refactor and prep Mono for new game

This commit is contained in:
ethan merchant 2024-11-29 14:41:32 -05:00
parent 915dca82e5
commit 3da9aba2d4
6 changed files with 95 additions and 213 deletions

View file

@ -77,15 +77,11 @@ static class Arts
}
// menu
Matrix m4_menu = Matrix.TRS(
Vec3.Zero,
Quat.Identity,
U.cm
);
Matrix m4_menu = Mono.menu_pose.ToMatrix(Mono.menu_scale);
Hierarchy.Push(m4_menu);
// score
char[] score_txt = Mono.slash_len.ToString("000").ToCharArray();
char[] score_txt = Mono.score.ToString("000").ToCharArray();
for (int i = 0; i < score_txt.Length; i++)
{
Text.Add(

View file

@ -45,6 +45,53 @@ public static class Maths
}
public static float lerp(float a, float b, float t) => a + (b - a) * t;
// directions for moving in the grid
public static readonly XYZi[] directions = new XYZi[]
{
new(-1, 0, 0), // lft
new(+1, 0, 0), // rht
new(0, -1, 0), // dwn
new(0, +1, 0), // up
new(0, 0, -1), // fwd
new(0, 0, +1), // back
};
public static readonly XYZi[] corners = new XYZi[]
{
new(-1, -1, -1),
new(-1, -1, +1),
new(-1, +1, -1),
new(-1, +1, +1),
new(+1, -1, -1),
new(+1, -1, +1),
new(+1, +1, -1),
new(+1, +1, +1)
};
public static XYZi InsetCell(XYZi cell)
{
// [!] don't inset past 0
return new(
cell.x - Maths.sign(cell.x),
cell.y - Maths.sign(cell.y),
cell.z - Maths.sign(cell.z)
);
}
public static int[] GetShuffledIndices<T>(T[] array)
{
int[] indices = new int[array.Length];
for (int i = 0; i < array.Length; i++)
{
indices[i] = i;
}
for (int i = indices.Length - 1; i > 0; i--)
{
int j = System.Random.Shared.Next(i + 1);
(indices[j], indices[i]) = (indices[i], indices[j]);
}
return indices;
}
}
public class DeltaBool
@ -101,6 +148,8 @@ public struct XYZi
public override int GetHashCode()
=> HashCode.Combine(x, y, z);
public static readonly XYZi Zero = new XYZi(0, 0, 0);
public StereoKit.Vec3 ToVec3
=> StereoKit.V.XYZ(x, y, z);

View file

@ -5,79 +5,47 @@ namespace slash;
static class Mono
{
public static double game_time = 0.0;
public static double game_time;
public static double intro_skip = 0.0;
public static bool intro = true; // press to move until x condition or hold to skip
public static bool menu = true;
public static int score;
public static Pose box_pose = new(0, -3 * U.cm, -10 * U.cm);
public static float box_dist = 32 * U.cm;
public static float box_scale = 1.333f * U.cm;
public const int SD_X = 3, SD_Y = 2, SD_Z = 3;
public static SpatialArray<int>
box_space = new(SD_X - 1, SD_Y - 1, SD_Z - 1, -1),
s_array = new(SD_X, SD_Y, SD_Z, -1),
tail_fill = new(SD_X, SD_Y, SD_Z, -1);
public static DeltaBool menu;
public static Pose menu_pose;
public static float menu_scale;
static void update_s_array()
{
s_array.Clear(-1);
for (int i = 0; i < slash_len; i++)
{
s_array[slash[i]] = i;
}
}
public static XYZi[] slash = new XYZi[
Maths.u_length(SD_X) * Maths.u_length(SD_Y) * Maths.u_length(SD_Z)
];
public static int slash_len = 1;
public static int grow_buffer = 3;
public static XYZi slash_dir = new(0, 0, 1);
public static DeltaBool in_box = new(true);
public static Dictionary<XYZi, XYZi> holes = new();
public static XYZi food = new(0, 0, 0); // [!] start random to keep new game fresh?
public static int eaten = 0;
public static DeltaBool eaten_latch = new(false);
public static DeltaBool food_next = new(false);
public static double eat_timestamp = 0.0;
public enum BoxMode
public enum Mode
{
Float = -1,
Hold = 0,
Mount = 1,
}
public static BoxMode box_mode = BoxMode.Mount;
public static DeltaBool in_cone = new(true);
public static DeltaBool in_dist = new(false);
public static Mode mode;
public static void Init()
{
for (int i = 0; i < slash.Length; i++)
{
slash[i] = new XYZi(0, 0, 0);
}
update_s_array();
game_time = 0.0;
menu = new(true);
menu_pose = new(0, 0, 0);
menu_scale = 1 * U.cm;
mode = Mode.Mount;
}
public static void Frame()
{
if (Rig.btn_back.delta == +1)
{
menu = !menu;
SFX.click.PlayBox(new XYZi(0, 0, Mono.SD_Z + 1));
menu.Step(!menu.state);
SFX.click.PlayMenu();
}
if (menu)
if (menu.state)
{
// just one btn(resume) in menu rn
if (Rig.btn_select.delta == +1)
{
Rig.btn_select.delta = 0; // [!] hacky capture
menu = false;
SFX.click.PlayBox(new XYZi(0, 0, Mono.SD_Z + 1));
menu.Step(false);
SFX.click.PlayMenu();
}
}
@ -91,164 +59,33 @@ static class Mono
Quat.FromAngles(0, -sx * 180.0f * Time.Stepf, 0)
);
// orbital_view
box_pose.position = Input.Head.position + Input.Head.orientation * V.XYZ(0, -0 * U.cm, -10 * U.cm);
// box_pose.position = Input.Head.position + Input.Head.orientation * V.XYZ(0, -0 * U.cm, -10 * U.cm);
}
}
else
{
in_dist.Step(Vec3.Distance(Rig.r_con_stick.position, box_pose.position) < 6 * U.cm);
bool pickup = in_dist.state && Rig.btn_grip.delta == +1;
in_cone.Step(Vec3.AngleBetween(
Rig.head.orientation * Vec3.Forward,
Vec3.Direction(box_pose.position, Rig.head.position)
) < 15.0f);
switch (box_mode)
{
case BoxMode.Float:
if (pickup) { box_mode = BoxMode.Hold; }
break;
case BoxMode.Hold:
box_pose.position = Rig.r_con_stick.position;
box_dist = Vec3.Distance(box_pose.position, Rig.head.position);
if (Rig.btn_grip.delta == -1) { box_mode = in_cone.state ? BoxMode.Mount : BoxMode.Float; }
break;
case BoxMode.Mount:
// orbital_view
box_pose.position = Rig.head.position + Rig.head.orientation * V.XYZ(0, -(SD_Y + 0.5f) * box_scale, -box_dist);
if (pickup) { box_mode = BoxMode.Hold; }
break;
}
}
XYZi next_pos = slash[0] + Rig.new_dir;
bool neck_break = next_pos == slash[1];
if (!neck_break && !food_next.state)
{
slash_dir = Rig.new_dir;
}
food_next.Step(!Mono.eaten_latch.state && (Mono.slash[0] + Mono.slash_dir) == Mono.food);
if (food_next.delta == +1)
{
SFX.maw.PlayBox(Mono.slash[0]);
}
}
static (bool, XYZi) Feed()
{
// [!] handle out of the box exception on tail
// by making the spatial arrays encapsulate the layer outside of the box
tail_fill.Clear(-1);
Gas(tail_fill, slash[slash_len - 1]);
// step from head using directions towards the tail
// and stop at either 1 cell away from the tail or 5 spaces away from the head
bool viable = false;
bool viable_step = false;
XYZi cell = slash[0];
for (int step = 0; step < 5; step++)
{
viable_step = false;
int min_dist = 100;
XYZi min_cell = new();
int[] dir_indices = GetShuffledIndices(directions);
for (int i = 0; i < directions.Length; i++)
{
XYZi dir = directions[dir_indices[i]];
XYZi dir_cell = cell + dir;
int tail_dist = tail_fill[dir_cell];
if (tail_dist > 1 && tail_dist < min_dist && box_space.InRange(dir_cell))
{
min_dist = tail_dist;
min_cell = dir_cell;
viable = true;
viable_step = true;
}
}
if (viable_step)
{
tail_fill[min_cell] = -1; // prevent backtracking
cell = min_cell;
}
// if (min_dist <= 1)
// in_dist.Step(Vec3.Distance(Rig.r_con_stick.position, box_pose.position) < 6 * U.cm);
// bool pickup = in_dist.state && Rig.btn_grip.delta == +1;
// in_cone.Step(Vec3.AngleBetween(
// Rig.head.orientation * Vec3.Forward,
// Vec3.Direction(box_pose.position, Rig.head.position)
// ) < 15.0f);
// switch (mode)
// {
// case Mode.Float:
// if (pickup) { mode = Mode.Hold; }
// break;
// case Mode.Hold:
// box_pose.position = Rig.r_con_stick.position;
// box_dist = Vec3.Distance(box_pose.position, Rig.head.position);
// if (Rig.btn_grip.delta == -1) { mode = in_cone.state ? Mode.Mount : Mode.Float; }
// break;
// case Mode.Mount:
// // orbital_view
// box_pose.position = Rig.head.position + Rig.head.orientation * V.XYZ(0, -(SD_Y + 0.5f) * box_scale, -box_dist);
// if (pickup) { mode = Mode.Hold; }
// break;
// }
}
return (viable, cell);
}
// space fill algorithm
static void Gas(SpatialArray<int> fill_array, XYZi sv)
{
Queue<XYZi> queue = new Queue<XYZi>();
queue.Enqueue(sv);
fill_array[sv] = 0;
while (queue.Count > 0)
{
XYZi _sv = queue.Dequeue();
int currentDistance = fill_array[_sv];
// check all 6 directions
foreach (XYZi dir in directions)
{
XYZi newV = _sv + dir;
if (fill_array.InRange(newV) && fill_array[newV] == -1 && s_array[newV] == -1)
{
fill_array[newV] = currentDistance + 1;
queue.Enqueue(newV);
}
}
}
}
static int[] GetShuffledIndices<T>(T[] array)
{
int[] indices = new int[array.Length];
for (int i = 0; i < array.Length; i++)
{
indices[i] = i;
}
for (int i = indices.Length - 1; i > 0; i--)
{
int j = System.Random.Shared.Next(i + 1);
(indices[j], indices[i]) = (indices[i], indices[j]);
}
return indices;
}
// directions for moving in the grid
static readonly XYZi[] directions = new XYZi[]
{
new(-1, 0, 0), // lft
new(+1, 0, 0), // rht
new(0, -1, 0), // dwn
new(0, +1, 0), // up
new(0, 0, -1), // fwd
new(0, 0, +1), // back
};
static readonly XYZi[] corners = new XYZi[]
{
new(-1, -1, -1),
new(-1, -1, +1),
new(-1, +1, -1),
new(-1, +1, +1),
new(+1, -1, -1),
new(+1, -1, +1),
new(+1, +1, -1),
new(+1, +1, +1)
};
static XYZi InsetCell(XYZi cell)
{
// [!] don't inset past 0
return new(
cell.x - Maths.sign(cell.x),
cell.y - Maths.sign(cell.y),
cell.z - Maths.sign(cell.z)
);
}
}

View file

@ -49,7 +49,7 @@ class Program
// stepper
// if (Time.Total > 3.0) return; // buffer app loading [!] relace with user prompt to start (spawn box in hand or something)
if (!Mono.menu)
if (!Mono.menu.state)
{
Mono.game_time += Time.Step;

View file

@ -4,9 +4,9 @@ namespace slash;
static class SFX
{
public static void PlayBox(this Sound sound, XYZi pos)
public static void PlayMenu(this Sound sound)
{
sound.Play(Mono.box_pose.ToMatrix(Mono.box_scale) * pos.ToVec3);
sound.Play(Mono.menu_pose.ToMatrix(Mono.menu_scale) * Vec3.Zero);
}
public static Sound click = Sound.FromFile("sfx/click.mp3");

View file

@ -39,9 +39,9 @@ static class VFX
particle.pos += particle.vel * Time.Stepf;
float scl_rad = particle.scl * 0.5f * 0.333f;
Vec3 next_pos = V.XYZ(
Maths.s_clamp(particle.pos.x, Mono.SD_X - 0.5f - scl_rad),
Maths.s_clamp(particle.pos.y, Mono.SD_Y - 0.5f - scl_rad),
Maths.s_clamp(particle.pos.z, Mono.SD_Z - 0.5f - scl_rad)
Maths.s_clamp(particle.pos.x, 1 - 0.5f - scl_rad),
Maths.s_clamp(particle.pos.y, 1 - 0.5f - scl_rad),
Maths.s_clamp(particle.pos.z, 1 - 0.5f - scl_rad)
);
if (next_pos.x != particle.pos.x || next_pos.y != particle.pos.y || next_pos.z != particle.pos.z)
{