input.btnp(.one, .two)) {
|
||||
if (indicator) |i| {
|
||||
switch (i.details) {
|
||||
.wire => |wire| {
|
||||
control.grabbing = .{ .id = wire.id, .which = wire.which };
|
||||
wires.slice()[wire.id].nodes.slice()[wire.which].pos = pos.pos + Vec2f{ 0, -4 };
|
||||
wires.slice()[wire.id].nodes.slice()[wire.which].pinned = false;
|
||||
updateCircuit();
|
||||
},
|
||||
.plug => |plug| {
|
||||
wires.slice()[plug.wireID].nodes.slice()[plug.which].pos = vec2tovec2f(indicator.?.pos);
|
||||
wires.slice()[plug.wireID].nodes.slice()[plug.which].pinned = true;
|
||||
control.grabbing = null;
|
||||
updateCircuit();
|
||||
},
|
||||
.lever => {
|
||||
const cell = @divTrunc(i.pos, Map.tile_size);
|
||||
circuit.toggle(cell);
|
||||
updateCircuit();
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn updateCircuit() void {
|
||||
circuit.clear();
|
||||
for (wires.slice()) |*wire, wireID| {
|
||||
wire.enabled = false;
|
||||
if (!wire.begin().pinned or !wire.end().pinned) continue;
|
||||
const nodes = wire.nodes.constSlice();
|
||||
const cellBegin = util.world2cell(nodes[0].pos);
|
||||
const cellEnd = util.world2cell(nodes[nodes.len - 1].pos);
|
||||
|
||||
circuit.bridge(.{ cellBegin, cellEnd }, wireID);
|
||||
}
|
||||
_ = circuit.fill();
|
||||
for (wires.slice()) |*wire| {
|
||||
const begin = wire.begin();
|
||||
const end = wire.end();
|
||||
const cellBegin = util.world2cell(begin.pos);
|
||||
const cellEnd = util.world2cell(end.pos);
|
||||
if ((circuit.isEnabled(cellBegin) and begin.pinned) or
|
||||
(circuit.isEnabled(cellEnd) and end.pinned)) wire.enabled = true;
|
||||
}
|
||||
map.reset(&assets.solid);
|
||||
const enabledDoors = circuit.enabledDoors();
|
||||
for (enabledDoors.constSlice()) |door| {
|
||||
map.set_cell(door, 0);
|
||||
}
|
||||
}
|
||||
|
||||
fn wirePhysicsProcess(dt: f32, wire: *Wire) void {
|
||||
var nodes = wire.nodes.slice();
|
||||
if (nodes.len == 0) return;
|
||||
if (!inView(wire.begin().pos) and !inView(wire.end().pos)) return;
|
||||
var physics = Physics{ .gravity = Vec2f{ 0, 0.25 }, .friction = Vec2f{ 0.1, 0.1 } };
|
||||
var kinematic = Kinematic{ .col = AABB{ .pos = Vec2f{ -1, -1 }, .size = Vec2f{ 1, 1 } } };
|
||||
|
||||
for (nodes) |*node| {
|
||||
velocityProcess(dt, node);
|
||||
physicsProcess(dt, node, &physics);
|
||||
kinematicProcess(dt, node, &kinematic);
|
||||
}
|
||||
|
||||
var iterations: usize = 0;
|
||||
while (iterations < 4) : (iterations += 1) {
|
||||
var left: usize = 1;
|
||||
while (left < nodes.len) : (left += 1) {
|
||||
// Left side
|
||||
constrainNodes(&nodes[left - 1], &nodes[left]);
|
||||
kinematicProcess(dt, &nodes[left - 1], &kinematic);
|
||||
kinematicProcess(dt, &nodes[left], &kinematic);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const wireSegmentMaxLength = 4;
|
||||
|
||||
fn wireMaxLength(wire: *Wire) f32 {
|
||||
return @intToFloat(f32, wire.nodes.len) * wireSegmentMaxLength;
|
||||
}
|
||||
|
||||
fn wireLength(wire: *Wire) f32 {
|
||||
var nodes = wire.nodes.slice();
|
||||
var length: f32 = 0;
|
||||
var i: usize = 1;
|
||||
while (i < nodes.len) : (i += 1) {
|
||||
length += util.distancef(nodes[i - 1].pos, nodes[i].pos);
|
||||
}
|
||||
return length;
|
||||
}
|
||||
|
||||
fn constrainNodes(prevNode: *Pos, node: *Pos) void {
|
||||
var diff = prevNode.pos - node.pos;
|
||||
var dist = util.distancef(node.pos, prevNode.pos);
|
||||
var difference: f32 = 0;
|
||||
if (dist > 0) {
|
||||
difference = (wireSegmentMaxLength - dist) / dist;
|
||||
}
|
||||
var translate = diff * @splat(2, 0.5 * difference);
|
||||
if (!prevNode.pinned) prevNode.pos += translate;
|
||||
if (!node.pinned) node.pos -= translate;
|
||||
}
|
||||
|
||||
fn wireDrawProcess(_: f32, wire: *Wire) void {
|
||||
var nodes = wire.nodes.slice();
|
||||
if (nodes.len == 0) return;
|
||||
if (!inView(wire.begin().pos) and !inView(wire.end().pos)) return;
|
||||
|
||||
w4.DRAW_COLORS.* = if (wire.enabled) 0x0002 else 0x0003;
|
||||
for (nodes) |node, i| {
|
||||
if (i == 0) continue;
|
||||
const offset = (camera * Map.tile_size);
|
||||
w4.line(vec2ftovec2(nodes[i - 1].pos) - offset, vec2ftovec2(node.pos) - offset);
|
||||
}
|
||||
}
|
||||
|
||||
fn vec2tovec2f(vec2: w4.Vec2) Vec2f {
|
||||
return Vec2f{ @intToFloat(f32, vec2[0]), @intToFloat(f32, vec2[1]) };
|
||||
}
|
||||
|
||||
fn vec2ftovec2(vec2f: Vec2f) w4.Vec2 {
|
||||
return w4.Vec2{ @floatToInt(i32, vec2f[0]), @floatToInt(i32, vec2f[1]) };
|
||||
}
|
||||
|
||||
fn drawProcess(_: f32, pos: *Pos, sprite: *Sprite) void {
|
||||
if (!inView(pos.pos)) return;
|
||||
const ipos = (util.vec2fToVec2(pos.pos) + sprite.offset) - camera * Map.tile_size;
|
||||
draw_sprite(ipos, sprite.*);
|
||||
}
|
||||
|
||||
fn draw_sprite(pos: Vec2, sprite: Sprite) void {
|
||||
w4.DRAW_COLORS.* = 0x2210;
|
||||
const index = sprite.index;
|
||||
const t = w4.Vec2{ @intCast(i32, (index * 8) % 128), @intCast(i32, (index * 8) / 128) };
|
||||
w4.blitSub(&assets.tiles, pos, sprite.size, t, 128, sprite.flags);
|
||||
}
|
||||
|
||||
fn staticAnimProcess(_: f32, sprite: *Sprite, anim: *StaticAnim) void {
|
||||
anim.update(&sprite.index);
|
||||
}
|
||||
|
||||
fn controlAnimProcess(_: f32, sprite: *Sprite, anim: *ControlAnim, control: *Control) void {
|
||||
const a: usize = switch (control.state) {
|
||||
.stand => 0,
|
||||
.walk => 1,
|
||||
.jump => 2,
|
||||
.fall => 3,
|
||||
.wallSlide => 4,
|
||||
};
|
||||
if (a != 0) music.walking = true else music.walking = false;
|
||||
sprite.flags.flip_x = (control.facing == .left);
|
||||
anim.state.play(anim.anims[a]);
|
||||
anim.state.update(&sprite.index);
|
||||
}
|
||||
|
||||
const approxEqAbs = std.math.approxEqAbs;
|
||||
|
||||
fn controlProcess(_: f32, pos: *Pos, control: *Control, physics: *Physics, kinematic: *Kinematic) void {
|
||||
var delta = Vec2f{ 0, 0 };
|
||||
if (approxEqAbs(f32, kinematic.move[1], 0, 0.01) and kinematic.lastCol[1] > 0) {
|
||||
if (input.btnp(.one, .one)) delta[1] -= 23;
|
||||
if (input.btn(.one, .left)) delta[0] -= 1;
|
||||
if (input.btn(.one, .right)) delta[0] += 1;
|
||||
if (delta[0] != 0 or delta[1] != 0) {
|
||||
control.state = .walk;
|
||||
} else {
|
||||
control.state = .stand;
|
||||
}
|
||||
} else if (kinematic.move[1] > 0 and !approxEqAbs(f32, kinematic.lastCol[0], 0, 0.01) and approxEqAbs(f32, kinematic.lastCol[1], 0, 0.01)) {
|
||||
// w4.trace("{}, {}", .{ kinematic.move, kinematic.lastCol });
|
||||
if (kinematic.lastCol[0] > 0 and input.btnp(.one, .one)) delta = Vec2f{ -10, -15 };
|
||||
if (kinematic.lastCol[0] < 0 and input.btnp(.one, .one)) delta = Vec2f{ 10, -15 };
|
||||
physics.gravity = Vec2f{ 0, 0.05 };
|
||||
control.state = .wallSlide;
|
||||
} else {
|
||||
if (input.btn(.one, .left)) delta[0] -= 1;
|
||||
if (input.btn(.one, .right)) delta[0] += 1;
|
||||
physics.gravity = Vec2f{ 0, 0.25 };
|
||||
if (kinematic.move[1] < 0) control.state = .jump else control.state = .fall;
|
||||
}
|
||||
if (delta[0] > 0) control.facing = .right;
|
||||
if (delta[0] < 0) control.facing = .left;
|
||||
if (input.btn(.one, .up)) control.facing = .up;
|
||||
if (input.btn(.one, .down)) control.facing = .down;
|
||||
var move = delta * @splat(2, @as(f32, 0.2));
|
||||
pos.pos += move;
|
||||
}
|
||||
|
||||
fn kinematicProcess(_: f32, pos: *Pos, kinematic: *Kinematic) void {
|
||||
var next = pos.last;
|
||||
next[0] = pos.pos[0];
|
||||
var hcol = map.collide(kinematic.col.addv(next));
|
||||
if (hcol.len > 0) {
|
||||
kinematic.lastCol[0] = next[0] - pos.last[0];
|
||||
next[0] = pos.last[0];
|
||||
} else if (!approxEqAbs(f32, next[0] - pos.last[0], 0, 0.01)) {
|
||||
kinematic.lastCol[0] = 0;
|
||||
}
|
||||
|
||||
next[1] = pos.pos[1];
|
||||
var vcol = map.collide(kinematic.col.addv(next));
|
||||
if (vcol.len > 0) {
|
||||
kinematic.lastCol[1] = next[1] - pos.last[1];
|
||||
next[1] = pos.last[1];
|
||||
} else if (!approxEqAbs(f32, next[1] - pos.last[1], 0, 0.01)) {
|
||||
kinematic.lastCol[1] = 0;
|
||||
}
|
||||
|
||||
var colPosAbs = next + kinematic.lastCol;
|
||||
var lastCol = map.collide(kinematic.col.addv(colPosAbs));
|
||||
if (lastCol.len == 0) {
|
||||
kinematic.lastCol = Vec2f{ 0, 0 };
|
||||
}
|
||||
|
||||
kinematic.move = next - pos.last;
|
||||
|
||||
pos.pos = next;
|
||||
}
|
||||
|
||||
fn velocityProcess(_: f32, pos: *Pos) void {
|
||||
if (pos.pinned) return;
|
||||
var vel = pos.pos - pos.last;
|
||||
|
||||
vel = @minimum(Vec2f{ 8, 8 }, @maximum(Vec2f{ -8, -8 }, vel));
|
||||
|
||||
pos.last = pos.pos;
|
||||
pos.pos += vel;
|
||||
}
|
||||
|
||||
fn physicsProcess(_: f32, pos: *Pos, physics: *Physics) void {
|
||||
if (pos.pinned) return;
|
||||
var friction = @splat(2, @as(f32, 1)) - physics.friction;
|
||||
pos.pos = pos.last + (pos.pos - pos.last) * friction;
|
||||
pos.pos += physics.gravity;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,44 @@
|
|||
const input = @import("input.zig");
|
||||
const w4 = @import("wasm4.zig");
|
||||
const State = @import("main.zig").State;
|
||||
|
||||
const Vec2 = w4.Vec2;
|
||||
|
||||
var selected: i32 = 0;
|
||||
const MenuOptions = enum(usize) {
|
||||
Continue,
|
||||
NewGame,
|
||||
};
|
||||
|
||||
pub fn start() void {
|
||||
selected = 0;
|
||||
}
|
||||
|
||||
pub fn update() State {
|
||||
w4.DRAW_COLORS.* = 0x0002;
|
||||
var i: i32 = 1;
|
||||
w4.text("WIRED", Vec2{ 16, i * 16 });
|
||||
i += 1;
|
||||
w4.text("Continue", Vec2{ 16, i * 16 });
|
||||
i += 1;
|
||||
w4.text("New Game", Vec2{ 16, i * 16 });
|
||||
i += 1;
|
||||
w4.text(">", Vec2{ 8, 32 + selected * 16 });
|
||||
|
||||
if (input.btnp(.one, .down)) selected += 1;
|
||||
if (input.btnp(.one, .up)) selected -= 1;
|
||||
|
||||
selected = if (selected < 0) 1 else @mod(selected, 2);
|
||||
|
||||
if (input.btnp(.one, .one) or input.btnp(.one, .two)) {
|
||||
switch (@intToEnum(MenuOptions, selected)) {
|
||||
.Continue => return .Game,
|
||||
.NewGame => {
|
||||
_ = w4.diskw("", 0);
|
||||
return .Game;
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
return .Menu;
|
||||
}
|
Loading…
Reference in New Issue