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b47a0cf841
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master
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d6e0cbf41c | ||
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f95d9dee91 | ||
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3c0af71470 | ||
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7e89d93a7d | ||
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05cf88d986 | ||
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d6bec9e870 | ||
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3ccbbf493f |
BIN
assets/blender/Channels.blend
LFS
BIN
assets/blender/Channels.blend
LFS
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assets/textures/w straight.png
LFS
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assets/textures/w straight.png
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@@ -20,6 +20,8 @@
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namespace Game
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{
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int32_t GetNextRenderID();
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struct EntityRenderData
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{
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Gen::Vec4 DotColor{1.0f, 1.0f, 1.0f, 1.0f};
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@@ -29,7 +31,7 @@ namespace Game
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Gen::TextureHandle TextureHandle;
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Gen::ModelHandle ModelH;
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bool Visible = true;
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bool DebugBreakOnRender = false;
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int32_t RenderID = 0;
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void Render(const Model* models, const Material* materials, const Texture* textures);
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void LoadFromSaved(const Gen::SavedEntityRenderData& saved);
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@@ -124,6 +126,7 @@ namespace Game
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return {};
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}
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Data[Count] = {};
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Data[Count].EData.RenderID = GetNextRenderID();
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HandleT H;
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H.Idx = Count;
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++Count;
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@@ -60,6 +60,8 @@ namespace Game
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Gen::AssetHandle AssetHandles[MaxAssets]{0};
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char AssetHandlePaths[MaxAssets][128];
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bool ShowImguiDemo = false;
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bool DebugBreakIDEnabled = false;
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int DebugBreakID = -1;
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uint8_t DebugCardRotation = 0;
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bool ShortenLogFileNames = true;
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bool ShowStats = true;
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@@ -29,10 +29,11 @@ namespace Game
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{
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void EntityRenderData::Render(const Model* models, const Material* materials, const Texture* textures)
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{
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if (DebugBreakOnRender)
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auto& debug = GetInstance().DebugData;
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if ((int32_t)debug.DebugBreakID == RenderID && debug.DebugBreakIDEnabled)
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{
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bx::debugBreak();
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DebugBreakOnRender = false;
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debug.DebugBreakIDEnabled = false;
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}
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if (models == nullptr || materials == nullptr || textures == nullptr) return;
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@@ -210,6 +211,21 @@ namespace Game
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ReloadLevelEntities();
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UpdatePlayerInputMode();
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for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i)
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{
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Puzzles[i].WorldPosition = {0.0f, 0.0f, i * 50.0f};
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}
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}
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bool IsInPuzzle(WorldPuzzle& puz, Vec3 worldPos)
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{
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Vec3 offsetToPuzzle = worldPos - puz.WorldPosition + (Vec3{0.5f, 0.0f, 0.5f} * Puzzle::Config::CardScaleWorld);
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Vec3 scaledOffset = offsetToPuzzle / Puzzle::Config::CardScaleWorld;
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int32_t offsetX = (int32_t)bx::floor(scaledOffset.x);
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int32_t offsetY = (int32_t)bx::floor(scaledOffset.z);
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return (offsetX >= 0 && offsetX < puz.Data.WidthTiles / 2 && offsetY >= -1 &&
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offsetY < puz.Data.HeightTiles / 2);
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}
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bool IsOnGround(Level& level, Vec3 worldPos)
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@@ -220,7 +236,10 @@ namespace Game
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worldPos - puz.WorldPosition + (Vec3{0.5f, 0.0f, 0.5f} * Puzzle::Config::CardScaleWorld);
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Vec3 scaledOffset = offsetToPuzzle / Puzzle::Config::CardScaleWorld;
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int32_t offsetX = (int32_t)bx::floor(scaledOffset.x);
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int32_t offsetY = (int32_t)bx::floor(scaledOffset.z);
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int32_t offsetY = puz.Data.HeightTiles / 2 - (int32_t)bx::floor(scaledOffset.z) - 1;
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float fracOffsetX = scaledOffset.x - offsetX;
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float fracOffsetY = scaledOffset.z - bx::floor(scaledOffset.z);
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if (offsetX >= 0 && offsetX < puz.Data.WidthTiles / 2 && offsetY >= 0 && offsetY < puz.Data.HeightTiles / 2)
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{
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auto& card = puz.Data.PlacedCards[offsetY * Puzzle::Config::MaxPuzzleSizeCards + offsetX];
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@@ -237,8 +256,6 @@ namespace Game
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}
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auto& heightmap = GameRendering::Get().Models[refCard.BaseModelHandle.ModelIdx].Height;
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float fracOffsetX = scaledOffset.x - offsetX;
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float fracOffsetY = scaledOffset.z - offsetY;
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int32_t xPos = (int32_t)(fracOffsetX * heightmap.Width);
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int32_t yPos = (int32_t)(fracOffsetY * heightmap.Height);
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@@ -249,7 +266,7 @@ namespace Game
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height = heightmap.Values[yPos * heightmap.Width + xPos];
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break;
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case 1:
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height = heightmap.Values[(heightmap.Height - xPos - 1) * heightmap.Width + yPos];
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height = heightmap.Values[xPos * heightmap.Width + (heightmap.Height - yPos - 1)];
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break;
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case 2:
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height =
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@@ -257,11 +274,19 @@ namespace Game
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.Values[(heightmap.Height - yPos - 1) * heightmap.Width + (heightmap.Width - xPos - 1)];
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break;
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default:
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height = heightmap.Values[xPos * heightmap.Width + (heightmap.Height - yPos - 1)];
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height = heightmap.Values[(heightmap.Height - xPos - 1) * heightmap.Width + yPos];
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break;
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}
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return height >= 110 && height <= 125;
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}
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if (offsetX == 1 && offsetY == puz.Data.HeightTiles / Puzzle::Config::CardSize)
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{
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if (puz.IsSolved)
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{
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return true;
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}
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return true; // TODO!
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}
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}
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return false;
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}
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@@ -369,16 +394,20 @@ namespace Game
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}
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// Puzzle tiles
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Puzzle::PuzzleSolver solver;
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uint16_t activeIdx = GetInstance().DebugData.SelectedDebugLevel;
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for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i)
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{
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if (IsInPuzzle(Puzzles[i], player.PlayerCamTransform.Position))
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{
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activeIdx = i;
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}
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Puzzles[i].IsActive = activeIdx == i;
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Puzzles[i].Update();
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Puzzles[i].IsSolved = solver.IsPuzzleSolved(Puzzles[i].Data);
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}
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Puzzle::PuzzleSolver solver;
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bool isPuzzleSolved = solver.IsPuzzleSolved(Puzzles[activeIdx].Data);
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PuzzleUI.Update(Puzzles[activeIdx].Data, isPuzzleSolved);
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PuzzleUI.Update(Puzzles[activeIdx].Data, Puzzles[activeIdx].IsSolved);
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END_PERF(GetShared().Window.PerfCounters, PerfCounterType::GameLevelUpdate, GetShared().Window.FrameCounter);
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}
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@@ -444,26 +473,52 @@ namespace Game
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void WorldPuzzle::Setup()
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{
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auto& level = GetInstance().GameLevel;
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Level& level = GetInstance().GameLevel;
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for (int32_t i = 0; i < Puzzle::Config::MaxCardsInPuzzle; ++i)
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{
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TileHandles[i] = level.PuzzleTiles.New();
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auto& tile = level.PuzzleTiles.Get(TileHandles[i]);
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PuzzleTileEntity& tile = level.PuzzleTiles.Get(TileHandles[i]);
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tile.EData.MaterialHandle = EMaterial::Default;
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for (int32_t j = 0; j < Puzzle::Config::MaxCoversInTile; ++j)
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{
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int32_t idx = i * Puzzle::Config::MaxCoversInTile + j;
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CoverHandles[idx] = level.PuzzleTileCovers.New();
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auto& cover = level.PuzzleTileCovers.Get(CoverHandles[idx]);
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PuzzleTileCover& cover = level.PuzzleTileCovers.Get(CoverHandles[idx]);
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cover.EData.Visible = false;
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}
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}
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for (int32_t i = 0; i < BX_COUNTOF(EndHandles); ++i)
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{
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EndHandles[i] = level.PuzzleTiles.New();
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PuzzleTileEntity& tile = level.PuzzleTiles.Get(EndHandles[i]);
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tile.EData.MaterialHandle = EMaterial::Default;
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}
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WallHandle = level.PuzzleTiles.New();
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PuzzleTileEntity& wHandle = level.PuzzleTiles.Get(WallHandle);
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wHandle.EData.MaterialHandle = EMaterial::Default;
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wHandle.EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/GateWall.glb");
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DoorHandle = level.PuzzleTiles.New();
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PuzzleTileEntity& dHandle = level.PuzzleTiles.Get(DoorHandle);
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dHandle.EData.MaterialHandle = EMaterial::Default;
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dHandle.EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/GateDoor.glb");
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IsSetup = true;
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LOG("finished setup!");
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}
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Vec3 PuzPosToWorldPos(const PuzzleData& data, int32_t x, int32_t y)
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{
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return {
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(float)x * Puzzle::Config::CardScaleWorld,
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-5.0f,
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(float)(data.HeightTiles / 2 - y - 1) * Puzzle::Config::CardScaleWorld,
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};
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}
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void WorldPuzzle::Update()
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{
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Level& level = GetInstance().GameLevel;
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@@ -490,17 +545,13 @@ namespace Game
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tile.EData.DotColor = visuals.TileDotColor;
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tile.EData.BaseColor = visuals.TileBaseColor;
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Vec3 cardPos = {
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(float)card.Position.X * Puzzle::Config::CardScaleWorld,
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-5.0f,
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(float)card.Position.Y * Puzzle::Config::CardScaleWorld,
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};
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Vec3 cardPos = PuzPosToWorldPos(Data, card.Position.X, card.Position.Y);
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if (!isValid)
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{
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cardPos = {x * Puzzle::Config::CardScaleWorld, -5.0f, y * Puzzle::Config::CardScaleWorld};
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cardPos = PuzPosToWorldPos(Data, x, y);
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}
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tile.EData.Transform.Position = cardPos + WorldPosition;
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bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * 0.5f);
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bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * -0.5f);
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// Covers
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if (IsValid(staticCard.BaseModelHandle))
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@@ -513,12 +564,48 @@ namespace Game
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cover.EData.Visible = IsActive;
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cover.EData.ModelH = staticCard.Sockets[i].Model;
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cover.EData.Transform = tile.EData.Transform;
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cover.EData.MaterialHandle = EMaterial::Default;
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cover.EData.BaseColor = {0.2f, 0.1f, 0.7f, 1.0f};
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cover.EData.DotColor = {0.2f, 0.2f, 0.8f, 1.0f};
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Gen::TranslateLocal(cover.EData.Transform, model.Sockets[i].Pos);
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Gen::RotateLocal(cover.EData.Transform, Gen::EulerFromRotation(model.Sockets[i].Rot));
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}
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}
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}
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}
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// End
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for (int32_t i = 0; i < BX_COUNTOF(EndHandles); ++i)
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{
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auto& tile = level.PuzzleTiles.Get(EndHandles[i]);
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if (i < Data.WidthTiles / 2)
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{
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tile.EData.Visible = true;
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tile.EData.ModelH = staticCards[0].BaseModelHandle;
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tile.EData.TextureHandle = staticCards[0].ModelTextureHandle;
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tile.EData.DotColor = visuals.TileDotColor;
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tile.EData.BaseColor = visuals.TileBaseColor + Vec4{0.1f, 0.1f, 0.1f, 0.0f};
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tile.EData.Transform.Position = WorldPosition + Vec3{
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i * Puzzle::Config::CardScaleWorld,
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-5.0f,
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(float)Data.HeightTiles / Puzzle::Config::CardSize *
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Puzzle::Config::CardScaleWorld,
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};
|
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}
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else
|
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{
|
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tile.EData.Visible = false;
|
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}
|
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}
|
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auto& wall = level.PuzzleTiles.Get(WallHandle);
|
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wall.EData.Visible = true;
|
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wall.EData.Transform.Position =
|
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WorldPosition + Vec3{0.0f, 0.0f, Data.HeightTiles * 5.0f} + Vec3{30.0f, -5.0f, 0.2f};
|
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|
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auto& door = level.PuzzleTiles.Get(DoorHandle);
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door.EData.Visible = !IsSolved;
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door.EData.Transform.Position =
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WorldPosition + Vec3{0.0f, 0.0f, Data.HeightTiles * 5.0f} + Vec3{30.0f, -5.0f, 0.2f};
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}
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|
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void Level::ReloadLevelEntities()
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@@ -532,4 +619,10 @@ namespace Game
|
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}
|
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}
|
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|
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int32_t GetNextRenderID()
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{
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static int32_t RenderIDCounter = 0;
|
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RenderIDCounter++;
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return RenderIDCounter;
|
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}
|
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} // namespace Game
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|
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@@ -18,12 +18,15 @@ namespace Game
|
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Gen::Vec3 WorldPosition;
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PuzzleTileEntityHandle TileHandles[Puzzle::Config::MaxCardsInPuzzle];
|
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PuzzleTileCoverHandle CoverHandles[Puzzle::Config::MaxCardsInPuzzle * Puzzle::Config::MaxCoversInTile];
|
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PuzzleTileEntityHandle EndHandles[Puzzle::Config::MaxPuzzleSizeCards];
|
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PuzzleTileEntityHandle WallHandle;
|
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PuzzleTileEntityHandle DoorHandle;
|
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bool IsSetup = false;
|
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bool IsActive = false;
|
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bool IsSolved = false;
|
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|
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void Setup();
|
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void Update();
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void Reset(); // TODO!
|
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};
|
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|
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class Level
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|
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@@ -1,7 +1,6 @@
|
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#include "../gen/Def.h"
|
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#include "Gen.h"
|
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#include "Global.h"
|
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#include "Instance.h"
|
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#include "Log.h"
|
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#include "Puzzle.h"
|
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|
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|
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@@ -19,7 +19,8 @@ namespace Puzzle
|
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static constexpr uint32_t MaxCardsInPuzzle = MaxPuzzleSizeCards * MaxPuzzleSizeCards;
|
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static constexpr uint32_t MaxPuzzleSizeTiles = 16 * CardSize;
|
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static constexpr uint32_t MaxTilesInPuzzle = MaxPuzzleSizeTiles * MaxPuzzleSizeTiles;
|
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static constexpr uint32_t MaxTilesTotal = MaxTilesInPuzzle * MaxVisiblePuzzles;
|
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static constexpr uint32_t MaxTilesTotal =
|
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MaxTilesInPuzzle * MaxVisiblePuzzles + MaxPuzzleSizeCards * MaxVisiblePuzzles + 64;
|
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static constexpr uint32_t MaxAvailableStacks = 16;
|
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static constexpr uint32_t MaxGoalPositions = 16;
|
||||
static constexpr float CardScaleWorld = 10.0f;
|
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|
||||
@@ -566,13 +566,12 @@ namespace Tools
|
||||
ImGui::Text("%u", i);
|
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ImGui::SameLine();
|
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auto& quad = level.UIQuads.Get({i});
|
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ImGui::Checkbox("Debug Break on Render", &quad.EData.DebugBreakOnRender);
|
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ImGui::SameLine();
|
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ImGui::Checkbox("Visible", &quad.EData.Visible);
|
||||
TextureDropdown(quad.EData.TextureHandle);
|
||||
MaterialDropdown(quad.EData.MaterialHandle);
|
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ImGui::DragFloat3("Pos", &quad.EData.Transform.Position.x);
|
||||
ImGui::DragFloat3("UI Pos", &quad.UIPos.x);
|
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ImGui::Text("RenderID: %i", quad.EData.RenderID);
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
@@ -587,12 +586,11 @@ namespace Tools
|
||||
ImGui::Text("%u", i);
|
||||
ImGui::SameLine();
|
||||
auto& levelEnt = level.LevelEntities.Get({i});
|
||||
ImGui::Checkbox("Debug Break on Render", &levelEnt.EData.DebugBreakOnRender);
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Visible", &levelEnt.EData.Visible);
|
||||
TextureDropdown(levelEnt.EData.TextureHandle);
|
||||
MaterialDropdown(levelEnt.EData.MaterialHandle);
|
||||
ImGui::DragFloat3("Pos", &levelEnt.EData.Transform.Position.x);
|
||||
ImGui::Text("RenderID: %i", levelEnt.EData.RenderID);
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
@@ -670,6 +668,11 @@ namespace Tools
|
||||
{
|
||||
if (ImGui::Button("Spiel Neustarten"))
|
||||
{
|
||||
player.PlayerCamTransform.Position = {0.0f, 3.0f, 0.0f};
|
||||
for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
|
||||
{
|
||||
Puzzle::ResetPuzzle(level.Puzzles[i].Data);
|
||||
}
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Zurück zum Anfang"))
|
||||
@@ -680,16 +683,25 @@ namespace Tools
|
||||
ImGui::Text("Anleitung:");
|
||||
ImGui::Text("Bewege dich mit");
|
||||
ImGui::SameLine();
|
||||
ImGui::TextColored({1.0f, 0.8f, 0.8f, 1.0f}, "W, A, S, D");
|
||||
ImGui::TextColored({1.0f, 0.6f, 0.6f, 1.0f}, "W, A, S, D");
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("und schau dich um mit der");
|
||||
ImGui::SameLine();
|
||||
ImGui::TextColored({1.0f, 0.8f, 0.8f, 1.0f}, "Maus.");
|
||||
ImGui::TextColored({1.0f, 0.6f, 0.6f, 1.0f}, "Maus.");
|
||||
ImGui::Text("Drücke");
|
||||
ImGui::SameLine();
|
||||
ImGui::TextColored({1.0f, 0.8f, 0.8f, 1.0f}, "Leertaste");
|
||||
ImGui::TextColored({1.0f, 0.6f, 0.6f, 1.0f}, "Leertaste");
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("um den Spielplan zu öffnen.");
|
||||
ImGui::Text("Auf dem Spielplan kannst du Karten verschieben.");
|
||||
ImGui::Text("Mit");
|
||||
ImGui::SameLine();
|
||||
ImGui::TextColored({1.0f, 0.6f, 0.6f, 1.0f}, "Rechter Maustaste");
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("kannst du Karten drehen.");
|
||||
ImGui::Text("");
|
||||
ImGui::Text("Dein Ziel: Verbinde die Pumpe mit dem Abfluss, um das");
|
||||
ImGui::Text("Tor zum nächsten Level zu öffnen!");
|
||||
ImGui::Text("");
|
||||
auto& inflowTexture = rendering.Textures[10];
|
||||
auto& outflowTexture = rendering.Textures[9];
|
||||
@@ -715,6 +727,11 @@ namespace Tools
|
||||
{
|
||||
ImGui::Checkbox("ImGui Demo", &debug.ShowImguiDemo);
|
||||
ImGui::SliderFloat("Font Scale", &ImGui::GetIO().FontGlobalScale, 0.5f, 4.0f);
|
||||
ImGui::Checkbox("Break on ID", &debug.DebugBreakIDEnabled);
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID("@#$");
|
||||
ImGui::InputInt("", &debug.DebugBreakID);
|
||||
ImGui::PopID();
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Arenas");
|
||||
|
||||
@@ -124,6 +124,22 @@ namespace Game
|
||||
WorldPuzzleUI::UICardScale * WorldPuzzleUI::UICardScale;
|
||||
}
|
||||
|
||||
Vec3 CardPosToUIPos(const Gen::PuzzleData& data, int32_t cardX, int32_t cardY)
|
||||
{
|
||||
return Vec3{(float)cardX, (float)(data.HeightTiles / 2 - cardY - 1), -0.3f} * WorldPuzzleUI::UICardOffset *
|
||||
WorldPuzzleUI::UICardScale -
|
||||
CalcBoardOffset(data);
|
||||
}
|
||||
|
||||
void UIPosToCardPos(const Gen::PuzzleData& data, Vec3 uiPos, int32_t& cardXOut, int32_t& cardYOut)
|
||||
{
|
||||
Vec3 boardOffset = CalcBoardOffset(data) / WorldPuzzleUI::UICardScale;
|
||||
Vec3 boardPos = GlobalToLocalPoint(StaticData.UITransform, uiPos);
|
||||
Vec3 boardTilePos = (boardPos + boardOffset) / WorldPuzzleUI::UICardOffset;
|
||||
cardXOut = (int32_t)bx::round(boardTilePos.x);
|
||||
cardYOut = data.HeightTiles / 2 - (int32_t)bx::round(boardTilePos.y) - 1;
|
||||
}
|
||||
|
||||
void WorldPuzzleUI::UpdateAvailableCards(Gen::PuzzleData& Data)
|
||||
{
|
||||
auto& level = GetInstance().GameLevel;
|
||||
@@ -169,11 +185,9 @@ namespace Game
|
||||
dragPos += StaticData.ZAxis * -0.01f;
|
||||
quad.EData.Transform.Position = dragPos;
|
||||
|
||||
Vec3 boardOffset = CalcBoardOffset(Data) / WorldPuzzleUI::UICardScale;
|
||||
Vec3 boardPos = GlobalToLocalPoint(StaticData.UITransform, quadPlaneIntersectPos);
|
||||
Vec3 boardTilePos = (boardPos + boardOffset) / UICardOffset;
|
||||
int32_t xPos = (int32_t)bx::round(boardTilePos.x);
|
||||
int32_t yPos = (int32_t)bx::round(boardTilePos.y);
|
||||
int32_t xPos;
|
||||
int32_t yPos;
|
||||
UIPosToCardPos(Data, quadPlaneIntersectPos, xPos, yPos);
|
||||
|
||||
if (!GetMouseButton(MouseButton::Left))
|
||||
{
|
||||
@@ -219,9 +233,8 @@ namespace Game
|
||||
bool isLocked = GetFlag(card.Flags, PlacedPuzzleCardFlags::Locked);
|
||||
|
||||
auto& quad = level.UIQuads.Get(UIPlacedCards[cardIdx]);
|
||||
quad.UIPos = Vec3{(float)card.Position.X, (float)card.Position.Y, -0.3f} * UICardOffset * UICardScale;
|
||||
quad.UIPos -= boardOffset;
|
||||
quad.UIRot = card.Rotation * bx::kPi * 0.5f;
|
||||
quad.UIPos = CardPosToUIPos(Data, card.Position.X, card.Position.Y);
|
||||
quad.UIRot = card.Rotation * bx::kPi * -0.5f;
|
||||
UpdateQuad(level.UIQuads, UIPlacedCards[cardIdx]);
|
||||
|
||||
quad.EData.Visible = isValid;
|
||||
@@ -253,10 +266,9 @@ namespace Game
|
||||
dragPos += StaticData.ZAxis * -0.01f;
|
||||
quad.EData.Transform.Position = dragPos;
|
||||
|
||||
Vec3 boardPos = GlobalToLocalPoint(StaticData.UITransform, quadPlaneIntersectPos);
|
||||
Vec3 boardTilePos = boardPos / UICardOffset;
|
||||
int32_t xPos = (int32_t)bx::round(boardTilePos.x);
|
||||
int32_t yPos = (int32_t)bx::round(boardTilePos.y);
|
||||
int32_t xPos;
|
||||
int32_t yPos;
|
||||
UIPosToCardPos(Data, quadPlaneIntersectPos, xPos, yPos);
|
||||
Gen::PuzPos srcCardPos = {(int8_t)DraggedCard.X, (int8_t)DraggedCard.Y};
|
||||
Gen::PlacedPuzzleCard& srcCard =
|
||||
Data.PlacedCards[srcCardPos.Y * Puzzle::Config::MaxPuzzleSizeCards + srcCardPos.X];
|
||||
|
||||
BIN
src/game/data/puzzles/0.pzl
LFS
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src/game/data/puzzles/0.pzl
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BIN
src/game/data/puzzles/1.pzl
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src/game/data/puzzles/1.pzl
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src/game/data/puzzles/2.pzl
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src/game/data/puzzles/2.pzl
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BIN
src/models/ConcretePlane.glb
LFS
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src/models/ConcretePlane.glb
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BIN
src/models/GateDoor.glb
LFS
Normal file
BIN
src/models/GateDoor.glb
LFS
Normal file
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BIN
src/models/GateWall.glb
LFS
Normal file
BIN
src/models/GateWall.glb
LFS
Normal file
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BIN
src/models/channel_cover_big.glb
LFS
BIN
src/models/channel_cover_big.glb
LFS
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BIN
src/models/w straight.glb
LFS
BIN
src/models/w straight.glb
LFS
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BIN
src/models/w! corner short.glb
LFS
BIN
src/models/w! corner short.glb
LFS
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BIN
src/models/w+ corner short.glb
LFS
BIN
src/models/w+ corner short.glb
LFS
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BIN
src/models/z_water_cover.glb
LFS
Normal file
BIN
src/models/z_water_cover.glb
LFS
Normal file
Binary file not shown.
BIN
src/textures/w corner long.ktx
LFS
BIN
src/textures/w corner long.ktx
LFS
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BIN
src/textures/w! corner short.ktx
LFS
BIN
src/textures/w! corner short.ktx
LFS
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BIN
src/textures/w+ corner short.ktx
LFS
BIN
src/textures/w+ corner short.ktx
LFS
Binary file not shown.
@@ -1,17 +1,18 @@
|
||||
// raddbg 0.9.19 project file
|
||||
|
||||
recent_file: path: "../src/game/level.cpp"
|
||||
recent_file: path: "../src/game/puzzle.cpp"
|
||||
recent_file: path: "../src/dependency/bgfx.cmake/bx/src/debug.cpp"
|
||||
recent_file: path: "../src/game/entity.h"
|
||||
recent_file: path: "../src/game/ui.cpp"
|
||||
recent_file: path: "../src/game/Log.cpp"
|
||||
recent_file: path: "../src/game/rendering/dither.cpp"
|
||||
recent_file: path: "../src/game/rendering/rendering.cpp"
|
||||
recent_file: path: "../src/game/entity.h"
|
||||
recent_file: path: "../src/game/ui.cpp"
|
||||
recent_file: path: "../src/gen/generated.cpp"
|
||||
recent_file: path: "../src/engine/main.cpp"
|
||||
recent_file: path: "../src/game/setup.cpp"
|
||||
recent_file: path: "../src/dependency/imgui/imgui_widgets.cpp"
|
||||
recent_file: path: "../src/game/tools.cpp"
|
||||
recent_file: path: "../src/dependency/bgfx.cmake/bx/src/debug.cpp"
|
||||
recent_file: path: "../src/gen/def.h"
|
||||
recent_file: path: "../src/game/global.cpp"
|
||||
target:
|
||||
|
||||
Reference in New Issue
Block a user