Wires work properly again

master
Louis Pearson 2022-01-22 22:17:20 -07:00
parent a458426bed
commit d8f624a838
6 changed files with 105 additions and 68 deletions

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@ -1,5 +1,5 @@
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<map version="1.5" tiledversion="1.7.2" orientation="orthogonal" renderorder="right-down" width="60" height="60" tilewidth="8" tileheight="8" infinite="0" nextlayerid="4" nextobjectid="7">
<editorsettings>
<chunksize width="20" height="20"/>
<export target="map.json" format="json"/>
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</layer>
<objectgroup id="3" name="objects">
@ -140,12 +140,19 @@
<object id="2" type="source" x="4" y="332">
<point/>
</object>
<object id="3" type="wire" x="44" y="452">
<object id="3" type="wire" x="52" y="460">
<properties>
<property name="anchor1" type="bool" value="false"/>
<property name="anchor1" type="bool" value="true"/>
<property name="anchor2" type="bool" value="false"/>
</properties>
<polyline points="0,0 -24,0"/>
<polyline points="0,-8 -50,10"/>
</object>
<object id="4" type="focus" x="0" y="424" width="96" height="56"/>
<object id="5" type="wire" x="20" y="436">
<polyline points="0,0 16,0"/>
</object>
<object id="6" type="door" x="84" y="468">
<point/>
</object>
</objectgroup>
</map>

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@ -151,7 +151,6 @@ const CellMap = struct {
const BridgeState = struct { cells: [2]Cell, id: usize, enabled: bool };
offset: Cell,
map: []const u8,
map_size: Vec2,
cell_map: CellMap,
@ -160,7 +159,6 @@ sources: std.BoundedArray(Cell, MAXSOURCES),
pub fn init() @This() {
var this = @This(){
.offset = Cell{ 0, 0 },
.map = &assets.conduit,
.map_size = assets.conduit_size,
.cell_map = CellMap.init(),
@ -170,19 +168,9 @@ pub fn init() @This() {
return this;
}
pub fn load(this: *@This(), offset: Cell, map: []const u8, map_size: Vec2) void {
this.offset = offset;
pub fn load(this: *@This(), map: []const u8, map_size: Vec2) void {
this.map = map;
this.map_size = map_size;
// var y: usize = 0;
// while (y < 20) : (y += 1) {
// var x: usize = 0;
// while (x < 20) : (x += 1) {
// const i = x + y * 20;
// const a = (@intCast(usize, offset[0]) + x) + (@intCast(usize, offset[1]) + y) * @intCast(usize, map_size[0]);
// this.cells[i].tile = map[a];
// }
// }
}
pub fn indexOf(this: @This(), cell: Cell) ?usize {
@ -295,16 +283,16 @@ const tilemap_width = 16;
const tilemap_height = 16;
const tilemap_stride = 128;
pub fn draw(this: @This()) void {
pub fn draw(this: @This(), offset: Vec2) void {
var y: usize = 0;
while (y < height) : (y += 1) {
var x: usize = 0;
while (x < width) : (x += 1) {
const cell = Vec2{ @intCast(i32, x), @intCast(i32, y) };
const pos = cell * tile_size;
const tile = this.get_cell(cell + this.offset) orelse continue;
const tile = this.get_cell(cell + offset) orelse continue;
if (tile == 0) continue;
if (this.isEnabled(cell + this.offset)) w4.DRAW_COLORS.* = 0x0210 else w4.DRAW_COLORS.* = 0x0310;
if (this.isEnabled(cell + offset)) w4.DRAW_COLORS.* = 0x0210 else w4.DRAW_COLORS.* = 0x0310;
const t = Vec2{
@intCast(i32, (tile % tilemap_width) * tile_size[0]),
@intCast(i32, (tile / tilemap_width) * tile_size[0]),

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@ -114,7 +114,7 @@ const ParticleSystem = struct {
pub fn draw(this: @This()) void {
for (this.particles.constSlice()) |*part| {
w4.DRAW_COLORS.* = 0x0002;
w4.oval(util.vec2fToVec2(part.pos.pos), Vec2{ 2, 2 });
w4.oval(util.vec2fToVec2(part.pos.pos) - camera * Map.tile_size, Vec2{ 2, 2 });
}
}
@ -157,6 +157,7 @@ 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 anim_store = struct {
const stand = Anim.frame(8);
@ -189,9 +190,9 @@ export fn start() void {
circuit = Circuit.init();
map = Map.init(fba.allocator()) catch showErr("Init map");
const mapPos = @divTrunc(assets.spawn, @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20));
circuit.load(mapPos, &assets.conduit, assets.conduit_size);
map.load(mapPos, &assets.solid, assets.solid_size);
camera = @divTrunc(assets.spawn, @splat(2, @as(i32, 20))) * @splat(2, @as(i32, 20));
circuit.load(&assets.conduit, assets.conduit_size);
map.load(&assets.solid, assets.solid_size);
const tile_size = Vec2{ 8, 8 };
const offset = Vec2{ 4, 8 };
@ -239,6 +240,12 @@ var time: usize = 0;
export fn update() void {
for (wires.slice()) |*wire| {
wirePhysicsProcess(1, wire);
if (wire.enabled) {
if (time % 60 == 0) {
if (!wire.begin().pinned) particles.createNRandom(wire.begin().pos, 8);
if (!wire.end().pinned) particles.createNRandom(wire.end().pos, 8);
}
}
}
velocityProcess(1, &player.pos);
@ -254,8 +261,8 @@ export fn update() void {
w4.rect(.{ 0, 0 }, .{ 160, 160 });
drawProcess(1, &player.pos, &player.sprite);
map.draw();
circuit.draw();
map.draw(camera);
circuit.draw(camera);
for (wires.slice()) |*wire| {
wireDrawProcess(1, wire);
@ -279,7 +286,7 @@ export fn update() void {
}
if (indicator) |details| {
const pos = details.pos - (map.offset * Map.tile_size);
const pos = details.pos - (camera * Map.tile_size);
const stage = @divTrunc((time % 60), 30);
var size = Vec2{ 0, 0 };
switch (stage) {
@ -361,6 +368,7 @@ fn manipulationProcess(pos: *Pos, control: *Control) void {
if (input.btnp(.one, .two)) {
control.grabbing = .{ .id = wireID, .which = which };
wires.slice()[wireID].nodes.slice()[which].pos = pos.pos + Vec2f{ 0, -4 };
wires.slice()[wireID].nodes.slice()[which].pinned = false;
updateCircuit();
}
}
@ -401,6 +409,8 @@ fn manipulationProcess(pos: *Pos, control: *Control) void {
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);
@ -415,14 +425,13 @@ fn updateCircuit() void {
} else {
music.newIntensity = .danger;
}
var enabledWires = circuit.enabledBridges();
for (enabledWires.slice()) |wireID| {
var wire = &wires.slice()[wireID];
wire.enabled = true;
if (time % 60 == 0) {
if (!wire.begin().pinned) particles.createNRandom(wire.begin().pos, 8);
if (!wire.end().pinned) particles.createNRandom(wire.end().pos, 8);
}
for (wires.slice()) |*wire| {
const begin = wire.begin();
const end = wire.end();
if (!begin.pinned and !end.pinned) continue;
const cellBegin = util.world2cell(begin.pos);
const cellEnd = util.world2cell(end.pos);
if (circuit.isEnabled(cellBegin) or circuit.isEnabled(cellEnd)) wire.enabled = true;
}
}
@ -485,10 +494,9 @@ fn wireDrawProcess(_: f32, wire: *Wire) void {
w4.DRAW_COLORS.* = if (wire.enabled) 0x0002 else 0x0003;
for (nodes) |node, i| {
if (i == 0) continue;
const offset = (map.offset * Map.tile_size);
const offset = (camera * Map.tile_size);
w4.line(vec2ftovec2(nodes[i - 1].pos) - offset, vec2ftovec2(node.pos) - offset);
}
wire.enabled = false;
}
fn vec2tovec2f(vec2: w4.Vec2) Vec2f {
@ -502,7 +510,7 @@ fn vec2ftovec2(vec2f: Vec2f) w4.Vec2 {
fn drawProcess(_: f32, pos: *Pos, sprite: *Sprite) void {
w4.DRAW_COLORS.* = 0x0010;
const fpos = pos.pos + sprite.offset;
const ipos = w4.Vec2{ @floatToInt(i32, fpos[0]), @floatToInt(i32, fpos[1]) } - map.offset * Map.tile_size;
const ipos = w4.Vec2{ @floatToInt(i32, fpos[0]), @floatToInt(i32, fpos[1]) } - camera * Map.tile_size;
const index = sprite.index;
const t = w4.Vec2{ @intCast(i32, (index * 8) % 128), @intCast(i32, (index * 8) / 128) };
w4.blitSub(&assets.tiles, ipos, sprite.size, t, 128, sprite.flags);

View File

@ -21,21 +21,18 @@ const tilemap_stride = 128;
alloc: std.mem.Allocator,
tiles: []const u8,
offset: Cell,
map_size: Vec2,
pub fn init(alloc: std.mem.Allocator) !@This() {
var this = @This(){
.alloc = alloc,
.offset = Cell{ 0, 0 },
.tiles = &assets.solid,
.map_size = assets.solid_size,
};
return this;
}
pub fn load(this: *@This(), offset: Cell, map: []const u8, map_size: Vec2) void {
this.offset = offset;
pub fn load(this: *@This(), map: []const u8, map_size: Vec2) void {
this.tiles = map;
this.map_size = map_size;
}
@ -44,14 +41,14 @@ pub fn deinit(this: @This()) void {
this.alloc.free(this.tiles);
}
pub fn draw(this: @This()) void {
pub fn draw(this: @This(), offset: Vec2) void {
w4.DRAW_COLORS.* = 0x0210;
var y: usize = 0;
while (y < height) : (y += 1) {
var x: usize = 0;
while (x < width) : (x += 1) {
const pos = Vec2{ @intCast(i32, x), @intCast(i32, y) } * tile_size;
const a = (@intCast(usize, this.offset[0]) + x) + (@intCast(usize, this.offset[1]) + y) * @intCast(usize, this.map_size[0]);
const a = (@intCast(usize, offset[0]) + x) + (@intCast(usize, offset[1]) + y) * @intCast(usize, this.map_size[0]);
const tilePlus = this.tiles[a];
if (tilePlus == 0) continue;
const tile = tilePlus - 1;