@ -189,6 +189,10 @@ V2 grid_world_to_local(struct Grid *grid, V2 world)
{
{
return cp_to_v2 ( cpBodyWorldToLocal ( grid - > body , v2_to_cp ( world ) ) ) ;
return cp_to_v2 ( cpBodyWorldToLocal ( grid - > body , v2_to_cp ( world ) ) ) ;
}
}
V2 grid_local_to_world ( struct Grid * grid , V2 local )
{
return cp_to_v2 ( cpBodyLocalToWorld ( grid - > body , v2_to_cp ( local ) ) ) ;
}
// returned snapped position is in world coordinates
// returned snapped position is in world coordinates
V2 grid_snapped_box_pos ( struct Grid * grid , V2 world )
V2 grid_snapped_box_pos ( struct Grid * grid , V2 world )
{
{
@ -511,61 +515,11 @@ void process(struct GameState *gs, float dt)
if ( ! p - > connected )
if ( ! p - > connected )
continue ;
continue ;
if ( V2length ( V2sub ( p - > pos , gs - > goldpos ) ) < GOLD_COLLECT_RADIUS )
// update gold win condition
if ( V2length ( V2sub ( p - > pos , gs - > goldpos ) ) < GOLD_COLLECT_RADIUS )
{
{
p - > goldness + = 0.2 ;
p - > goldness + = 0.2 ;
gs - > goldpos = ( V2 ) { . x = hash11 ( gs - > time ) * 20.0f , . y = hash11 ( gs - > time - 13.6f ) * 20.0f } ;
gs - > goldpos = ( V2 ) { . x = hash11 ( gs - > time ) * 20.0f , . y = hash11 ( gs - > time - 13.6f ) * 20.0f } ;
}
if ( p - > dobuild )
{
p - > dobuild = false ; // handle the input. if didn't do this, after destruction of hovered box, would try to build on its grid with grid_index...
cpPointQueryInfo info = { 0 } ;
// @Robust make sure to query only against boxes...
cpShape * nearest = cpSpacePointQueryNearest ( gs - > space , v2_to_cp ( p - > build ) , 0.01f , cpShapeFilterNew ( CP_NO_GROUP , CP_ALL_CATEGORIES , CP_ALL_CATEGORIES ) , & info ) ;
if ( nearest ! = NULL )
{
struct Box * cur_box = ( struct Box * ) cpShapeGetUserData ( nearest ) ;
struct Grid * cur_grid = ( struct Grid * ) cpBodyGetUserData ( cpShapeGetBody ( nearest ) ) ;
grid_remove_box ( gs - > space , cur_grid , cur_box ) ;
p - > spice_taken_away - = 0.1f ;
}
else if ( p - > grid_index = = - 1 )
{
// @Robust better memory mgmt
struct Grid * empty_grid = NULL ;
for ( int ii = 0 ; ii < MAX_GRIDS ; ii + + )
{
if ( gs - > grids [ ii ] . body = = NULL )
{
empty_grid = & gs - > grids [ ii ] ;
break ;
}
}
p - > spice_taken_away + = 0.2f ;
grid_new ( empty_grid , gs , p - > build ) ;
cpBodySetVelocity ( empty_grid - > body , v2_to_cp ( p - > vel ) ) ;
box_new ( & empty_grid - > boxes [ 0 ] , gs , empty_grid , ( V2 ) { 0 } ) ;
}
else
{
struct Grid * g = & gs - > grids [ p - > grid_index ] ;
struct Box * empty_box = NULL ;
for ( int ii = 0 ; ii < MAX_BOXES_PER_GRID ; ii + + )
{
if ( g - > boxes [ ii ] . shape = = NULL )
{
empty_box = & g - > boxes [ ii ] ;
break ;
}
}
// @Robust cleanly fail when not enough boxes
assert ( empty_box ! = NULL ) ;
p - > spice_taken_away + = 0.1f ;
box_new ( empty_box , gs , g , grid_world_to_local ( g , p - > build ) ) ;
}
}
}
if ( gs - > grids [ p - > currently_inhabiting_index ] . body = = NULL )
if ( gs - > grids [ p - > currently_inhabiting_index ] . body = = NULL )
@ -612,23 +566,84 @@ void process(struct GameState *gs, float dt)
}
}
}
}
// process movement
{
if ( p - > currently_inhabiting_index = = - 1 )
if ( p - > currently_inhabiting_index = = - 1 )
{
{
// @Robust make sure movement vector is normalized so player can't cheat
// @Robust make sure movement vector is normalized so player can't cheat
p - > vel = V2add ( p - > vel , V2scale ( p - > movement , dt * 0.5f ) ) ;
p - > vel = V2add ( p - > vel , V2scale ( p - > movement , dt * 0.5f ) ) ;
p - > pos = V2add ( p - > pos , V2scale ( p - > vel , dt ) ) ;
p - > spice_taken_away + = dt * 0.15f * V2length ( p - > movement ) ;
p - > spice_taken_away + = dt * 0.15f * V2length ( p - > movement ) ;
}
}
else
else
{
{
struct Grid * g = & gs - > grids [ p - > currently_inhabiting_index ] ;
struct Grid * g = & gs - > grids [ p - > currently_inhabiting_index ] ;
p - > pos = V2lerp ( p - > pos , grid_com ( g ) , dt * 20.0f ) ;
V2 target_new_pos = V2lerp ( p - > pos , grid_com ( g ) , dt * 20.0f ) ;
p - > vel = V2scale ( V2sub ( target_new_pos , p - > pos ) , 1.0f / dt ) ;
cpBodyApplyForceAtWorldPoint ( g - > body , v2_to_cp ( V2scale ( p - > movement , 5.0f ) ) , v2_to_cp ( grid_com ( g ) ) ) ;
cpBodyApplyForceAtWorldPoint ( g - > body , v2_to_cp ( V2scale ( p - > movement , 5.0f ) ) , v2_to_cp ( grid_com ( g ) ) ) ;
// bigger the ship, the more efficient the spice usage
// bigger the ship, the more efficient the spice usage
p - > spice_taken_away + = dt * 0.15f / ( cpBodyGetMass ( g - > body ) * 2.0f ) * V2length ( p - > movement ) ;
p - > spice_taken_away + = dt * 0.15f / ( cpBodyGetMass ( g - > body ) * 2.0f ) * V2length ( p - > movement ) ;
}
p - > pos = V2add ( p - > pos , V2scale ( p - > vel , dt ) ) ;
}
if ( p - > dobuild )
{
p - > dobuild = false ; // handle the input. if didn't do this, after destruction of hovered box, would try to build on its grid with grid_index...
cpPointQueryInfo info = { 0 } ;
// @Robust make sure to query only against boxes...
V2 world_build = p - > build ;
if ( p - > grid_index ! = - 1 )
{
world_build = grid_local_to_world ( & gs - > grids [ p - > grid_index ] , p - > build ) ;
}
cpShape * nearest = cpSpacePointQueryNearest ( gs - > space , v2_to_cp ( world_build ) , 0.01f , cpShapeFilterNew ( CP_NO_GROUP , CP_ALL_CATEGORIES , CP_ALL_CATEGORIES ) , & info ) ;
if ( nearest ! = NULL )
{
struct Box * cur_box = ( struct Box * ) cpShapeGetUserData ( nearest ) ;
struct Grid * cur_grid = ( struct Grid * ) cpBodyGetUserData ( cpShapeGetBody ( nearest ) ) ;
grid_remove_box ( gs - > space , cur_grid , cur_box ) ;
p - > spice_taken_away - = 0.1f ;
}
else if ( p - > grid_index = = - 1 )
{
// @Robust better memory mgmt
struct Grid * empty_grid = NULL ;
for ( int ii = 0 ; ii < MAX_GRIDS ; ii + + )
{
if ( gs - > grids [ ii ] . body = = NULL )
{
empty_grid = & gs - > grids [ ii ] ;
break ;
}
}
assert ( empty_grid ! = NULL ) ;
p - > spice_taken_away + = 0.2f ;
grid_new ( empty_grid , gs , world_build ) ;
box_new ( & empty_grid - > boxes [ 0 ] , gs , empty_grid , ( V2 ) { 0 } ) ;
cpBodySetVelocity ( empty_grid - > body , v2_to_cp ( p - > vel ) ) ;
}
else
{
struct Grid * g = & gs - > grids [ p - > grid_index ] ;
struct Box * empty_box = NULL ;
for ( int ii = 0 ; ii < MAX_BOXES_PER_GRID ; ii + + )
{
if ( g - > boxes [ ii ] . shape = = NULL )
{
empty_box = & g - > boxes [ ii ] ;
break ;
}
}
// @Robust cleanly fail when not enough boxes
assert ( empty_box ! = NULL ) ;
p - > spice_taken_away + = 0.1f ;
box_new ( empty_box , gs , g , grid_world_to_local ( g , world_build ) ) ;
}
}
}
if ( p - > spice_taken_away > = 1.0f )
if ( p - > spice_taken_away > = 1.0f )
{
{
reset_player ( p ) ;
reset_player ( p ) ;
p - > connected = true ;
p - > connected = true ;