"level1",
"level2",
"level3",
- "level4"
+ "level4",
+ "level5"
};
-const char *level_pack[] =
+#pragma pack(push,1)
+struct career_state
{
- // Level 0
- "#########;\n"
- "###-#####;acac\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "#####+###;acac\n"
- "#########;\n",
-
- // Level 1
- "#########;\n"
- "##-###-##;b,b\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "####+####;bb\n"
- "#########;\n",
-
- // Level 2
- "###########;\n"
- "#####-#####;bbbbb\n"
- "## ##;\n"
- "## ###;\n"
- "## # ##;\n"
- "## ##;\n"
- "###+##+####;bbb,bb\n"
- "###########;\n",
-
- // Level 3
- "#############;\n"
- "###-#####-###;a,aaa\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "######+######;aaaa\n"
- "#############;\n",
-
- // Level 4
- "#############;\n"
- "###-#####-###;aaa,aa\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "###+#####+###;aa,aaa\n"
- "#############;\n",
-
- // Level 5
- "###############;\n"
- "####-##########;abcb\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "##########+####;bcba\n"
- "###############;\n"
-};
+ u32 version;
+
+ struct career_level
+ {
+ u32 score;
+ u32 time;
+ u32 completed;
+ }
+ levels[ vg_list_size( level_pack_1 ) ];
+}
+career = { .version = 1 };
+#pragma pack(pop)
+
+static void career_serialize(void)
+{
+ vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) );
+}
+
+static void career_load(void)
+{
+ i64 sz;
+ struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz );
+
+ memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) );
+
+ if( cr )
+ {
+ if( sz > sizeof( struct career_state ) )
+ vg_warn( "This save file is too big! Some levels will be lost\n" );
+
+ if( sz <= offsetof( struct career_state, levels ) )
+ {
+ vg_error( "This save file is too small to have a header\n" );
+ free( cr );
+ return;
+ }
+
+ u32 const size_header = offsetof(struct career_state, levels);
+ u32 const size_levels = sizeof(struct career_state)-size_header;
+ u32 const size_levels_input = sz - size_header;
+
+ memcpy( (void*)career.levels, (void*)cr->levels, size_levels );
+
+ if( sz < sizeof( struct career_state ) )
+ {
+ memset( ((void*)career.levels) + size_levels_input, 0, size_levels-size_levels_input );
+ }
+
+ free( cr );
+ vg_success( "Loaded save file... Info:\n" );
+
+ for( int i = 0; i < vg_list_size( career.levels ); i ++ )
+ {
+ struct career_level *lvl = &career.levels[i];
+ vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl->score, lvl->time, lvl->completed );
+ }
+ }
+ else
+ {
+ vg_info( "No save file... Using blank one\n" );
+ }
+}
m3x3f m_projection;
m3x3f m_view;
int num_fishes;
char map_name[128];
+ struct career_level *ptr_career_level;
+
} world = {};
static void map_free(void)
{
map_load( text_source, argv[0] );
free( text_source );
+
+ // Update career link
+ world.ptr_career_level = NULL;
+
+ for( int i = 0; i < vg_list_size( level_pack_1 ); i ++ )
+ {
+ if( !strcmp( level_pack_1[i], argv[0] ) )
+ {
+ world.ptr_career_level = career.levels + i;
+ break;
+ }
+ }
+
return 1;
}
else
// Save current level
if( console_save_map( 0, NULL ) )
if( console_load_map( argc, argv ) )
- {
+ {
simulation_stop();
return 1;
}
resource_load_main();
+ // Restore gamestate
+ career_load();
console_load_map( 1, level_pack_1 );
}
void vg_free(void)
{
console_save_map( 0, NULL );
+ career_serialize();
resource_free_main();
void vg_update(void)
{
- static int curlevel = 0;
- int changelvl = curlevel;
- if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
- else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
-
// Fit within screen
float r1 = (float)vg_window_y / (float)vg_window_x,
}
}
+ int alive_count = 0;
+
// Update fish positions
for( int i = 0; i < world.num_fishes; i ++ )
{
cell_entry->state |= FLAG_FLIP_ROTATING;
}
}
+
+ if( fish->alive )
+ alive_count ++;
}
// Check for collisions
if( !can_spawn )
world.num_fishes--;
+ else
+ alive_count ++;
}
}
}
+ if( alive_count == 0 )
+ {
+ if( world.ptr_career_level )
+ {
+ world.ptr_career_level->completed = 1;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ if( !is_input )
+ {
+ if( term->recv_count == arrlen( term->conditions ) )
+ {
+ for( int j = 0; j < arrlen( term->conditions ); j ++ )
+ {
+ if( term->recv[j] != term->conditions[j] )
+ {
+ world.ptr_career_level->completed = 0;
+ break;
+ }
+ }
+ }
+ else
+ {
+ world.ptr_career_level->completed = 0;
+ break;
+ }
+ }
+ }
+
+ if( world.ptr_career_level->completed )
+ {
+ vg_success( "Level passed!\n" );
+
+ world.ptr_career_level->score = 9;
+ world.ptr_career_level->time = world.sim_frame;
+ }
+ else
+ {
+ vg_error( "Level failed :(\n" );
+ }
+ }
+
+ simulation_stop(); // TODO: Async?
+ break;
+ }
+
world.sim_frame ++;
}
}
}
}
+ else mouse_ui_space[1] = INFINITY;
glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );