diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/all.c | 21 | ||||
-rw-r--r-- | src/index.html.in | 105 | ||||
-rw-r--r-- | src/tick.c | 2 | ||||
-rw-r--r-- | src/types.c | 4 |
4 files changed, 114 insertions, 18 deletions
@@ -390,8 +390,10 @@ static void restart_level(Game* game) { xmemcpy(&game->state.placeableCells, &levels[level].placeableCells, sizeof(game->state.placeableCells)); } -static void update(Game *game, uint64_t now, Arena a) { +static int update(Game *game, uint64_t now, Arena a) { const int offset_width = game->ui.width - GRID_OFFSET_X; + + int tutorial = 0; switch (game->input) { int x, y; @@ -451,6 +453,7 @@ static void update(Game *game, uint64_t now, Arena a) { restart_level(game); break; case BUTTON_BACK: + tutorial = 1; break; case BUTTON_PLAY: game->state.playing = !game->state.playing; @@ -495,6 +498,8 @@ static void update(Game *game, uint64_t now, Arena a) { tick(game, a); } + + return tutorial; } #if SDL @@ -677,10 +682,12 @@ void game_init(void) { perm.end = heap + MEM_SIZE; game = new(&perm, 1, Game); - xmemcpy(&game->state.grid, &levels[0].grid, sizeof(game->state.grid)); - game->state.goalx = levels[0].goalx; - game->state.goaly = levels[0].goaly; - game->state.playing = 0; + game->state.currentLevel = 0; + restart_level(game); + + for (int i = 0; i < N_BUTTONS; i++) { + game->state.buttonStates[i] = BUTTON_STATE_IDLE; + } } __attribute((export_name("game_render"))) @@ -694,11 +701,11 @@ DrawList *game_render(int width, int height, int mousex, int mousey) { } __attribute((export_name("game_update"))) -void game_update(int input, int mousex, int mousey, int now) { +int game_update(int input, int mousex, int mousey, int now) { game->input = input; game->ui.mousex = mousex; game->ui.mousey = mousey; - update(game, now, perm); + return update(game, now, perm); } #endif diff --git a/src/index.html.in b/src/index.html.in index 46d39e4..5414f09 100644 --- a/src/index.html.in +++ b/src/index.html.in @@ -11,9 +11,9 @@ html, body { overflow: hidden; text-align: center; width: 100%; + color: white; } h1 { - color: white; margin: 0; } button { @@ -22,9 +22,84 @@ button { margin: 0.3em; width: 25%; } + +canvas { + margin: auto; +} </style> -<canvas></canvas> +<div id="tutorial" style="overflow-y: scroll; height: 90vh"> + <h1>Depths of the Mind</h1> + + <p> + The mind is an intricate thing, with many tiny components working together + in perfect harmony... Until something came in and messed everything up! + </p> + + <p> + If you want to set all the pieces of the mind right, you'll need to know how + it works! + </p> + + <img src= +#include "../build/tutorial_black_white.png.b64" + > + + <p> + The structure of the brain consists of black blocks filling a white void. + </p> + + <img src= +#include "../build/tutorial_red_yellow.png.b64" + > + + <p> + Black blocks will turn red when clicked (if you have red in your inventory on the left). + While the brain is running, black blocks next to red blocks will turn red! + Red blocks will eventually tire to yellow, and then back to black. They don't stay red very long! + This is what allows the brain to send signals along a series of black blocks. + Yellow blocks can be placed with a right click on a black block (if you have one in your inventory) + </p> + + <img src= +#include "../build/tutorial_direction_red.png.b64" + > + + <p> + Sometimes, only one side of a block turns red. + When this happens, it will try to move in that direction (and leave a yellow behind it) + but if it cannot it will turn clockwise and try again. + </p> + + <span> + <img src= +#include "../build/tutorial_blue_1.png.b64" + > + <img src= +#include "../build/tutorial_blue_2.png.b64" + > + + <p> + Blue blocks need to be moved around to keep things running smoothly! + When a blue block is touched by a single red block, it will start rolling + away from it. + Each level has a goal in faint red which needs at least one blue block to be delivered to it. + Some levels will also have faint blue areas that create new blue blocks for you! + </p> + + <img src= +#include "../build/tutorial_blue_clone.png.b64" + > + + <p> + Finally, if a blue block touches a red block <em>while in motion</em> it will be cloned! + One will be left behind and the other will continue. + </p> + + <button id="play-button">Play!</button> +</div> + +<canvas style="display: none;"></canvas> <script> // Mirror these in src/all.c @@ -73,6 +148,7 @@ async function main() { let exports = wasm.exports; let html = document.querySelector("html"); let canvas = document.querySelector("canvas"); + const tutorial = document.querySelector("#tutorial"); let ctx = canvas.getContext("2d"); let memory = exports.memory; @@ -140,11 +216,18 @@ async function main() { window.addEventListener("resize", onresize); onresize(); + function doUpdate(input) { + if (exports.game_update(input, mousex, mousey, now()) !== 0) { + canvas.style.display = "none"; + tutorial.style.display = "block"; + } + } + canvas.addEventListener("mousemove", function(e) { const rect = e.target.getBoundingClientRect(); mousex = e.clientX - rect.left; mousey = e.clientY - rect.top; - exports.game_update(INPUT_MOVE, mousex, mousey, now()); + doUpdate(INPUT_MOVE); }); canvas.addEventListener("mousedown", function(e) { @@ -152,15 +235,21 @@ async function main() { mousex = e.clientX - rect.left; mousey = e.clientY - rect.top; if (e.button == 0) { - exports.game_update(INPUT_CLICK, mousex, mousey, now()); + doUpdate(INPUT_CLICK); } else if (e.button == 2) { e.preventDefault(); - exports.game_update(INPUT_RCLICK, mousex, mousey, now()); + doUpdate(INPUT_RCLICK); } + }); + + document.getElementById("play-button").addEventListener("click", function (e) { if (!musicPlaying) { musicPlaying = true; audio.play(); } + + canvas.style.display = "block"; + tutorial.style.display = "none"; }); canvas.addEventListener("contextmenu", function (e) { @@ -169,16 +258,16 @@ async function main() { document.addEventListener("keydown", function (e) { if (e.key === " ") { - exports.game_update(INPUT_PAUSE_PLAY, mousex, mousey, now()); + doUpdate(INPUT_PAUSE_PLAY); } else if (e.key == "r") { - exports.game_update(INPUT_RESTART, mousex, mousey, now()); + doUpdate(INPUT_RESTART); } }); function animate() { // TODO: stop requesting frames when state is static requestAnimationFrame(animate); - exports.game_update(INPUT_NONE, mousex, mousey, now()); + doUpdate(INPUT_NONE); render(); } requestAnimationFrame(animate); @@ -178,7 +178,7 @@ static void tick(Game *game, Arena a) { (y > 0 && lastState->grid[x + (y - 1) * GRIDWIDTH] == BLUE_DOWN) || (y < GRIDHEIGHT - 1 && lastState->grid[x + (y + 1) * GRIDWIDTH] == BLUE_UP) ) { - game->state.grid[x + y * GRIDWIDTH] = RED; + game->state.grid[x + y * GRIDWIDTH] = BLACK; // used to be RED } else { game->state.grid[x + y * GRIDWIDTH] = BLACK; } diff --git a/src/types.c b/src/types.c index bf6dcf4..c40d9c3 100644 --- a/src/types.c +++ b/src/types.c @@ -70,11 +70,11 @@ enum { }; static const char colorImages[N_COLORS] = { - [RED] = IMAGE_NELSON, + /*[RED] = IMAGE_NELSON, [RED_LEFT] = IMAGE_NELSON_LEFT, [RED_UP] = IMAGE_NELSON_UP, [RED_RIGHT] = IMAGE_NELSON_RIGHT, - [RED_DOWN] = IMAGE_NELSON_DOWN, + [RED_DOWN] = IMAGE_NELSON_DOWN,*/ }; enum { |