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3da9aba2d4
Author | SHA1 | Date | |
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3da9aba2d4 | |||
915dca82e5 | |||
caf4608310 | |||
104617e55e |
7 changed files with 114 additions and 617 deletions
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@ -1,6 +1,6 @@
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#include "stereokit.hlsli"
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//--name = dofdev/backbox
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//--name = dofdev/backface
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//--color:color = 1, 1, 1, 1
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float4 color;
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283
src/Arts.cs
283
src/Arts.cs
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@ -9,17 +9,12 @@ static class Arts
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static Dictionary<string, Mesh> meshes = new();
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static Material mat_mono = new Material("mono.hlsl");
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static Material mat_unlit = new Material("unlit.hlsl");
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static Material mat_box = new Material("unlit.hlsl");
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static Material mat_backbox = new Material("backbox.hlsl");
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static Material mat_both = new Material("unlit.hlsl");
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static Material mat_backface = new Material("backface.hlsl");
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static Material mat_justcolor = new Material("justcolor.hlsl");
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public static Vec3 box_shake = new(0, 0, 0);
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static Quat food_ori = Quat.Identity;
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static XYZi last_headpos = new(0, 0, 0);
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static DeltaBool headmove = new(false);
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static XYZi last_tailpos = new(0, 0, 0);
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static DeltaBool tailmove = new(false);
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public static Vec3 shake = new(0, 0, 0);
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// static Quat spin_ori = Quat.Identity;
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static TextStyle text_style;
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@ -39,12 +34,12 @@ static class Arts
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Color.White
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);
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mat_backbox.FaceCull = Cull.Front;
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mat_backbox.Transparency = Transparency.Add;
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mat_backbox.DepthTest = DepthTest.LessOrEq;
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mat_backbox.DepthWrite = false;
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mat_backface.FaceCull = Cull.Front;
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mat_backface.Transparency = Transparency.Add;
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mat_backface.DepthTest = DepthTest.LessOrEq;
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mat_backface.DepthWrite = false;
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mat_box.Chain = mat_backbox;
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mat_both.Chain = mat_backface;
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}
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public static void Frame()
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@ -57,225 +52,15 @@ static class Arts
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// background standin if no passthrough
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}
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// fullstick
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Mesh.Sphere.Draw(
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mat_unlit,
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Matrix.TS(
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Rig.r_con_stick.position,
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5 * U.mm
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),
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Color.White
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);
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Lines.Add(
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Rig.r_con_stick.position + V.XYZ(0, 0, 0),
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Rig.r_con_stick.position + Rig.fullstick * 1.5f * U.cm,
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Color.White,
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2 * U.mm
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);
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// box
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box_shake = Vec3.Lerp(box_shake, Vec3.Zero, Time.Stepf / 0.333f);
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// scale in
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float box_scale = Mono.box_scale; // Maths.min(Maths.smooth_stop(Maths.u_scalar(Time.Totalf - 3)) * Mono.box_scale, Mono.box_scale);
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Vec3 box_pos = Mono.box_pose.position + (box_shake * U.cm * 0.333f);
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Matrix box_m4 = Matrix.TRS(
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box_pos,
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Mono.box_pose.orientation,
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box_scale
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);
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// hanger
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if (Mono.in_cone.state && Mono.box_mode == Mono.BoxMode.Hold || Mono.box_mode == Mono.BoxMode.Mount)
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{
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float box_head_dist = Vec3.Distance(box_pos, Rig.head.position);
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Lines.Add(
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box_m4 * V.XYZ(0, Mono.SD_Y - 0.5f, 0),
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Rig.head.position + Rig.head.orientation * V.XYZ(0, 6 * U.cm, -box_head_dist),
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Color.Hex(0x808080FF).ToLinear(),
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1.0f * U.mm
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);
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Lines.Add(
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Rig.head.position + Rig.head.orientation * V.XYZ(0, 6 * U.cm, -box_head_dist),
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Rig.head.position + Rig.head.orientation * V.XYZ(0, 6 * U.cm, 0),
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Color.Hex(0x808080FF).ToLinear(),
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1.0f * U.mm
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);
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}
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// box contents
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Hierarchy.Push(box_m4);
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// meshes["InsideOut"].Draw(mat_unlit, Matrix.Identity);
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meshes["InsideOut"].Draw(
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mat_box,
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Matrix.Identity
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);
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meshes["Corrugation"].Draw(
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Mono.in_dist.state ? mat_justcolor : mat_unlit,
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Matrix.Identity
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);
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if (Mono.menu)
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{
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meshes["Tape"].Draw(mat_mono, Matrix.Identity);
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meshes["uiRestart"].Draw(
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mat_unlit,
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Matrix.TR(
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V.XYZ(-1.333f, 0, Mono.SD_Z - 0.5f + 0.1f),
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Quat.FromAngles(90, 0, 0)
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),
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Color.Hex(0x928CA7FF).ToLinear()
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);
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meshes["uiPlay"].Draw(
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mat_unlit,
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Matrix.TR(
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V.XYZ(0, 0, Mono.SD_Z - 0.5f + 0.1f),
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Quat.FromAngles(90, 0, 0)
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),
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Color.Hex(0x333333FF).ToLinear()
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);
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meshes["uiConfig"].Draw(
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mat_unlit,
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Matrix.TR(
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V.XYZ(+1.333f, 0, Mono.SD_Z - 0.5f + 0.1f),
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Quat.FromAngles(90, 0, 0)
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),
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Color.Hex(0x928CA7FF).ToLinear()
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);
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meshes["uiCursor"].Draw(
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mat_unlit,
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Matrix.TR(
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V.XYZ(0, 0, Mono.SD_Z - 0.5f + 0.2f),
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Quat.FromAngles(90, 0, 0)
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)
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);
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}
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// slash
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float slash_t = headmove.state ? Maths.u_clamp(Maths.smooth_stop((float)Mono.step_t) * 3.0f) : 1.0f;
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if (!Mono.menu && !Mono.food_next.state)
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{
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meshes["Tongue"].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.slash[0].ToVec3,
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Quat.LookDir(Rig.fullstick),
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V.XYZ(1, 1, 0.666f + Maths.smooth_stop((float)Mono.step_t) * 0.333f)
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)
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);
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}
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string face = "Face0Default";
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face = Mono.grow_buffer > 0 ? "Face2Eaten" : face;
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face = Mono.in_box.delta != 0 ? "Face3Bump" : face;
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face = Mono.food_next.state ? "Face1Eat" : face;
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meshes[face].Draw(
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meshes["Food"].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.slash[0].ToVec3 - (Mono.slash_dir.ToVec3 * (float)(1.0 - slash_t) * 0.3f),
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Quat.LookDir(Mono.slash_dir.ToVec3),
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V.XYZ(1, 1, (float)(slash_t))
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Vec3.Zero,
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Quat.Identity,
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1.0f
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)
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);
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for (int i = 1; i < Mono.slash_len; i++)
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{
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float scale = 1.0f;
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if ((int)((Time.Total - Mono.eat_timestamp) * Mono.slash_len / Mono.step_step) == i)
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{
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scale = 1.1f;
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}
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meshes["Segment"].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.slash[i].ToVec3,
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Quat.LookAt(Mono.slash[i].ToVec3, Mono.slash[i - 1].ToVec3),
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scale
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)
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);
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}
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// false tail
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if (tailmove.state && slash_t < 1.0f)
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{
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int i_tail = Maths.min(Mono.slash_len, Mono.slash.Length - 1);
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Vec3 tail_dir = Vec3.Direction(Mono.slash[i_tail - 1].ToVec3, Mono.slash[i_tail].ToVec3);
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meshes["Segment"].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.slash[i_tail].ToVec3 + (tail_dir * (float)(slash_t) * 0.7f),
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Quat.LookDir(tail_dir),
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V.XYZ(1, 1, (float)(1.0 - slash_t))
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)
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);
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}
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// holes
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foreach (KeyValuePair<XYZi, XYZi> hole in Mono.holes)
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{
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Vec3 hole_normal = V.XYZ(
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Maths.abs(hole.Value.x) * Maths.sign(hole.Key.x),
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Maths.abs(hole.Value.y) * Maths.sign(hole.Key.y),
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Maths.abs(hole.Value.z) * Maths.sign(hole.Key.z)
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);
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// Vec3 hole_world_normal = Mono.box_pose.orientation * hole_normal;
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// Vec3 hole_world = Mono.box_pose.ToMatrix(Mono.box_scale) * V.XYZ(
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// hole.Key.x - hole.Value.x * 0.5f,
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// hole.Key.y - hole.Value.y * 0.5f,
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// hole.Key.z - hole.Value.z * 0.5f
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// );
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// Vec3 cam_dir = (Rig.head.orientation * Vec3.Forward);
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// Vec3 hole_view_dir = Vec3.Direction(hole_world, Rig.head.position);
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// bool back_hole = Vec3.Dot(hole_world_normal, hole_view_dir) < 0.0;
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bool hole_flip = Vec3.Dot(hole_normal, hole.Value.ToVec3) < 0.0;
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meshes[hole_flip ? "Hole" : "HoleFlip"].Draw(
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mat_box,
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Matrix.TRS(
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hole.Key.ToVec3,
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Quat.LookDir(hole.Value.ToVec3),
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1
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)
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);
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}
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// food
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if (!Mono.food_next.state)
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{
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food_ori *= Quat.FromAngles(
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90 * Time.Stepf,
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30 * Time.Stepf,
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10 * Time.Stepf
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);
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}
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if (Mono.eaten == 0)
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{
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// starting egg
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bool in_slash = Mono.s_array[new XYZi(0, 0, 0)] > -1;
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meshes["Egg"].Draw(
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mat_mono,
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Matrix.TRS(
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Vec3.Zero,
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in_slash ? Quat.Identity : food_ori,
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in_slash ? 1 : 0.5f
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)
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);
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}
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else
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{
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// food
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if (!Mono.eaten_latch.state)
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{
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float food_t = Mono.eaten_latch.delta == -1 ? Maths.smooth_stop((float)Mono.step_t) : 1;
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meshes["Food"].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.food.ToVec3,
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food_ori,
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food_t
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)
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);
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}
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}
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// particles
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Particle[] particles = VFX.particles;
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for (int i = 0; i < particles.Length; i++)
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@ -291,17 +76,18 @@ static class Arts
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);
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}
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// menu
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Matrix m4_menu = Mono.menu_pose.ToMatrix(Mono.menu_scale);
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Hierarchy.Push(m4_menu);
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// score
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char[] score_txt = Mono.slash_len.ToString("000").ToCharArray();
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Quat score_ori = Quat.LookDir(Rig.head.position - Mono.box_pose.position);
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Vec3 score_pos = score_ori * V.XYZ(0, -Mono.SD_Y - 1.5f, -Mono.SD_Z - 1);
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char[] score_txt = Mono.score.ToString("000").ToCharArray();
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for (int i = 0; i < score_txt.Length; i++)
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{
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Text.Add(
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score_txt[i].ToString(),
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Matrix.TRS(
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score_pos + score_ori * V.XYZ((1 - i) * 0.4f, 0, 0),
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score_ori,
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Matrix.TS(
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V.XYZ(0, 0, 0),
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48
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),
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text_style
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@ -309,34 +95,5 @@ static class Arts
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}
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Hierarchy.Pop();
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// for (int sx = -Mono.head_fill.Xslen; Mono.head_fill.InX(sx); sx++)
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// {
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// for (int sy = -Mono.head_fill.Yslen; Mono.head_fill.InY(sy); sy++)
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// {
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// for (int sz = -Mono.head_fill.Zslen; Mono.head_fill.InZ(sz); sz++)
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// {
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// Vec3 pos = Mono.box_pose.ToMatrix(U.cm) * V.XYZ(sx, sy, sz);
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// Text.Add(
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// (Mono.head_fill[new XYZi(sx, sy, sz)] + Mono.tail_fill[new XYZi(sx, sy, sz)]).ToString(),
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// Matrix.TRS(
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// pos,
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// Quat.LookAt(pos, Input.Head.position),
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// 0.1f
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// )
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// );
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// }
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// }
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// }
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}
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public static void Step()
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{
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XYZi slash_head = Mono.slash[0];
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XYZi slash_tail = Mono.slash[Mono.slash_len - 1];
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headmove.Step(slash_head != last_headpos);
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tailmove.Step(slash_tail != last_tailpos);
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last_headpos = slash_head;
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last_tailpos = slash_tail;
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}
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}
|
49
src/Maths.cs
49
src/Maths.cs
|
@ -45,6 +45,53 @@ public static class Maths
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}
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public static float lerp(float a, float b, float t) => a + (b - a) * t;
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// directions for moving in the grid
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public static readonly XYZi[] directions = new XYZi[]
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{
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new(-1, 0, 0), // lft
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new(+1, 0, 0), // rht
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new(0, -1, 0), // dwn
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new(0, +1, 0), // up
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new(0, 0, -1), // fwd
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new(0, 0, +1), // back
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};
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public static readonly XYZi[] corners = new XYZi[]
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{
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new(-1, -1, -1),
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new(-1, -1, +1),
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new(-1, +1, -1),
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new(-1, +1, +1),
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new(+1, -1, -1),
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new(+1, -1, +1),
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new(+1, +1, -1),
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new(+1, +1, +1)
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};
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public static XYZi InsetCell(XYZi cell)
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{
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// [!] don't inset past 0
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return new(
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cell.x - Maths.sign(cell.x),
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cell.y - Maths.sign(cell.y),
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cell.z - Maths.sign(cell.z)
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);
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}
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public static int[] GetShuffledIndices<T>(T[] array)
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{
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int[] indices = new int[array.Length];
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for (int i = 0; i < array.Length; i++)
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{
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indices[i] = i;
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}
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for (int i = indices.Length - 1; i > 0; i--)
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{
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int j = System.Random.Shared.Next(i + 1);
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(indices[j], indices[i]) = (indices[i], indices[j]);
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}
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return indices;
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}
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}
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public class DeltaBool
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|
@ -101,6 +148,8 @@ public struct XYZi
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public override int GetHashCode()
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=> HashCode.Combine(x, y, z);
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public static readonly XYZi Zero = new XYZi(0, 0, 0);
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public StereoKit.Vec3 ToVec3
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=> StereoKit.V.XYZ(x, y, z);
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|
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|
|
339
src/Mono.cs
339
src/Mono.cs
|
@ -5,83 +5,47 @@ namespace slash;
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|
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static class Mono
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{
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public static double game_time = 0.0;
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public static double step_step = 60.0 / 80; // 80|100|120 bpm
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public static double step_time = 0.0;
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public static double step_t = 0.0;
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public static double game_time;
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public static double intro_skip = 0.0;
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public static bool intro = true; // press to move until x condition or hold to skip
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public static bool menu = true;
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public static int score;
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public static Pose box_pose = new(0, -3 * U.cm, -10 * U.cm);
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public static float box_dist = 32 * U.cm;
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public static float box_scale = 1.333f * U.cm;
|
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public const int SD_X = 3, SD_Y = 2, SD_Z = 3;
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public static SpatialArray<int>
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box_space = new(SD_X - 1, SD_Y - 1, SD_Z - 1, -1),
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s_array = new(SD_X, SD_Y, SD_Z, -1),
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tail_fill = new(SD_X, SD_Y, SD_Z, -1);
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public static DeltaBool menu;
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public static Pose menu_pose;
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public static float menu_scale;
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|
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static void update_s_array()
|
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{
|
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s_array.Clear(-1);
|
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for (int i = 0; i < slash_len; i++)
|
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{
|
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s_array[slash[i]] = i;
|
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}
|
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}
|
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|
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public static XYZi[] slash = new XYZi[
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Maths.u_length(SD_X) * Maths.u_length(SD_Y) * Maths.u_length(SD_Z)
|
||||
];
|
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public static int slash_len = 1;
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public static int grow_buffer = 3;
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public static XYZi slash_dir = new(0, 0, 1);
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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,
|
||||
}
|
||||
// start mounted & in_cone
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -95,260 +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]);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Step()
|
||||
{
|
||||
// eat tail
|
||||
if (slash[0] + slash_dir == slash[slash_len - 1])
|
||||
{
|
||||
slash_len--;
|
||||
grow_buffer = 0;
|
||||
}
|
||||
else if (s_array[slash[0] + slash_dir] > -1)
|
||||
{
|
||||
// lose condition
|
||||
bool stuck = true;
|
||||
for (int i = 0; i < directions.Length; i++)
|
||||
{
|
||||
if (s_array[slash[0] + directions[i]] == -1)
|
||||
{
|
||||
stuck = false;
|
||||
}
|
||||
}
|
||||
if (stuck)
|
||||
{
|
||||
Log.Info("your stuck");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
bool in_or_around_box = s_array.InRange(slash[0] + slash_dir);
|
||||
if (!in_or_around_box)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (eaten_latch.delta != +1)
|
||||
{
|
||||
if (slash_len == slash.Length)
|
||||
{
|
||||
// win condition
|
||||
Log.Info("full slash");
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (grow_buffer > 0)
|
||||
{
|
||||
slash_len++;
|
||||
grow_buffer--;
|
||||
}
|
||||
}
|
||||
|
||||
// slither
|
||||
for (int i = slash.Length - 1; i > 0; i--)
|
||||
{
|
||||
slash[i] = slash[i - 1];
|
||||
}
|
||||
slash[0] += slash_dir;
|
||||
}
|
||||
|
||||
in_box.Step(box_space.InRange(slash[0]));
|
||||
if (in_box.delta != 0) // 1 just in -1 just out
|
||||
{
|
||||
holes.Add(slash[0], slash_dir);
|
||||
SFX.punch_through.PlayBox(slash[0]);
|
||||
Arts.box_shake += slash_dir.ToVec3;
|
||||
}
|
||||
if (holes.ContainsKey(slash[slash_len - 1]))
|
||||
{
|
||||
holes.Remove(slash[slash_len - 1]);
|
||||
}
|
||||
|
||||
update_s_array();
|
||||
|
||||
// eat
|
||||
if (!eaten_latch.state)
|
||||
{
|
||||
eaten_latch.Step(food == slash[0]);
|
||||
if (eaten_latch.delta == +1)
|
||||
{
|
||||
eat_timestamp = Time.Total;
|
||||
grow_buffer += 3;
|
||||
eaten++;
|
||||
|
||||
VFX.Play(slash[0]);
|
||||
SFX.crisp_nom.PlayBox(slash[0]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
(bool viable, XYZi cell) = Feed();
|
||||
eaten_latch.Step(!viable);
|
||||
if (eaten_latch.delta == -1)
|
||||
{
|
||||
food = cell;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
// {
|
||||
// break;
|
||||
// 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)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -49,55 +49,9 @@ 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;
|
||||
if (Mono.intro)
|
||||
{
|
||||
Mono.step_time = Maths.min(Mono.step_time + Time.Step, Mono.step_step);
|
||||
Mono.step_t = Maths.u_clamp(Maths.min(Mono.step_time, Mono.step_step) / Mono.step_step);
|
||||
if (Rig.btn_select.delta == +1)
|
||||
{
|
||||
Mono.step_time = 0.0;
|
||||
Mono.step_t = 0.0;
|
||||
|
||||
Mono.Step();
|
||||
Arts.Step();
|
||||
|
||||
if (Mono.eaten > 0)
|
||||
{
|
||||
Mono.intro = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (Rig.btn_select.state)
|
||||
{
|
||||
Mono.intro_skip += Time.Step;
|
||||
if (Mono.intro_skip >= 1.0)
|
||||
{
|
||||
Mono.intro = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (Rig.btn_select.delta == -1)
|
||||
{
|
||||
Mono.intro_skip = 0.0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Mono.step_time = Maths.min(Mono.step_time + Time.Step, Mono.step_step);
|
||||
Mono.step_t = Maths.u_clamp(Maths.min(Mono.step_time, Mono.step_step) / Mono.step_step);
|
||||
if (Mono.step_time >= Mono.step_step)
|
||||
{
|
||||
Mono.step_time -= Mono.step_step;
|
||||
Mono.step_t = 0.0;
|
||||
|
||||
|
||||
Mono.Step();
|
||||
Arts.Step();
|
||||
}
|
||||
}
|
||||
|
||||
VFX.Frame();
|
||||
}
|
||||
|
|
|
@ -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");
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
Loading…
Add table
Reference in a new issue