cakefoot/src/Cakefoot.cpp

6845 lines
285 KiB
C++

/*@~@~@ |C|A|K|E|F|O|O|T| <presented by> 💫dank.game💫
|~)~)~)
|\~*~*| Licensed under the zlib and CC-BY licenses. Source is available at
|\\~*~|
,~|#\\~*|~, <https://open.shampoo.ooo/shampoo/cakefoot>
: \\@\\~| :
: \\#\\| : Created with open SPACE🪐BOX engine for cross-platform, PC, web and mobile games
: \\@\' :
: \\/ : <https://open.shampoo.ooo/shampoo/spacebox>
`~ ~ ~`~ */
#if defined(__ANDROID__) || defined(ANDROID)
#include <android/asset_manager_jni.h>
#endif
#include "Cakefoot.hpp"
Cakefoot::Cakefoot(std::vector<nlohmann::json> configuration_merge) :
/* Parse stats and achievements after the parent constructor runs */
sb::Game(configuration_merge), stats(configuration()), achievements(configuration())
{
sb::Log::log("Cakefoot version " + cakefoot::version);
#if defined(__ANDROID__)
SDL_SetHint(SDL_HINT_ORIENTATIONS, "Landscape");
#endif
/* Merge the level JSON. If the levels file is missing or corrupt, the program will crash. */
configuration().merge(levels_file_path);
/* Load scores */
fs::path arcade_scores_file_path {configuration()("storage", "scores file")};
if (fs::exists(arcade_scores_file_path))
{
/* Open and load the arcade scores, or pass with a warning if reading the scores fails. */
try
{
for (nlohmann::json score : sb::json_from_file(arcade_scores_file_path))
{
arcade_scores.add(ArcadeScores::Score(score.at("time"), score.at("distance"), score.at("name")));
}
}
catch (const std::exception& error)
{
std::ostringstream message;
message << "Couldn't read arcade scores in " << arcade_scores_file_path;
sb::Log::log(message, sb::Log::WARN);
}
}
/* Build string of unbeaten warped levels for default progress */
std::string default_warped_record;
for (std::size_t level_ii = 0; level_ii < configuration()("levels").size(); level_ii++)
{
default_warped_record += configuration()("warped", "level unbeaten").get<std::string>();
}
/* Create default progress data in-memory */
configuration()["progress"] = {
{"current level", 1},
{"max level", 1},
{"current difficulty", 0},
{"max difficulty", 0},
{"current challenge", 1},
{"current view", 0},
{"max view", 0},
{"total time", 0.0f},
{"quest level", 1},
{"quest checkpoint", 0.0f},
{"quest difficulty", 0},
{"quest time", 0.0f},
{"quest bank", 0},
{"quest best", 0.0},
{"quest deaths", 0},
{"arcade level", 1},
{"arcade checkpoint", 0.0f},
{"arcade difficulty", 0},
{"arcade max distance", 0},
{"arcade time", 0.0f},
{"arcade bank", 0},
{"arcade deaths", 0},
{"jackpot", 0},
{"all time bank", ""},
{"warped", default_warped_record}
};
/* Replace in-memory progress data with data in the progress file if it is available */
fs::path progress_file_path {configuration()("storage", "progress file")};
if (fs::exists(progress_file_path))
{
try
{
nlohmann::json progress = sb::json_from_file(progress_file_path);
/* The progress file contains a root element named "progress" which stores all the keys */
progress = progress.at("progress");
/* Check progress data for existence of quest progress entries. If they are missing, it indicates an older
* progress file, so use the general progress values for the quest progress. */
if (!progress.contains("quest level"))
{
configuration()["progress"]["quest level"] = progress.value("current level", 1);
configuration()["progress"]["current challenge"] = 0;
}
if (!progress.contains("quest checkpoint"))
{
configuration()["progress"]["quest difficulty"] = progress.value("current difficulty", 0);
}
if (!progress.contains("quest time"))
{
configuration()["progress"]["quest time"] = progress.value("total time", 0.0f);
}
/* Merge in the data from the file, overwriting the defaults set above. */
configuration().merge(progress_file_path);
}
catch (const std::exception& error)
{
sb::Log::log(
"Warning: an unreadable save file was detected at \"" + progress_file_path.string() +
"\". No save progress was able to be loaded. Check the file for corruption.", sb::Log::WARN);
}
}
/* Enforce arcade-only mode */
if (configuration()("arcade", "arcade only"))
{
configuration()["progress"]["current challenge"] = 4;
configuration()["progress"]["current difficulty"] = 0;
/* In arcade-only, there is no resume, so reset the current level regardless of what the saved state was. */
configuration()["progress"]["current level"] = 1;
}
/* Load stat and achievement progress */
fs::path stat_file_path = configuration()("storage", "stats file");
if (!fs::exists(stat_file_path))
{
sb::Log::Multi() << "No existing stat file found at " << stat_file_path << ". If any stats or achievements " <<
" are stored, they will be written to a new file." << sb::Log::end;
}
else
{
try
{
stat_progress.load(stat_file_path);
}
catch (const std::exception& error)
{
sb::Log::Multi(sb::Log::WARN) << "Could not load stat and achievement file at " << stat_file_path <<
". It will be overwritten by a new file if any stats or achievements are updated. Error: " <<
error.what();
}
}
/* Achievement for not having any achievements */
if (stat_progress.achievement_count() == 0)
{
stat_progress.unlock_achievement(achievements["ACH_EMPTY_STOMACH"]);
}
/* Check progress for stats that have not been transferred from the old progress format to the newer stats section
* of the progress object. Any associated achievements will be unlocked automatically. */
{
/* Award a quest count for confirmed quests complete */
int quests_awarded = 0;
if (progress<int>("max difficulty") > 0)
{
/* This only counts the first quest completed per difficulty level because there are no indicators for
* counting any other quests. */
quests_awarded = progress<int>("max difficulty") + (progress<int>("jackpot") == 777);
}
/* Check if deaths need to be transferred into the stats */
if (progress<nlohmann::json>("deaths", 0) > 0 && !stat_progress.stat_exists(stats["STAT_SLICER_DEATHS"]))
{
/* This is a very inaccurate estimate: it just divides the death count equally among each enemy type, and if
* it doesn't divide evenly into 4, it throws away a couple of deaths. */
int deaths_per_enemy = progress<int>("deaths") / 4;
stat_progress.set_stat(stats["STAT_SLICER_DEATHS"], deaths_per_enemy, achievements, stats);
stat_progress.set_stat(stats["STAT_FISH_DEATHS"], deaths_per_enemy, achievements, stats);
stat_progress.set_stat(stats["STAT_DRONE_DEATHS"], deaths_per_enemy, achievements, stats);
stat_progress.set_stat(stats["STAT_FIRE_DEATHS"], deaths_per_enemy, achievements, stats);
}
/* Check if distance needs to be awarded based on stats about play sessions. */
if (!stat_progress.stat_exists(stats["STAT_DISTANCE_TRAVELED"]) &&
(quests_awarded > 0 || arcade_scores.count() > 0 || progress<int>("quest level") > 1))
{
/* Award 20k for a complete quest */
stat_progress.increment_stat(stats["STAT_DISTANCE_TRAVELED"], quests_awarded * 20'000, achievements, stats);
/* Award each distance from arcade with a 15% bonus for deaths and back pedaling */
stat_progress.increment_stat(
stats["STAT_DISTANCE_TRAVELED"], arcade_scores.total_distance(), achievements, stats);
/* Award 800 for each quest level completed */
stat_progress.increment_stat(
stats["STAT_DISTANCE_TRAVELED"], (progress<int>("quest level") - 1) * 800, achievements, stats);
}
/* Check if arcade scores need to be transferred into the complete arcade runs stat */
if (arcade_scores.count() > 0 && !stat_progress.stat_exists(stats["STAT_ARCADE_RUNS"]))
{
stat_progress.set_stat(stats["STAT_ARCADE_RUNS"], arcade_scores.count(), achievements, stats);
}
/* Check if farthest distance needs to be transferred into the stats section */
if (progress<int>("arcade max distance") > 0)
{
if (!stat_progress.stat_exists(stats["STAT_FARTHEST_ARCADE_DISTANCE"]))
{
stat_progress.set_stat(
stats["STAT_FARTHEST_ARCADE_DISTANCE"], progress<int>("arcade max distance"), achievements, stats);
}
if (!stat_progress.stat_exists(stats["STAT_FARTHEST_DISTANCE_REACHED"]))
{
stat_progress.set_stat(
stats["STAT_FARTHEST_DISTANCE_REACHED"], progress<int>("arcade max distance"), achievements, stats);
}
}
/* Check if complete quests count should be estimated */
if (progress<int>("max difficulty") > 0)
{
if (!stat_progress.stat_exists(stats["STAT_QUESTS_COMPLETED"]))
{
stat_progress.set_stat(stats["STAT_QUESTS_COMPLETED"], quests_awarded, achievements, stats);
}
if (!stat_progress.stat_exists(stats["STAT_CAKES_UNLOCKED"]))
{
stat_progress.set_stat(stats["STAT_CAKES_UNLOCKED"], quests_awarded, achievements, stats);
}
/* Set to the max, no need to check for an existing value */
stat_progress.set_stat(
stats["STAT_FARTHEST_DISTANCE_REACHED"], stats["STAT_FARTHEST_DISTANCE_REACHED"].max().value(),
achievements, stats);
}
/* Check if the quest time needs to be transferred */
if (progress<float>("quest best") > 0.0f && !stat_progress.stat_exists(stats["STAT_FASTEST_QUEST_TIME"]))
{
stat_progress.set_stat(stats["STAT_FASTEST_QUEST_TIME"], progress<float>("quest best"), achievements, stats);
}
/* Check if the fastest arcade time needs to be transferred. If so, ACH_HOTCAKES should also be unlocked. */
if (!stat_progress.stat_exists(stats["STAT_BEST_ARCADE_CLOCK"]))
{
if (arcade_scores.count() > 0 && arcade_scores.best().time > 0.0f)
{
stat_progress.set_stat(
stats["STAT_BEST_ARCADE_CLOCK"], arcade_scores.best().time, achievements, stats);
stat_progress.unlock_achievement(achievements["ACH_HOTCAKES"]);
}
}
/* Check if levels need to be marked as unlocked */
if ((progress<int>("max difficulty") > 0 || progress<int>("max level") > 1) &&
!stat_progress.stat_exists(stats["STAT_LEVELS_UNLOCKED"]))
{
if (progress<int>("max difficulty") > 0)
{
/* All levels have been unlocked if BEEF CAKE is unlocked */
stat_progress.set_stat(
stats["STAT_LEVELS_UNLOCKED"], configuration()("levels").size(), achievements, stats);
}
else
{
/* Levels up to the max have been unlocked */
stat_progress.set_stat(
stats["STAT_LEVELS_UNLOCKED"], progress<int>("max difficulty"), achievements, stats);
}
}
/* Check if bank contents should be counted */
if (!stat_progress.stat_exists(stats["STAT_COINS_COLLECTED"]))
{
int collected = 0;
if (progress<nlohmann::json>("quest bank").is_string())
{
for (bool status : bank_parse(progress<std::string>("quest bank")))
{
collected += status;
}
}
if (progress<nlohmann::json>("arcade bank").is_string())
{
for (bool status : bank_parse(progress<std::string>("arcade bank")))
{
collected += status;
}
}
if (collected > 0)
{
stat_progress.set_stat(stats["STAT_COINS_COLLECTED"], collected, achievements, stats);
}
}
/* If no coins are counted as unlocked, use the bank status or "max view" to unlock coins */
if (!stat_progress.stat_exists(stats["STAT_COINS_UNLOCKED"]))
{
std::vector<bool> bank;
if (progress<nlohmann::json>("quest bank").is_string())
{
bank = bank_parse(progress<std::string>("quest bank"));
}
if (progress<nlohmann::json>("arcade bank").is_string())
{
std::vector<bool> arcade_bank { bank_parse(progress<std::string>("arcade bank")) };
for (std::size_t bank_ii = 0; bank_ii < arcade_bank.size(); bank_ii++)
{
if (bank.size() <= bank_ii)
{
bank.push_back(arcade_bank[bank_ii]);
}
else if (arcade_bank[bank_ii])
{
bank[bank_ii] = true;
}
}
}
int unlocked = 0;
for (bool status : bank)
{
unlocked += status;
}
if (unlocked > 0)
{
stat_progress.set_stat(stats["STAT_COINS_UNLOCKED"], unlocked, achievements, stats);
}
/* Save to all time bank tracker so the stat can update properly */
configuration()["progress"]["all time bank"] = bank_serialized(bank);
}
}
#if defined(STEAM_ENABLED)
/* Run a ping test with Steam */
if (sb::cloud::steam::initialized())
{
sb::cloud::steam::store_stats();
std::int32_t deaths;
std::int32_t meters;
SteamAPI_ISteamUserStats_GetStatInt32(SteamUserStats(), stats["STAT_TOTAL_DEATHS"].id().c_str(), &deaths);
SteamAPI_ISteamUserStats_GetStatInt32(SteamUserStats(), stats["STAT_DISTANCE_TRAVELED"].id().c_str(), &meters);
sb::Log::Multi() << "Steam reports " << deaths << " total deaths in " << meters << " meters traveled" <<
sb::Log::end;
}
#endif
/* Set the spinner values to what the player was last playing, unless demo mode is active, in which case leave
* the values at the defaults. */
if (!configuration()("demo", "active"))
{
level_select_index = configuration()("progress", "current level");
profile_index = configuration()("progress", "current difficulty");
challenge_index = configuration()("progress", "current challenge");
view_index = configuration()("progress", "current view");
}
/* Initialize name entry */
name_entry = configuration()("display", "default initials");
/* Initialize rotating hue highlight color */
rotating_hue = sb::Color(0.0f, 0.0f, 0.0f, 1.0f);
rotating_hue.hsv(
0.0f, configuration()("display", "highlight saturation"), configuration()("display", "highlight value"));
/* Subscribe to events */
delegate().subscribe(&Cakefoot::respond, this, SDL_MOUSEMOTION);
delegate().subscribe(&Cakefoot::respond, this, SDL_MOUSEBUTTONDOWN);
delegate().subscribe(&Cakefoot::respond, this, SDL_MOUSEBUTTONUP);
delegate().subscribe(&Cakefoot::respond, this, SDL_MOUSEWHEEL);
delegate().subscribe(&Cakefoot::respond, this, SDL_JOYAXISMOTION);
delegate().subscribe(&Cakefoot::respond, this, SDL_JOYHATMOTION);
delegate().subscribe(&Cakefoot::respond, this, SDL_JOYBUTTONDOWN);
delegate().subscribe(&Cakefoot::respond, this, SDL_JOYBUTTONUP);
delegate().subscribe(&Cakefoot::respond, this, SDL_KEYDOWN);
delegate().subscribe(&Cakefoot::respond, this, SDL_JOYDEVICEADDED);
delegate().subscribe(&Cakefoot::respond, this, SDL_JOYDEVICEREMOVED);
/* Open a game controller if any are available at the beginning of the program */
open_game_controller();
/* Set up playing field, the plane that provides the background of the curve, character, and enemies */
sb::Plane playing_field_plane;
playing_field_plane.scale(glm::vec3{_configuration("display", "playing field aspect"), 1.0f, 1.0f});
playing_field = sb::Sprite(playing_field_plane);
/* Open the configuration and load the curve data per level */
load_curves();
/* Link shaders and uniforms */
initialize_gl();
/* Load and fill VBO */
load_vbo();
/* Load cursors from the system library that will be freed automatically */
poke = std::shared_ptr<SDL_Cursor>(SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND), SDL_FreeCursor);
grab = std::shared_ptr<SDL_Cursor>(SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL), SDL_FreeCursor);
/* Set the character to use the profile stored to progress, and load the character's special event candle sprite */
character.profile(configuration()("character", "profile", profile_index, "name"));
_candle_lit.frame_length(configuration()("candle", "lit", "speed"));
_candle_lit.play();
_candle_lit.load();
_candle_unlit.load();
/* Load the play button background graphics */
play_button_bg.frame_length(0.1f);
play_button_bg.play();
play_button_bg.load();
/* Set up checkpoint on and off sprites */
checkpoint_on = sb::Sprite {"resource/checkpoint/on.png", glm::vec2(12.0f / 486.0f), GL_LINEAR};
checkpoint_off = sb::Sprite {"resource/checkpoint/off.png", glm::vec2(12.0f / 486.0f), GL_LINEAR};
/* Set hitbox */
character.box_size(configuration()("character", "hitbox").get<float>());
/* Load coin graphics */
coin.load();
coin_missing_texture.filter(GL_LINEAR);
coin_missing_texture.load();
coin_collected_texture.filter(GL_LINEAR);
coin_collected_texture.load();
/* Load enemy graphics */
fish_sprite.texture("resource/fish/fish-1.png", GL_LINEAR);
fish_sprite.texture("resource/fish/fish-2.png", GL_LINEAR);
slicer_sprite.texture("resource/slicer/slicer-1.png", GL_LINEAR);
slicer_sprite.texture("resource/slicer/slicer-2.png", GL_LINEAR);
flame_sprite.texture("resource/flame/flame-1.png", GL_LINEAR);
flame_sprite.texture("resource/flame/flame-2.png", GL_LINEAR);
flame_coin_sprite.texture("resource/coin/coin-0.png", GL_LINEAR);
projectile_sprite.texture("resource/projectile/projectile-1.png", GL_LINEAR);
projectile_sprite.texture("resource/projectile/projectile-2.png", GL_LINEAR);
projectile_sprite.texture("resource/projectile/projectile-3.png", GL_LINEAR);
projectile_sprite.texture("resource/projectile/projectile-4.png", GL_LINEAR);
projector_sprite.texture("resource/projector/projector-1.png", GL_LINEAR);
projector_sprite.texture("resource/projector/projector-2.png", GL_LINEAR);
/* Load HUD graphics */
auto_save_texture.filter(GL_LINEAR);
auto_save_texture.load();
qr_texture.filter(GL_LINEAR);
qr_texture.load();
qr_bg_texture.filter(GL_LINEAR);
qr_bg_texture.load();
demo_message_texture.filter(GL_LINEAR);
demo_message_texture.load();
/* Load splash screens */
for (nlohmann::json splash_config : configuration()("display", "splash"))
{
splash.emplace_back(Splash {
sb::Sprite{splash_config.at(0).get<std::string>(), glm::vec2{1.77777f, 1.0f}, GL_LINEAR},
splash_config.at(1).get<glm::vec4>(),
splash_config.at(2)});
}
/* Load SFX and BGM */
load_audio();
/* Diagnostic text */
set_up_diagnostic_display();
/* Store value from configuration when loading so it doesn't change while running and break the program */
use_play_button = configuration()("display", "use play button");
/* Set to default values in case these get displayed erroneously */
label.at("arcade rank").content("999th");
label.at("arcade rank").refresh();
label.at("arcade distance").content("10000m");
label.at("arcade distance").refresh();
/* Initialize scoreboard content */
refresh_scoreboard();
/* Load progress menus */
load_achievements_menu();
load_stats_menu();
load_replays_menu();
/* Start effect animations */
shift_hue_animation.frame_length(configuration()("display", "hue shift frequency"));
shift_hue_animation.play();
blink_animation.play();
warning_animation.play();
swap_title_shader_animation.frame_length(configuration()("shaders", "title swap frequency"));
swap_title_shader_animation.play();
if (!use_play_button)
{
if (splash.size() > 0)
{
splash_index = 0;
splash_animation.play_once(splash[0].length);
world_color = splash[0].background.normal();
set_up_buttons();
}
else
{
/* Load title screen */
load_level(0);
set_up_buttons();
}
}
else
{
/* Just set up buttons because only play and volume buttons are needed */
set_up_buttons();
}
/* Bank HUD */
populate_bank_ui();
/* Confirmation alert dialog */
load_confirmation_alert();
/* Initialize sounds off by default, then switch on based on configuration using the appropriate buttons */
if (Mix_QuerySpec(nullptr, nullptr, nullptr) != 0)
{
Mix_Volume(-1, 0);
Mix_VolumeMusic(0);
}
for (auto& [name, chunk] : audio)
{
chunk.stop();
chunk.enabled(false);
}
bgm.stop();
bgm.enabled(false);
if (!configuration()("audio", "muted"))
{
button.at("volume").suppress_audio_once();
button.at("volume").press();
}
if (!configuration()("audio", "bgm muted"))
{
button.at("bgm").suppress_audio_once();
button.at("bgm").press();
}
if (!configuration()("audio", "sfx muted"))
{
button.at("sfx").suppress_audio_once();
button.at("sfx").press();
}
/* Track idle time */
idle_timer.on();
/* Set timers to save and sync stats */
save_stats_animation.frame_length(configuration()("storage", "stats write frequency").get<float>());
save_stats_animation.play();
sync_stats_animation.frame_length(configuration()("storage", "steam stats sync frequency").get<float>());
sync_stats_animation.play();
sync_session_animation.frame_length(configuration()("session", "receiver", "frequency").get<float>());
sync_session_animation.play(sync_session_animation.frame_length());
/* Needed because the minimum value for STAT_CONSECUTIVE_DAYS_PLAYED is 1 instead of 0. */
if (!stat_progress.stat_exists(stats["STAT_CONSECUTIVE_DAYS_PLAYED"]))
{
stat_progress.set_stat(stats["STAT_CONSECUTIVE_DAYS_PLAYED"], 1, achievements, stats);
}
/* Check for achievements and birthday candle graphics for special event days */
validate_date(std::chrono::system_clock::now());
/* Save stats and achievements and sync with Steam in case any were updated */
stat_progress.save(configuration()("storage", "stats file"));
#if defined(EMSCRIPTEN)
/* Pause the game when the browser tab is hidden */
if (emscripten_set_visibilitychange_callback(this, false, &respond_to_visibility_change) < 0)
{
sb::Log::log("Failed to enable browser visibility change automatic pause feature", sb::Log::WARN);
}
/* Open the game controller when it is connected */
if (emscripten_set_gamepadconnected_callback(this, false, &respond_to_gamepad_connected) < 0)
{
sb::Log::log("Failed to listen for gamepad connections", sb::Log::WARN);
}
#endif
#if defined(STEAM_ENABLED)
/* Make sure the locally stored achievements and stats are stored on Steam as well. */
stat_progress.sync_to_steam(achievements, stats);
#endif
/* Automatic updates are only available on Linux */
#if defined(__LINUX__)
/* Make sure the configuration is set up for automatic updates before running. */
if (configuration()("system", "update", "automatic") &&
configuration()("system", "update").contains("location") &&
configuration()("system", "update").contains("info file") &&
configuration()("system", "update").contains("symlink") &&
configuration()("system", "update").contains("timeout") &&
configuration()("system", "update").contains("working directory"))
{
if (update_game_version())
{
sb::Log::Line() << "Quitting so new version can be loaded.";
flag_to_end();
}
else
{
float frequency { configuration()("system", "update").value("frequency", 0.0f) };
if (frequency != 0.0f)
{
/* Run update function on a timer to check for updates periodically. */
sb::Log::Multi() << "Checking for updates every " << frequency << " seconds." << sb::Log::end;
update_game_version_animation.frame_length(frequency);
update_game_version_animation.play(frequency);
}
else
{
sb::Log::Line() << "No update frequency set, leaving auto update checks off.";
}
}
}
#endif
}
#if defined(__LINUX__) && defined(HTTP_ENABLED)
bool Cakefoot::update_game_version()
{
/* Return whether or not a new version was found and installed */
bool updated { false };
/* Create a log to be sent to remote logger. */
std::string remote_report_log;
/* Message to be logged at completion */
std::ostringstream update_result_log;
/* Make sure none of the parameters have special characters. This prevents system commands from being inserted
* through the configuration. */
std::string invalid_characters { " `!@#$%^;\"'<>,?{}[]|\\&*()+=" };
std::string location { configuration()("system", "update", "location") };
std::string info_file { configuration()("system", "update", "info file") };
std::string symlink { configuration()("system", "update", "symlink") };
std::string working_directory { configuration()("system", "update", "working directory") };
int timeout { configuration()("system", "update", "timeout") };
if (strcspn(location.c_str(), invalid_characters.c_str()) == location.size() &&
strcspn(info_file.c_str(), invalid_characters.c_str()) == info_file.size() &&
strcspn(symlink.c_str(), invalid_characters.c_str()) == symlink.size() &&
strcspn(working_directory.c_str(), invalid_characters.c_str()) == working_directory.size())
{
/* Check if a command processor exists */
if (std::system(nullptr) > 0)
{
/* Build systemctl command */
std::ostringstream command;
command << "python3 " << configuration()("system", "update", "script") << " " << cakefoot::version << " " <<
location << " " << info_file << " " << symlink << " " << timeout << " " << working_directory;
remote_report_log += std::string("Command used: ") + command.str() + std::string(", ");
/* To run successfully, this requires internet to be connected. */
sb::Log::Multi() << "Checking for updates at " << location << sb::Log::end;
int status = std::system(command.str().c_str());
if (WIFEXITED(status) == 0)
{
/* Report signal which stopped/ended the process */
if (WIFSIGNALED(status) == 0)
{
if (WIFSTOPPED(status) > 0)
{
update_result_log << "Update stopped with signal " << WTERMSIG(status);
}
}
else
{
update_result_log << "Update ended with signal " << WTERMSIG(status);
}
}
else
{
/* Exit status 0 (success) means a full installation ran. */
if (WEXITSTATUS(status) == 0)
{
update_result_log << "New version downloaded from " << location << ".";
updated = true;
}
else
{
update_result_log << "Update exit status is " << WEXITSTATUS(status);
}
}
}
else
{
update_result_log << "No way to make system calls on this system.";
}
}
else
{
update_result_log << "One or more parameters contains invalid characters: " << location << ", " << info_file <<
", " << symlink << ", " << working_directory;
}
/* Log results */
sb::Log::Multi() << update_result_log.str() << sb::Log::end;
/* Send report to remote */
if (configuration()("system", "update").contains("logger"))
{
/* Send a single line to the remote logger. The logger can add additional information as necessary, such as the
* request IP address and a timestamp. */
remote_report_log += "Update result: " + update_result_log.str();
/* Use an HTTP request to POST the log line as a JSON data field. Include user authentication if provided. */
const nlohmann::json& logger_config = configuration()("system", "update", "logger");
sb::cloud::HTTP::Request store_remote_log_request { logger_config.at("url") };
store_remote_log_request.authorization(logger_config.value("authorization", ""));
store_remote_log_request.data(nlohmann::json({"report", remote_report_log}));
store_remote_log_request.callback([&](const sb::cloud::HTTP::Request& request){
sb::Log::Multi() << "Sent arcade update log entry to remote logger. Received status " << request.status() <<
". " << request.error() << sb::Log::end;
});
http.post(store_remote_log_request);
}
return updated;
}
#endif
void Cakefoot::open_game_controller()
{
bool found = false;
for (int ii = 0, jj = 0; ii < SDL_NumJoysticks(); ii++)
{
if (SDL_IsGameController(ii))
{
std::ostringstream message;
message << "Gamepad #" << ++jj << ": ";
std::string name {SDL_GameControllerNameForIndex(ii)};
if (name == "")
{
name = "unnamed";
}
message << name;
if (controller.get() == nullptr)
{
controller = std::shared_ptr<SDL_GameController>(SDL_GameControllerOpen(ii), SDL_GameControllerClose);
if (controller.get() == nullptr)
{
message << " [Could not open]";
sb::Log::sdl_error();
}
else
{
found = true;
message << " [Using this gamepad]";
sb::Log::log(message);
break;
}
}
sb::Log::log(message);
}
else
{
std::ostringstream message;
message << "Joystick #" << ii << " cannot be loaded by the game controller API";
sb::Log::log(message);
}
}
if (!found)
{
sb::Log::log("No usable gamepad detected. Only mouse and touch controls will work.");
}
}
void Cakefoot::load_audio()
{
audio = {};
for (const auto& [name, path] : configuration()("audio", "files").items())
{
sb::Log::Multi() << "Loading audio at " << path.get<std::string>() << sb::Log::end;
audio[name] = sb::audio::Chunk(path.get<std::string>());
}
/* Set number of loops for looping audio */
audio.at("restart").loop(5);
audio.at("menu").loop();
audio.at("walk").loop();
audio.at("reverse").loop();
/* Set volumes */
for (const auto& [name, volume] : configuration()("audio", "volume").items())
{
audio.at(name).volume(volume);
}
/* Reserve two channels for walk sound effects so the channel volume manipulation won't affect other sounds. */
int result = Mix_ReserveChannels(2);
if (result != 2)
{
sb::Log::sdl_error("Unable to reserve audio channels in SDL mixer", sb::Log::WARN);
}
/* Load the main theme and other BGM */
for (std::string chapter : configuration()("audio", "chapters"))
{
bgm.load(chapter);
}
}
void Cakefoot::load_curves()
{
/* Reset curve list and count of vertex buffer bytes needed for the curves */
curve_byte_count = 0;
curves.clear();
/* Open the levels section of the configuration and iterate through the list of levels. */
nlohmann::json levels = configuration()["levels"];
for (std::size_t ii = 0; ii < levels.size(); ii++)
{
/* Get the current level curve points, which is a list of 2D vertices in the old format of 864x486. The vertices are control
* points for the bezier. */
nlohmann::json control = levels[ii]["curve"];
glm::vec2 orig = {864.0f, 486.0f}, point;
float rat = orig.x / orig.y;
/* Translate each control point into the -aspect - aspect format. */
for (std::size_t jj = 0; jj < control.size(); jj++)
{
point = control[jj];
control[jj] = {(point.x / orig.x) * (2.0f * rat) - rat, (1.0f - point.y / orig.y) * 2.0f - 1.0f};
}
/* For each group of four control points, create a bezier, and add each of its vertices to a vector containing all the
* non-wrapped vertices, which is the full curve for the current level before being wrapped. */
std::vector<glm::vec3> unwrapped;
for (std::size_t jj = 0; jj < control.size() - 2; jj += 3)
{
std::vector<glm::vec3> segment;
for (const glm::vec2& vertex :
sb::math::bezier({control[jj], control[jj + 1], control[jj + 2], control[jj + 3]},
_configuration("curve", "bezier resolution").get<int>()))
{
segment.push_back({vertex, 0.0f});
}
unwrapped.insert(unwrapped.end(), segment.begin(), segment.end());
}
/* Pass the vertices to a curve object, which will store the originals, then wrap them. */
Curve curve {rat};
curve.add(unwrapped);
curves.push_back(curve);
curve_byte_count += curve.size();
}
}
void Cakefoot::initialize_gl()
{
/* Generate a vertex array object ID, bind it as current (requirement of OpenGL) */
vao.generate();
sb::Log::gl_errors("after generating VAO");
vao.bind();
sb::Log::gl_errors("after binding VAO");
/* Load shaders and start using one */
load_shaders();
use_shader_program(configuration()("shaders", "order", 0));
/* Set the active texture once at context load time because only one texture is used per draw */
glActiveTexture(GL_TEXTURE0);
/* Enable alpha rendering, multisample buffer (anti-aliasing), disable depth test, set clear color */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glm::vec4 clear_color = _configuration("display", "clear color").get<glm::vec4>();
glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
sb::Log::gl_errors("after GL initialization");
}
void Cakefoot::load_shaders()
{
/* Free up space by deleting any existing shader programs */
for (const auto& [name, program] : shader_programs)
{
/* Get the IDs of the shaders attached to this program, along with a count. */
int shader_count = 0;
GLuint shader_ids[16];
glGetAttachedShaders(program, 16, &shader_count, shader_ids);
/* Delete each attached shader */
for (int index = 0; index < shader_count; index++)
{
glDeleteShader(shader_ids[index]);
sb::Log::Multi() << "Deleted shader ID " << shader_ids[index];
sb::Log::gl_errors("after deleting shader");
}
/* Delete the shader program */
glDeleteProgram(program);
sb::Log::Multi() << "Deleted shader program " << program;
sb::Log::gl_errors("after deleting shader program");
}
/* Dynamically select version based on whether the build is for OpenGL or OpenGL ES. */
std::string version;
if (configuration()("display", "render driver") == "opengl")
{
version = configuration()("gl", "glsl version");
}
else
{
version = configuration()("gl", "glsl version es");
}
/* Load shader programs */
if (configuration()().contains("shaders") && configuration()("shaders").size() > 0)
{
for (const auto& [name, program] : configuration()("shaders").items())
{
if (program.is_object() && program.contains("vertex") && program.contains("fragment"))
{
/* Generate an ID for the shader */
GLuint program_id { glCreateProgram() };
/* Attach vertex and fragment shaders. */
for (const std::string type : {"vertex", "fragment"})
{
int type_id { type == "vertex" ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER };
GLuint shader_id;
if (program.at(type).is_array())
{
shader_id = sb::shader::load(version, program.at(type).get<std::vector<fs::path>>(), type_id);
}
else
{
shader_id = sb::shader::load(version, program.at(type).get<fs::path>(), type_id);
}
glAttachShader(program_id, shader_id);
sb::Log::gl_errors("after attaching " + type + " shader for program " + name);
}
/* Link program */
sb::shader::link(program_id);
sb::Log::gl_errors("after linking shader program " + name);
/* Shader has compiled and linked successfully. Store the shader to be used at any point during the
* runtime of the game. */
shader_programs[name] = program_id;
}
else
{
std::runtime_error("Malformed shader program definition for program " + name);
}
}
}
else
{
std::runtime_error("No shaders defined in the configuration.");
}
}
void Cakefoot::use_shader_program(const std::string& name)
{
/* Call glUseProgram and assign uniform IDs */
sb::shader::use(shader_programs.at(name), uniform);
/* Texture uniform doesn't need to be set per draw because only one texture is used per draw */
glUniform1i(uniform.at("model_texture"), 0);
/* Resolution only needs to be set when the window is resized. */
glm::vec2 resolution { display.window_box().size() };
glUniform2f(uniform.at("resolution"), resolution.x, resolution.y);
/* Initialize color addition to zero. */
glUniform4f(uniform.at("color_addition"), 0.0f, 0.0f, 0.0f, 0.0f);
/* Bind UV attributes now because they will not be changing */
sb::Plane::uv->bind("vertex_uv", shader_programs.at(name));
/* Print uniform values for debugging */
for (const auto& [name, value] : uniform)
{
sb::Log::Multi(sb::Log::DEBUG) << "Uniform " << name << " set to " << value << sb::Log::end;
}
/* Set active program id */
shader_program = shader_programs.at(name);
}
void Cakefoot::use_shader_by_level(int index)
{
/* Get shader name from world index of the level and load the shader. */
std::string shader_name = configuration()("shaders", "order", world_index(index));
if (shader_program != shader_programs.at(shader_name))
{
use_shader_program(shader_name);
}
/* Set background style uniforms based on the world index and world sub-index. */
if (configuration()("shaders", shader_name).contains("style"))
{
nlohmann::json style = configuration()("shaders", shader_name, "style");
if (style.is_array())
{
style = style.at(world_sub_index(index) % style.size());
for (const std::string color : { "bg_color_1", "bg_color_2" })
{
if (style.contains(color))
{
glUniform4fv(uniform.at(color), 1, &style.at(color).get<glm::fvec4>()[0]);
}
}
for (const std::string control : { "bg_control_1", "bg_control_2", "bg_control_3", "bg_control_4" })
{
if (style.contains(control))
{
glUniform1f(uniform.at(control), style.at(control).get<float>());
}
}
}
}
}
void Cakefoot::set_up_buttons()
{
/* Load reusable textures */
increment_texture = sb::Texture {configuration()("button", "name", "arrow increment texture").get<std::string>()};
increment_texture.load();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
decrement_texture = sb::Texture {configuration()("button", "name", "arrow decrement texture").get<std::string>()};
decrement_texture.load();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/* Set up text buttons */
for (const std::string name : {
"start", "resume", "reset", "level increment", "level decrement", "profile increment", "profile decrement",
"challenge increment", "challenge decrement", "view increment", "view decrement", "fullscreen text", "bgm",
"sfx", "exit"
})
{
/* Use glyph-enabled font for text with symbols/icons */
std::string font;
if (name == "resume" || name == "reset" || name == "fullscreen text" || name == "bgm" || name == "sfx" ||
name == "exit")
{
font = "narrow medium";
}
else
{
font = "glyph";
}
sb::Text text {fonts.at(font)};
float scale;
glm::vec2 dimensions;
bool pressed = button.at(name).pressed();
if (name == "start" || name == "resume" || name == "reset")
{
dimensions = configuration()("button", "text dimensions").get<glm::vec2>();
scale = configuration()("button", "text scale");
}
else if (name == "fullscreen text" || name == "bgm" || name == "sfx" || name == "exit")
{
dimensions = configuration()("button", "fullscreen text dimensions").get<glm::vec2>();
scale = configuration()("button", "fullscreen text scale");
}
else
{
dimensions = glm::vec2{configuration()("button", "level decrement dimensions")};
if (configuration()("button", "level select scale").is_array())
{
scale = configuration()("button", "level select scale")[1];
}
else
{
scale = configuration()("button", "level select scale");
}
}
text.foreground(configuration()("button", "text foreground").get<glm::vec4>());
text.background(configuration()("button", "text background").get<glm::vec4>());
std::string text_content;
if (name != "bgm" && name != "sfx")
{
text_content = name + " text";
}
else
{
text_content = name + " text " + (pressed ? "on" : "off");
}
text.content(configuration()("button", text_content).get<std::string>());
text.dimensions(dimensions);
text.refresh();
std::string translation_entry;
if (name != "bgm" && name != "sfx" && name != "fullscreen text")
{
translation_entry = name + " translation";
}
else
{
/* If game is paused and it's not the title screen, pause menu must be active */
translation_entry = name + " translation " + (unpaused_timer || level_index == 0 ? "home" : "pause");
}
button.at(name) = sb::Pad<>{text, configuration()("button", translation_entry), scale, dimensions.y / dimensions.x};
button.at(name).state(pressed);
}
/* Disable buttons if necessary */
if (!configuration()("display", "fullscreen enabled"))
{
button.at("fullscreen text").enabled(false);
}
if (!configuration()("display", "exit enabled"))
{
button.at("exit").enabled(false);
}
/* Replace start text texture with arcade prompt text in arcade-only mode */
if (configuration()("arcade", "arcade only"))
{
/* Dynamically build prompt message based on how many credits are still needed to begin */
std::string text;
if (!configuration()("arcade", "credits enabled") || credits >= configuration()("arcade", "credits required"))
{
/* Game can be started */
text = configuration()("arcade", "start message");
}
else
{
/* Display required credits as an int if it is a round number or as a float otherwise */
std::ostringstream difference_formatted;
long double difference = configuration()("arcade", "credits required").get<long double>() - credits;
if (int(difference) == difference)
{
difference_formatted << int(difference);
}
else
{
difference_formatted << difference;
}
/* Build dynamic prompt for more credits based on the name used for credits and the amount needed. */
text = configuration()("arcade", "add credits message");
text.replace(text.find("{amount}"), std::string("{amount}").size(), difference_formatted.str());
text.replace(text.find("{name}"), std::string("{name}").size(), configuration()("arcade", "credit name"));
if (difference != 1.0f)
{
text += "S";
}
}
/* Create a text plane */
sb::Text message {
fonts.at(configuration()("button", "arcade prompt", "font")), text,
configuration()("button", "arcade prompt", "foreground").get<glm::vec4>(),
configuration()("button", "arcade prompt", "background").get<glm::vec4>(),
configuration()("button", "arcade prompt", "dimensions").get<glm::vec2>()
};
message.refresh();
/* Add the text plane to a pad object */
button.at("start") = sb::Pad<>{
message, configuration()("button", "arcade prompt", "translation"),
configuration()("button", "arcade prompt", "scale"),
configuration()("button", "arcade prompt", "ratio")
};
/* Set the text label for displaying the current amount of credits */
if (configuration()("arcade", "credits enabled"))
{
label.at("credits available").foreground(
configuration()("arcade", "credits available", "foreground").get<glm::vec4>());
label.at("credits available").background(
configuration()("arcade", "credits available", "background").get<glm::vec4>());
label.at("credits available").untransform();
text = configuration()("arcade", "credits available", "text");
text.replace(text.find("{name}"), std::string("{name}").size(),
configuration()("arcade", "credit name").get<std::string>() + "S");
std::ostringstream amount;
if (int(credits) == credits)
{
amount << int(credits);
}
else
{
amount << credits;
}
text.replace(text.find("{amount}"), std::string("{amount}").size(), amount.str());
label.at("credits available").content(text);
label.at("credits available").translate(configuration()("arcade", "credits available", "translation"));
float scale { configuration()("arcade", "credits available", "scale") };
glm::fvec2 dimensions { label.at("credits available").dimensions() };
label.at("credits available").scale(glm::vec3{scale * (dimensions.x / dimensions.y), scale, 1.0f});
label.at("credits available").refresh();
}
}
/* Check challenge index */
const nlohmann::json::string_t& challenge_name = configuration()("challenge", challenge_index, "name").
get_ref<const nlohmann::json::string_t&>();
/* Set up text button callbacks */
button.at("start").on_state_change([&]([[maybe_unused]] bool state){
/* Prevent start from running if arcade-only mode is active and there are not enough credits */
if (!configuration()("arcade", "arcade only") || !configuration()("arcade", "credits enabled") ||
credits >= configuration()("arcade", "credits required"))
{
if (challenge_name == "NEW QUEST")
{
/* Check if a quest is in-progress. If so, pop up a confirmation dialog. Do not check in demo mode, or
* if the confirmation dialog is already active (in this case, the only way to press start is assumed to
* be through a forwarded press from the confirmation dialog confirm button).
*/
if (!confirming_new_quest && !configuration()("demo", "active") &&
(progress<int>("quest level") > 1 || progress<float>("quest checkpoint") > 1.0f))
{
confirming_new_quest = true;
selected.reset();
}
else
{
confirming_new_quest = false;
configuration()["progress"]["quest level"] = 1;
configuration()["progress"]["quest checkpoint"] = 0.0f;
configuration()["progress"]["quest difficulty"] = profile_index;
configuration()["progress"]["quest time"] = 0.0f;
configuration()["progress"]["quest bank"] = bank_serialized(bank_init());
configuration()["progress"]["quest deaths"] = 0;
challenge_index = 0;
configuration()["progress"]["current challenge"] = challenge_index;
}
}
else if (challenge_name == "ARCADE")
{
/* Check if an arcade run is in-progress. If so, pop up a confirmation dialog. Do not check in
* arcade-only mode, or if the confirmation dialog is already active (in this case, the only way to
* press start is assumed to be through a forwarded press from the confirmation dialog confirm button).
*/
if (!confirming_new_arcade && !configuration()("arcade", "arcade only") &&
(progress<int>("arcade level") > 1 || progress<float>("arcade checkpoint") > 1.0f))
{
confirming_new_arcade = true;
selected.reset();
}
else
{
confirming_new_arcade = false;
configuration()["progress"]["arcade level"] = 1;
configuration()["progress"]["arcade checkpoint"] = 0.0f;
configuration()["progress"]["arcade difficulty"] = profile_index;
configuration()["progress"]["arcade max distance"] = 0;
configuration()["progress"]["arcade time"] = 0.0f;
configuration()["progress"]["arcade bank"] = bank_serialized(bank_init());
configuration()["progress"]["arcade deaths"] = 0;
challenge_index = 3;
configuration()["progress"]["current challenge"] = challenge_index;
}
}
/* Remove credits if they are enabled */
if (configuration()("arcade", "arcade only") && configuration()("arcade", "credits enabled"))
{
credits -= configuration()("arcade", "credits required").get<float>();
}
#if defined(__COOLMATH__)
/* Coolmath API */
EM_ASM(
if (parent.cmgGameEvent !== undefined)
{
console.log("cmgGameEvent start"); parent.cmgGameEvent("start");
});
#endif
/* Only start the game if the confirmation dialog hasn't been activated */
if (!confirming_new_quest && !confirming_new_arcade)
{
load_level(level_select_index);
/* Track game starts */
stat_progress.increment_stat(stats["STAT_GAMES_STARTED"], 1, achievements, stats);
if (arcade())
{
stat_progress.increment_stat(stats["STAT_ARCADE_RUNS_STARTED"], 1, achievements, stats);
}
}
}
});
button.at("resume").on_state_change([&]([[maybe_unused]] bool state){
sb::Delegate::post("resume", false);
});
button.at("reset").on_state_change([&]([[maybe_unused]] bool state){
sb::Delegate::post(reset_command_name, false);
});
button.at("fullscreen text").on_state_change([&]([[maybe_unused]] bool state){
sb::Delegate::post("fullscreen");
});
button.at("bgm").on_state_change([&](bool state){
/* Enable/disable BGM and menu music. */
bgm.enabled(state);
for (auto& [name, chunk] : audio)
{
if (name == "menu")
{
chunk.enabled(state);
}
}
/* Play menu music when button flipped on, or stop when flipped off. The button is always in a menu screen, so
* the BGM shouldn't be turned on or off. */
if (state)
{
audio.at("menu").play();
}
else
{
audio.at("menu").stop();
}
set_up_buttons();
/* Store BGM state in the user's preferences and save preferences to disk */
preferences.config(!state, "audio", "bgm muted");
preferences.merge(configuration());
preferences.save(configuration()("storage", "preferences file"));
});
button.at("sfx").on_state_change([&](bool state){
for (auto& [name, chunk] : audio)
{
if (name != "menu")
{
chunk.enabled(state);
}
}
set_up_buttons();
/* Store SFX state in the user's preferences and save preferences to disk */
preferences.config(!state, "audio", "sfx muted");
preferences.merge(configuration());
preferences.save(configuration()("storage", "preferences file"));
});
button.at("exit").on_state_change([&]([[maybe_unused]] bool state){
/* Disable button on WASM builds since they don't currently have a launcher to exit to */
#if !defined(EMSCRIPTEN)
flag_to_end();
#endif
});
/* Set up pause button */
bool visible = button.at("pause").visible();
sb::Texture pause_texture {configuration()("button", "pause texture").get<std::string>()};
pause_texture.load();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
sb::Plane pause_plane;
pause_plane.texture(pause_texture);
button.at("pause") = sb::Pad<>{pause_plane, configuration()("button", "pause translation"),
configuration()("button", "pause scale"), 1.0f};
button.at("pause").visible(visible);
button.at("pause").on_state_change([&]([[maybe_unused]] bool state){
sb::Delegate::post("pause", false);
});
/* Set up volume button */
bool original_state = button.at("volume").pressed();
visible = button.at("volume").visible();
sb::Texture volume_off_texture {configuration()("button", "volume off texture").get<std::string>()};
volume_off_texture.load();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
sb::Texture volume_on_texture {configuration()("button", "volume on texture").get<std::string>()};
volume_on_texture.load();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
sb::Plane volume_plane;
volume_plane.texture(volume_off_texture);
volume_plane.texture(volume_on_texture);
button.at("volume") = sb::Pad<>{
volume_plane, configuration()("button", "volume translation"), configuration()("button", "volume scale"), 1.0f};
button.at("volume").state(original_state);
button.at("volume").visible(visible);
button.at("volume").on_state_change([&](bool state){
/* Mute or unmute (to full volume) depending on the state of the button */
if (Mix_QuerySpec(nullptr, nullptr, nullptr) != 0)
{
if (state)
{
Mix_Volume(-1, 128);
Mix_VolumeMusic(128);
}
else
{
Mix_Volume(-1, 0);
Mix_VolumeMusic(0);
}
/* Store the audio mute state in the user's preferences and save preferences to disk */
preferences.config(!state, "audio", "muted");
preferences.merge(configuration());
preferences.save(configuration()("storage", "preferences file"));
}
else
{
sb::Log::log("Cannot mute or unmute. Audio device is not open.", sb::Log::WARN);
}
});
/* Set up spinners */
for (const std::string name : {"profile", "level select", "challenge", "view"})
{
glm::vec2 dimensions {configuration()("button", name + " dimensions")};
label.at(name).foreground(configuration()("button", "text foreground").get<glm::vec4>());
label.at(name).background(configuration()("button", "text background").get<glm::vec4>());
label.at(name).untransform();
std::ostringstream message;
message << configuration()("button", name + " text").get<std::string>();
if (name == "profile")
{
message << configuration()("character", "profile", profile_index, "name").get<std::string>();
}
else if (name == "level select")
{
message << level_select_index;
}
else if (name == "challenge")
{
message << challenge_name;
}
else if (name == "view")
{
message << configuration()("view", view_index, "name").get<std::string>();
}
label.at(name).content(message.str());
label.at(name).translate(configuration()("button", name + " translation"));
label.at(name).scale(configuration()("button", name + " scale"));
label.at(name).dimensions(dimensions);
label.at(name).refresh();
}
button.at("profile decrement").on_state_change([&]([[maybe_unused]] bool state){
/* Disable in arcade-only mode and resume game modes */
if (!configuration()("arcade", "arcade only") && challenge_name != "RESUME QUEST" &&
challenge_name != "RESUME ARCADE")
{
if (--profile_index < 0)
{
profile_index = configuration()("progress", "max difficulty");
}
configuration()["progress"]["current difficulty"] = profile_index;
write_progress();
set_up_buttons();
character.profile(configuration()("character", "profile", profile_index, "name"));
}
});
button.at("profile increment").on_state_change([&]([[maybe_unused]] bool state){
/* Disable in arcade-only mode and resume game modes */
if (!configuration()("arcade", "arcade only") && challenge_name != "RESUME QUEST" &&
challenge_name != "RESUME ARCADE")
{
if (++profile_index > configuration()("progress", "max difficulty"))
{
profile_index = 0;
}
if (profile_index == configuration()("progress", "max difficulty"))
{
/* If the max difficulty was selected, clamp the level to the max level. */
if (level_select_index > configuration()("progress", "max level"))
{
level_select_index = configuration()("progress", "max level");
}
}
configuration()["progress"]["current difficulty"] = profile_index;
write_progress();
set_up_buttons();
character.profile(configuration()("character", "profile", profile_index, "name"));
}
});
button.at("level decrement").on_state_change([&]([[maybe_unused]] bool state){
/* Only allow level select in level select mode */
if (challenge_name == "LEVEL SELECT")
{
/* If the level is decreased below 1, wrap to the last level if the current difficulty is complete,
* otherwise wrap to the max level unlocked. */
if (--level_select_index < 1)
{
if (profile_index < configuration()("progress", "max difficulty"))
{
level_select_index = configuration()("levels").size() - 2;
}
else
{
level_select_index = configuration()("progress", "max level");
}
}
}
/* Save state and redraw button */
configuration()["progress"]["current level"] = level_select_index;
write_progress();
set_up_buttons();
});
button.at("level increment").on_state_change([&]([[maybe_unused]] bool state){
/* Only allow level select in level select mode */
if (challenge_name == "LEVEL SELECT")
{
/* If the level is increased past the total number of levels or past the max level unlocked on the current
* difficulty, wrap the spinner back to 1. */
if (++level_select_index >= static_cast<int>(configuration()("levels").size() - 1) || (
profile_index == configuration()("progress", "max difficulty") &&
level_select_index > configuration()("progress", "max level")))
{
level_select_index = 1;
}
}
/* Save state and redraw button */
configuration()["progress"]["current level"] = level_select_index;
write_progress();
set_up_buttons();
});
button.at("challenge decrement").on_state_change([&]([[maybe_unused]] bool state){
/* Only allow change when not in arcade-only or demo mode */
if (!configuration()("arcade", "arcade only") && !configuration()("demo", "active"))
{
if (--challenge_index < 0) challenge_index = max_challenge();
if (skip_resume_quest() || skip_resume_arcade() || skip_level_select())
{
button.at("challenge decrement").press();
}
else
{
toggle_challenge();
}
}
});
button.at("challenge increment").on_state_change([&]([[maybe_unused]] bool state){
/* Only allow change when not in arcade-only or demo mode */
if (!configuration()("arcade", "arcade only") && !configuration()("demo", "active"))
{
if (++challenge_index > max_challenge()) challenge_index = 0;
if (skip_resume_quest() || skip_resume_arcade() || skip_level_select())
{
button.at("challenge increment").press();
}
else
{
toggle_challenge();
}
}
});
button.at("view decrement").on_state_change([&]([[maybe_unused]] bool state){
if (--view_index < 0)
{
view_index = configuration()("progress", "max view");
}
configuration()["progress"]["current view"] = view_index;
write_progress();
set_up_buttons();
});
button.at("view increment").on_state_change([&]([[maybe_unused]] bool state){
if (++view_index > configuration()("progress", "max view"))
{
view_index = 0;
}
configuration()["progress"]["current view"] = view_index;
write_progress();
set_up_buttons();
});
/* Set up play button */
original_state = button.at("play").pressed();
sb::Texture play_texture {configuration()("button", "play texture").get<std::string>()};
play_texture.load();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
sb::Plane play_plane;
play_plane.texture(play_texture);
button.at("play") = sb::Pad<>{
play_plane, configuration()("button", "play translation"), configuration()("button", "play scale"),
configuration()("button", "play scale ratio")};
button.at("play").state(original_state);
button.at("play").on_state_change([&]([[maybe_unused]] bool state){
if (splash.size() > 0)
{
splash_index = 0;
splash_animation.play_once(splash[0].length);
world_color = splash[0].background.normal();
}
else
{
load_level(0);
}
});
/* Set up name entry buttons */
for (const std::string character_index : {"1", "2", "3"})
{
glm::vec2 character_dimensions {configuration()("button", "name", "character dimensions")};
sb::Text character {fonts.at("large"), "", configuration()("display", "clock hud foreground").get<glm::vec4>(),
configuration()("display", "clock hud background").get<glm::vec4>(), character_dimensions};
character.content(name_entry[std::stoi(character_index) - 1]);
character.refresh();
button.at("name " + character_index) = sb::Pad<>{
character,
{configuration()("button", "name", "character " + character_index + " x"),
configuration()("button", "name", "character y")},
configuration()("button", "name", "character scale")[1], character_dimensions.y / character_dimensions.x};
sb::Plane increment_plane;
increment_plane.texture(increment_texture);
glm::vec2 arrow_dimensions {configuration()("button", "name", "arrow dimensions")};
button.at("name " + character_index + " increment") = sb::Pad<>{
increment_plane,
{
configuration()("button", "name", "character " + character_index + " x"),
configuration()("button", "name", "arrow increment y")
},
configuration()("button", "name", "arrow scale")[1], arrow_dimensions.y / arrow_dimensions.x};
sb::Plane decrement_plane;
decrement_plane.texture(decrement_texture);
button.at("name " + character_index + " decrement") = sb::Pad<>{
decrement_plane,
{
configuration()("button", "name", "character " + character_index + " x"),
configuration()("button", "name", "arrow decrement y")
},
configuration()("button", "name", "arrow scale")[1], arrow_dimensions.y / arrow_dimensions.x};
button.at("name " + character_index).on_state_change([&, character_index]([[maybe_unused]] bool state){
name_entry_index = std::stoi(character_index) - 1;
});
button.at("name " + character_index + " increment").on_state_change([&, character_index]([[maybe_unused]] bool state){
char current = name_entry[std::stoi(character_index) - 1];
if (++current > 'Z')
{
current = 'A';
}
name_entry[std::stoi(character_index) - 1] = current;
set_up_buttons();
});
button.at("name " + character_index + " decrement").on_state_change([&, character_index]([[maybe_unused]] bool state){
char current = name_entry[std::stoi(character_index) - 1];
if (--current < 'A')
{
current = 'Z';
}
name_entry[std::stoi(character_index) - 1] = current;
set_up_buttons();
});
if (!configuration()("display", "name entry enabled"))
{
button.at("name " + character_index + " increment").enabled(false);
button.at("name " + character_index + " increment").visible(false);
button.at("name " + character_index + " decrement").enabled(false);
button.at("name " + character_index + " decrement").visible(false);
button.at("name " + character_index).enabled(false);
}
}
/* Set up fullscreen button */
visible = button.at("fullscreen").visible();
sb::Texture fullscreen_texture {configuration()("button", "fullscreen texture").get<std::string>()};
fullscreen_texture.load();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
sb::Plane fullscreen_plane;
fullscreen_plane.texture(fullscreen_texture);
button.at("fullscreen") = sb::Pad<>{
fullscreen_plane, configuration()("button", "fullscreen translation"), configuration()("button", "fullscreen scale"),
configuration()("button", "fullscreen scale ratio")};
button.at("fullscreen").visible(visible);
button.at("fullscreen").on_state_change([&]([[maybe_unused]] bool state){
sb::Delegate::post("fullscreen");
});
/* Set up steam button */
sb::Texture steam_texture {configuration()("texture", "steam button").get<std::string>()};
steam_texture.filter(GL_LINEAR);
steam_texture.load();
sb::Plane steam_plane;
steam_plane.texture(steam_texture);
glm::vec3 steam_translation = configuration()("button", "steam translation");
button.at("steam") = sb::Pad<>{
steam_plane, steam_translation, configuration()("button", "steam scale"),
configuration()("button", "steam ratio")};
/* Set up dank logo button */
sb::Texture dank_texture {configuration()("texture", "dank logo").get<std::string>()};
dank_texture.filter(GL_LINEAR);
dank_texture.load();
sb::Plane dank_plane;
dank_plane.texture(dank_texture);
glm::vec3 dank_translation = configuration()("button", "dank logo translation");
button.at("dank") = sb::Pad<>{
dank_plane, dank_translation, configuration()("button", "dank logo scale"),
configuration()("button", "dank logo ratio")};
/* Set up replay restart button */
nlohmann::json style = configuration()("replay", "restart button");
glm::ivec2 dimensions { style.at("dimensions") };
sb::Text message {
fonts.at(style.at("font")),
style.at("text"),
style.at("foreground").get<glm::vec4>(),
style.at("background").get<glm::vec4>(),
dimensions
};
message.refresh();
float aspect_ratio { float(dimensions.y) / dimensions.x };
button.at("replay restart") = sb::Pad<> { message, style.at("translation"), style.at("scale"), aspect_ratio };
/* Set up replay exit button */
style = configuration()("replay", "exit button");
dimensions = style.at("dimensions");
message = sb::Text {
fonts.at(style.at("font")),
style.at("text"),
style.at("foreground").get<glm::vec4>(),
style.at("background").get<glm::vec4>(),
dimensions
};
message.refresh();
aspect_ratio = float(dimensions.y) / dimensions.x;
button.at("replay exit") = sb::Pad<> { message, style.at("translation"), style.at("scale"), aspect_ratio };
/* Add default audio to all buttons */
std::function<void(sb::Pad<>&)> apply_audio = [&](sb::Pad<>& pad){
pad.select_audio(audio.at(configuration()("button", "default select audio")));
pad.click_audio(audio.at(configuration()("button", "default click audio")));
};
for (auto& [name, pad] : button) apply_audio(pad);
for (sb::Pad<>& pad : replay_buttons) apply_audio(pad);
for (auto & [name, pad] : operator_menu_buttons) apply_audio(pad);
apply_audio(confirmation_confirm_button);
apply_audio(confirmation_cancel_button);
}
void Cakefoot::toggle_challenge()
{
const nlohmann::json::string_t& challenge_name = configuration()("challenge", challenge_index, "name").
get_ref<const nlohmann::json::string_t&>();
bool play_mode_menu_active = challenge_name != "OPTIONS" && challenge_name != "ACHIEVEMENTS" &&
challenge_name != "STATS" && challenge_name != "REPLAYS";
/* In resume modes, set the level select and difficulty to the saved values. */
if (challenge_name == "RESUME QUEST" || !play_mode_menu_active)
{
level_select_index = configuration()("progress", "quest level").get<int>();
profile_index = configuration()("progress", "quest difficulty").get<int>();
configuration()["progress"]["current difficulty"] = profile_index;
character.profile(configuration()("character", "profile", profile_index, "name"));
}
else if (challenge_name == "RESUME ARCADE")
{
level_select_index = configuration()("progress", "arcade level").get<int>();
profile_index = configuration()("progress", "arcade difficulty").get<int>();
configuration()["progress"]["current difficulty"] = profile_index;
character.profile(configuration()("character", "profile", profile_index, "name"));
}
/* In new game modes, set the level select to 1 and leave the difficulty unchanged. */
else if (challenge_name == "ARCADE" || challenge_name == "NEW QUEST")
{
level_select_index = 1;
}
/* Reload achievement and stats graphics to update values displayed */
if (challenge_name == "ACHIEVEMENTS")
{
load_achievements_menu();
}
else if (challenge_name == "STATS")
{
load_stats_menu();
}
else if (challenge_name == "REPLAYS")
{
load_replays_menu();
}
/* Save menu selection if a play mode menu is active */
if (play_mode_menu_active)
{
configuration()["progress"]["current challenge"] = challenge_index;
}
else
{
/* Save challenge selection as quest instead of non-play mode */
if (configuration()("progress", "quest level") == 1 && configuration()("progress", "quest checkpoint") == 0.0f)
{
/* Resume */
configuration()["progress"]["current challenge"] = 1;
}
else
{
/* New */
configuration()["progress"]["current challenge"] = 0;
}
}
configuration()["progress"]["current level"] = level_select_index;
write_progress();
set_up_buttons();
}
void Cakefoot::set_up_diagnostic_display()
{
/* Style the FPS indicator */
float modifier = configuration()("diagnostic", "fps scale").get<float>();
glm::vec3 scale = {modifier, modifier * window_box().aspect(), 1.0f};
label.at("fps").foreground(configuration()("diagnostic", "fps foreground").get<glm::vec4>());
label.at("fps").background(configuration()("diagnostic", "fps background").get<glm::vec4>());
label.at("fps").untransform();
label.at("fps").translate({1.0f - scale.x, 1.0f - scale.y, 0.0f});
label.at("fps").scale(scale);
/* Style the version string indicator */
std::string content { configuration()("diagnostic", "version text") };
content.replace(content.find("{version}"), std::string("{version}").size(), cakefoot::version);
label.at("version").content(content);
label.at("version").refresh();
float height {configuration()("diagnostic", "version scale")};
glm::fvec2 dimensions {label.at("version").dimensions()};
float width {height * (dimensions.x / dimensions.y)};
modifier = configuration()("diagnostic", "version scale");
scale = {width, height, 1.0f};
label.at("version").foreground(configuration()("diagnostic", "version foreground").get<glm::vec4>());
label.at("version").background(configuration()("diagnostic", "version background").get<glm::vec4>());
label.at("version").untransform();
label.at("version").translate(configuration()("diagnostic", "version translation"));
label.at("version").scale(scale);
label.at("version").dimensions(configuration()("diagnostic", "version dimensions"));
}
void Cakefoot::set_up_hud()
{
set_up_diagnostic_display();
glm::vec3 clock_scale, clock_translation;
if (static_cast<std::size_t>(level_index) == _configuration("levels").size() - 1)
{
label.at("clock").font(fonts.at("large"));
if (arcade())
{
/* Arcade results size */
clock_scale = configuration()("display", "arcade time remaining scale");
clock_translation = configuration()("display", "arcade time remaining translation");
}
else
{
/* Quest results size */
clock_scale = configuration()("display", "clock hud large scale");
clock_translation = configuration()("display", "clock hud large translation");
}
}
else
{
label.at("clock").font(font());
/* Standard HUD size */
clock_scale = configuration()("display", "clock hud scale");
clock_translation = configuration()("display", "clock hud translation");
}
/* Style the clock */
label.at("clock").foreground(configuration()("display", "clock hud foreground").get<glm::vec4>());
label.at("clock").background(configuration()("display", "clock hud background").get<glm::vec4>());
label.at("clock").untransform();
label.at("clock").translate(clock_translation);
label.at("clock").scale(clock_scale);
/* Style the level indicator */
label.at("level").foreground(configuration()("display", "level hud foreground").get<glm::vec4>());
label.at("level").background(configuration()("display", "level hud background").get<glm::vec4>());
label.at("level").untransform();
label.at("level").translate(configuration()("display", "level hud translation"));
label.at("level").scale(configuration()("display", "level hud scale"));
/* Style the game over text */
label.at("game over").content(configuration()("display", "game over text"));
label.at("game over").foreground(configuration()("display", "game over foreground").get<glm::vec4>());
label.at("game over").background(configuration()("display", "game over background").get<glm::vec4>());
label.at("game over").untransform();
label.at("game over").translate(configuration()("display", "game over translation"));
label.at("game over").scale(configuration()("display", "game over scale"));
label.at("game over").refresh();
/* Style arcade results */
for (const std::string name : {"arcade rank", "arcade distance"})
{
label.at(name).foreground(configuration()("display", "clock hud foreground").get<glm::vec4>());
label.at(name).background(configuration()("display", "clock hud background").get<glm::vec4>());
label.at(name).untransform();
label.at(name).translate(configuration()("display", name + " translation"));
label.at(name).scale(configuration()("display", name + " scale"));
label.at(name).dimensions(configuration()("display", name + " dimensions"));
label.at(name).refresh();
}
/* Style the scoreboard */
scoreboard.wrap(configuration()("display", "scoreboard wrap"));
scoreboard.foreground(configuration()("display", "scoreboard foreground").get<glm::vec4>());
scoreboard.background(configuration()("display", "scoreboard background").get<glm::vec4>());
scoreboard.refresh();
scoreboard.untransform();
scoreboard.translate(configuration()("display", "scoreboard translation"));
scoreboard.scale(configuration()("display", "scoreboard scale"));
/* Style the QR code */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qr_code.texture(qr_texture);
qr_code.translate(configuration()("display", "qr translation").get<glm::vec2>());
qr_code.scale(configuration()("display", "qr scale"));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qr_code_bg.texture(qr_bg_texture);
qr_code_bg.translate(configuration()("display", "qr translation").get<glm::vec2>());
qr_code_bg.scale(configuration()("display", "qr scale"));
/* Set up auto save icon */
auto_save = sb::Sprite {
auto_save_texture,
configuration()("display", "auto save scale").get<glm::vec2>()
};
auto_save.translate(configuration()("display", "auto save translation").get<glm::vec2>());
/* Style the quest best time indicator */
label.at("quest best").foreground(configuration()("display", "quest best foreground").get<glm::vec4>());
label.at("quest best").background(configuration()("display", "quest best background").get<glm::vec4>());
label.at("quest best").untransform();
label.at("quest best").translate(configuration()("display", "quest best translation"));
label.at("quest best").scale(configuration()("display", "quest best scale"));
label.at("quest best").dimensions(configuration()("display", "quest best dimensions"));
if (configuration()("progress", "quest best") > 0.0f)
{
label.at("quest best").content(configuration()("display", "quest best text").get<std::string>() +
format_clock(configuration()("progress", "quest best")));
label.at("quest best").refresh();
}
/* Style the playtester thanks text */
thanks.wrap(configuration()("ending", "thanks wrap"));
thanks.content(configuration()("ending", "thanks"));
thanks.foreground(configuration()("ending", "messages foreground").get<glm::vec4>());
thanks.background(configuration()("ending", "thanks background").get<glm::vec4>());
thanks.untransform();
thanks.translate(configuration()("ending", "thanks translation"));
thanks.scale(configuration()("ending", "thanks scale"));
thanks.refresh();
/* Style the idle warning */
label.at("idle warning").content(configuration()("demo", "countdown message"));
label.at("idle warning").foreground(configuration()("display", "idle warning foreground").get<glm::vec4>());
label.at("idle warning").background(configuration()("display", "idle warning background").get<glm::vec4>());
label.at("idle warning").untransform();
label.at("idle warning").translate(configuration()("display", "idle warning translation"));
label.at("idle warning").scale(configuration()("display", "idle warning scale"));
label.at("idle warning").refresh();
/* Style the demo message */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
demo_message.texture(demo_message_texture);
demo_message.translate(configuration()("demo", "message translation").get<glm::vec2>());
demo_message.scale(configuration()("demo", "message scale"));
}
void Cakefoot::load_vbo()
{
/* Generate ID for the vertex buffer object that will hold all vertex data. Using one buffer for all attributes,
* data will be copied in one after the other. */
vbo.generate();
vbo.bind();
sb::Log::gl_errors("after generating and binding VBO");
/*!
* Fill VBO with attribute data:
*
* Postion, UV, and color vertices for a single sb::Plane, and curve.
*/
vbo.allocate(sb::Plane().size() + playing_field.attributes("color")->size() + curve_byte_count, GL_STATIC_DRAW);
vbo.add(*sb::Plane::position);
vbo.add(*sb::Plane::uv);
vbo.add(*sb::Plane::color);
for (Curve& curve : curves)
{
for (sb::Attributes& attr : curve.position)
{
vbo.add(attr);
}
vbo.add(curve.color);
}
sb::Log::gl_errors("after filling VBO");
/* Bind UV attributes now because they will not be changing */
sb::Plane::uv->bind("vertex_uv", shader_program);
}
void Cakefoot::populate_bank_ui()
{
bank_ui.clear();
for (int ii = 0; static_cast<std::size_t>(ii) < bank_init().size(); ii++)
{
bool collected;
if (configuration()("challenge", challenge_index, "name") != "LEVEL SELECT")
{
collected = bank()[ii];
}
else
{
collected = ii + 1 == level_index && coin_collected;
}
const nlohmann::json& coin_ui = configuration()("coin ui");
bank_ui.emplace_back(collected ? coin_collected_texture : coin_missing_texture, coin_ui.at("scale"));
bank_ui.back().translate(
coin_ui.at("translation").get<glm::vec3>() +
glm::vec3{
ii * coin_ui.at("spacing").get<float>(),
ii + 1 == level_index ? coin_ui.at("nub").get<float>() : 0.0f,
0.0f
});
}
}
const Curve& Cakefoot::curve() const
{
return curves[curve_index % curves.size()];
}
Curve& Cakefoot::curve()
{
return curves[curve_index % curves.size()];
}
int Cakefoot::world_index(int level_index) const
{
nlohmann::json world = configuration()("world");
if (static_cast<std::size_t>(level_index) != configuration()("levels").size() - 1)
{
for (std::size_t ii = 0; ii < world.size(); ii++)
{
if (ii == world.size() - 1 || world[ii + 1].at("start").get<int>() > level_index)
{
return ii;
}
}
}
return 0;
}
int Cakefoot::world_sub_index(int level_index) const
{
nlohmann::json world = configuration()("world");
if (static_cast<std::size_t>(level_index) != configuration()("levels").size() - 1)
{
for (std::size_t ii = 0; ii < world.size(); ii++)
{
if (ii == world.size() - 1 || world[ii + 1].at("start").get<int>() > level_index)
{
return level_index - world[ii].at("start").get<int>();
}
}
}
return 0;
}
void Cakefoot::load_level(int index, bool is_replay)
{
/* Save run time for unlocking achievements later in the function. */
float run_timer_save = run_timer.elapsed();
/* If any replays are playing or recording, cancel them. */
replay_playback.reset();
replay_recording.reset();
/* Handle run timer and replay at the beginning of loading level. Otherwise, if loading takes a long time, lag
* between enemy movement and run timer will occur.*/
if (index == 0 || static_cast<std::size_t>(index) == configuration()("levels").size() - 1)
{
run_timer.off();
arcade_limit_warning = false;
/* In arcade mode, reset the clock on the title screen */
if (arcade() && index == 0)
{
run_timer.reset();
}
/* Attract mode is canceled when the title screen loads */
attract_mode_active = false;
}
else
{
/* If it's the first level or a replay, start the run timer from the beginning. */
if (index == 1 || is_replay)
{
run_timer.reset();
}
run_timer.on();
/* Start recording a new replay if the level is high enough and the player is not resuming at a checkpoint. If
* the player is resuming at a checkpoint, a replay would not be valid because replay data for earlier sections
* of the level is not available. */
if (!is_replay)
{
bool is_resuming_at_checkpoint {
(quest() &&
configuration()("progress", "quest level") == index &&
configuration()("progress", "quest checkpoint").get<float>() > 0) ||
(arcade() &&
configuration()("progress", "arcade level") == index &&
configuration()("progress", "arcade checkpoint").get<float>() > 0)
};
bool is_replay_compatible_level { index >= configuration()("replay", "min level") };
if (is_replay_compatible_level && !is_resuming_at_checkpoint)
{
replay_recording = cakefoot::Replay();
sb::Log::Line() << "Start recording replay";
replay_record_animation.frame_length(configuration()("replay", "frame length"));
replay_record_animation.reset();
replay_record_animation.play();
}
else
{
if (!is_replay_compatible_level)
{
sb::Log::Line() << "Skip recording replay because level is too low";
}
else
{
sb::Log::Line() << "Skip recording replay because player is resuming at a checkpoint";
} } } }
/* Reset and start the survival and stray timers */
if (index != 0 && !end_screen() && !is_replay)
{
survival_timer.reset();
survival_timer.on();
stray_timer.reset();
stray_timer.on();
}
/* In case the player would be resuming a game with no progress, remove the resume option */
bool resuming_quest_without_progress = progress<int>("current challenge") == 0 &&
progress<int>("quest level") == 1 &&
progress<int>("quest checkpoint") == 0.0f;
bool resuming_arcade_without_progress = progress<int>("current challenge") == 3 &&
progress<int>("arcade level") == 1 &&
progress<int>("arcade checkpoint") == 0.0f;
if (index == 0 && (resuming_quest_without_progress || resuming_arcade_without_progress))
{
challenge_index++;
toggle_challenge();
}
/* Default gamepad selection resets every time a level loads */
if (index == 0)
{
std::string challenge { configuration()("challenge", challenge_index, "name") };
if (challenge == "REPLAYS" || challenge == "ACHIEVEMENTS" || challenge == "STATS")
{
selected.reset();
}
else
{
selected = button.at("start");
}
}
else
{
selected = button.at("resume");
}
/* Wrap the index if it is out of range. */
index = glm::mod(index, static_cast<int>(configuration()("levels").size()));
/* Stop any long playing sounds. Play menu theme on title screen and end screen. Play main theme on any other
* level. */
audio.at("buildup").stop(1.0f);
if (index == 0 || static_cast<std::size_t>(index) == configuration()("levels").size() - 1)
{
/* If menu theme is already playing, let it continue to play. */
if (!audio.at("menu").playing() || audio.at("menu").paused() || audio.at("menu").fading())
{
audio.at("menu").play();
}
bgm.stop();
}
else
{
if (bgm.paused() || !bgm.playing())
{
bgm.play();
}
audio.at("menu").stop();
}
/* Update indices and reset character. */
level_index = index;
curve_index = index;
std::string challenge_name { configuration()("challenge", challenge_index, "name") };
character.beginning(curve(), challenge_name != "LEVEL SELECT" && !is_replay);
coin_collected = false;
coin_returned = false;
let_go = false;
/* Set the profile index to match the value stored in the progress. Replays can override this temporarily after the
* level loads, and then it will be reset here once the replay is exited. */
if (profile_index != progress<int>("current difficulty"))
{
profile_index = progress<int>("current difficulty");
character.profile(configuration()("character", "profile", profile_index, "name"));
}
/* Populate bank HUD so the proper coin will indicate the current level */
populate_bank_ui();
/* The wrap space of the field is necessary for flame enemy objects */
sb::Box field {-curve().aspect, -1.0f, 2.0f * curve().aspect, 2.0f};
/* Time out end screen */
if (static_cast<std::size_t>(index) == configuration()("levels").size() - 1)
{
submit_score_animation.play_once(configuration()("display", "end screen timeout"));
}
else
{
submit_score_animation.reset();
}
/* Reset enemies list to empty. Open configuration for the current level. Repopulate list of enemies one by one
* using the list of enemies in the configuration. For each enemy, add a challenge coin if the config specifies the
* coin parameters.
*
* Values read from the config are in some cases converted from old 25fps hard-coded per-frame values to per-second
* values, and hard-coded 864px by 486px pixel space to relative NDC space.
*/
this->enemies.clear();
if (configuration()("levels", index).contains("enemies"))
{
nlohmann::json enemies = configuration()("levels", index, "enemies");
for (std::size_t ii = 0; ii < enemies.size(); ii++)
{
nlohmann::json enemy = enemies[ii];
std::string type = enemy[0];
if (type == "slicer")
{
std::shared_ptr<Slicer> slicer = std::make_shared<Slicer>(
slicer_sprite, curve(), enemy[1].get<float>(), 2.0f * 25.0f * enemy[2].get<float>() / 486.0f,
2.0f * enemy[3].get<float>() / 486.0f);
/* Add coin to slicer */
if (enemy.size() > 4)
{
slicer->coin(coin, enemy[4].get<float>(), enemy[5].get<float>());
}
this->enemies.push_back(slicer);
}
else if (type == "fish")
{
std::shared_ptr<Fish> fish = std::make_shared<Fish>(
fish_sprite, curve(), enemy[1].get<float>(), 25.0f * enemy[2].get<float>(),
2.0f * enemy[3].get<float>() / 486.0f, enemy[4].get<float>());
/* Add coin to fish */
if (enemy.size() > 6)
{
fish->coin(coin, enemy[5].get<float>(), enemy[6].get<float>());
}
else if (enemy.size() > 5)
{
fish->coin(coin, enemy[5].get<float>());
}
/* One fish in level 15 is the wandering fish that unlocks an achievement. */
if (index == 15 && ii == 8)
{
fish->wanderer = true;
}
this->enemies.push_back(fish);
}
else if (type == "projector")
{
std::shared_ptr<Projector> projector = std::make_shared<Projector>(
projector_sprite, projectile_sprite, character,
(glm::vec3{2.0f * 1.7777f, 2.0f, 1.0f} * enemy[1].get<glm::fvec3>() /
glm::vec3{864.0f, 486.0f, 1.0f} - glm::vec3(1.77777f, 1.0f, 0.0f)) * glm::vec3(1.0f, -1.0f, 0.0f),
2.0f * 25.0f * enemy[2].get<float>() / 486.0, enemy[3].get<float>(), enemy[4].get<float>());
/* Add coin to projector */
if (enemy.size() > 5)
{
projector->coin(coin, enemy[5].get<float>());
}
this->enemies.push_back(projector);
}
else if (type == "flame")
{
std::shared_ptr<Flame> flame = std::make_shared<Flame>(
flame_sprite, field, enemy[1].get<glm::fvec3>(), enemy[2].get<float>(), enemy[3].get<float>(),
enemy[4].get<float>());
/* Add coin to flame */
if (enemy.size() > 5)
{
flame->coin(coin, enemy[5], enemy[6]);
}
this->enemies.push_back(flame);
}
else if (type == "grid")
{
/* Add a grid of flame objects */
float y = field.top();
glm::vec2 margin {0.59259f, 0.5f};
bool shift = false;
int count = 0;
while (y > field.bottom())
{
float x = field.left() + shift * margin.x / 2.0f;
while (x < field.right())
{
std::shared_ptr<Flame> flame = std::make_shared<Flame>(
flame_sprite, field, glm::vec3{x, y, 0.0f}, 0.41152263f, glm::quarter_pi<float>());
/* Add a challenge coin */
if (++count == 15)
{
flame->coin(coin, margin.x / 2.0f, 1.57f);
}
this->enemies.push_back(flame);
x += margin.x;
}
shift = !shift;
y -= margin.y;
}
}
else if (type == "wave")
{
/* Add a wave of flame objects */
float y = 0.0f;
float speed = enemy[4].get<float>();
float amplitude = enemy[1].get<float>();
float period = enemy[2].get<float>();
float step = enemy[3].get<float>();
float shift = enemy[5].get<float>();
float mirror = -1.0f;
if (enemy.size() > 7)
{
mirror = enemy[7].get<float>();
}
glm::vec2 range {field.left(), field.right()};
if (enemy.size() > 6)
{
range = enemy[6].get<glm::vec2>();
}
float x = range.x;
for (std::size_t count = 0; x < range.y; ++count)
{
y = amplitude * glm::sin(period * x) + shift;
std::shared_ptr<Flame> flame = std::make_shared<Flame>(
flame_sprite, field, glm::vec3{x, y, 0.0f}, speed, 3.0f * glm::half_pi<float>(), mirror);
if (enemy.size() > 8 && enemy[8].get<std::size_t>() == count)
{
flame->coin(coin, enemy[9].get<float>(), enemy[10].get<float>());
}
this->enemies.push_back(flame);
x += step;
} } } }
/* If the level is the end screen, reset the player's current level to the beginning and load ending screen coin
* list. Unlock any new difficulty or view. Set a list of messages to be displayed on the end screen. */
if (end_screen())
{
/* Load ending coins */
ending_coins.clear();
glm::vec2 coin_range = configuration()("ending", "coin range").get<glm::vec2>();
float coin_step = (coin_range.y - coin_range.x) / (bank_count() - 1);
for (std::size_t ii = 0; ii < bank_count(); ii++)
{
Flame coin {
bank_count() < max_bank() ? flame_coin_sprite : flame_sprite,
field,
glm::vec3{coin_range.x + coin_step * ii, configuration()("ending", "coin y").get<float>(), 0.0f},
0.0f,
0.0f,
-1.0f,
bank_count() < max_bank()
};
ending_coins.push_back(coin);
}
/* Clear list of ending messages */
ending_messages.clear();
/* Show the end for any run that beats all the levels */
if (quest() ||
(arcade() && configuration()("progress", "arcade level") >= configuration()("levels").size() - 2))
{
sb::Text message {fonts.at("glyph large"), configuration()("ending", "end text"),
configuration()("ending", "messages foreground").get<glm::vec4>()};
message.dimensions(configuration()("ending", "messages dimensions"));
message.refresh();
ending_messages.push_back(message);
/* Track complete quest */
if (quest())
{
stat_progress.increment_stat(stats["STAT_QUESTS_COMPLETED"], 1, achievements, stats);
}
/* Track the no deaths achievement */
if ((quest() && progress<int>("quest deaths") == 0) || (arcade() && progress<int>("arcade deaths") == 0))
{
stat_progress.unlock_achievement(achievements["ACH_SLICE_OF_LIFE"]);
}
}
/* Unlocks for getting all coins */
if (bank_count() >= max_bank())
{
if (configuration()("progress", "max view").get<int>() < 1)
{
configuration()["progress"]["max view"] = 1;
sb::Text message {fonts.at("glyph"), configuration()("ending", "unlock mirror"),
configuration()("ending", "messages foreground").get<glm::vec4>()};
message.dimensions(configuration()("ending", "messages dimensions"));
message.refresh();
ending_messages.push_back(message);
}
if (configuration()("progress", "max view").get<int>() < 2 && profile_index >= 1)
{
configuration()["progress"]["max view"] = 2;
sb::Text message {fonts.at("glyph"), configuration()("ending", "unlock warped"),
configuration()("ending", "messages foreground").get<glm::vec4>()};
message.dimensions(configuration()("ending", "messages dimensions"));
message.refresh();
ending_messages.push_back(message);
}
/* If all the coins were collected in BUFFALO BEEF CAKE mode, unlock the Jackpot */
if (configuration()("progress", "jackpot") != 777 && profile_index == 2)
{
configuration()["progress"]["jackpot"] = 777;
character.profile(configuration()("character", "profile", profile_index, "name"));
sb::Text message {fonts.at("glyph"), configuration()("ending", "unlock jackpot"),
configuration()("ending", "messages foreground").get<glm::vec4>()};
message.dimensions(configuration()("ending", "messages dimensions"));
message.refresh();
ending_messages.push_back(message);
/* Record a cake unlock */
stat_progress.set_stat(stats["STAT_CAKES_UNLOCKED"], profile_index + 1, achievements, stats);
}
}
configuration()["progress"]["current level"] = 1;
/* Update save progress */
if (arcade())
{
configuration()["progress"]["arcade level"] = 1;
configuration()["progress"]["arcade checkpoint"] = 0.0f;
configuration()["progress"]["arcade max distance"] = 0;
configuration()["progress"]["arcade time"] = 0.0f;
configuration()["progress"]["arcade deaths"] = 0;
challenge_index = 4;
configuration()["progress"]["current challenge"] = challenge_index;
}
else if (quest())
{
configuration()["progress"]["quest level"] = 1;
configuration()["progress"]["quest checkpoint"] = 0.0f;
configuration()["progress"]["quest time"] = 0.0f;
configuration()["progress"]["quest deaths"] = 0;
challenge_index = 1;
configuration()["progress"]["current challenge"] = challenge_index;
}
/* In quest mode, unlock higher difficulty at the end of the game: increase difficulty if there is a higher difficulty
* than the current one. Then reset the max level because it will now refer to max level of the next difficulty. Save
* the time if it is better than the existing record. */
if (quest())
{
/* If BUFFALO BEEF CAKE is already unlocked, there is nothing to do because the only unlocks left are based
* on coins */
if (profile_index < static_cast<int>(configuration()("character", "profile").size()) - 1)
{
/* If the end is reached with the profile that is currently the maximum profile available, a new profile
* and difficulty are unlocked. */
if (profile_index == configuration()("progress", "max difficulty"))
{
sb::Text message {fonts.at("glyph")};
message.foreground(configuration()("ending", "messages foreground").get<glm::vec4>());
profile_index == 0 ? message.content(configuration()("ending", "unlock beef")) :
message.content(configuration()("ending", "unlock buffalo"));
message.dimensions(configuration()("ending", "messages dimensions"));
message.refresh();
ending_messages.push_back(message);
/* Record a cake unlock */
stat_progress.set_stat(stats["STAT_CAKES_UNLOCKED"], profile_index + 1, achievements, stats);
}
configuration()["progress"]["max difficulty"] = ++profile_index;
configuration()["progress"]["max level"] = 1;
character.profile(configuration()("character", "profile", profile_index, "name"));
/* Reset resume game because the run is complete. The level is reset to 1 above. The difficulty should
* also increase, making a new game at the next difficulty the new default game. */
configuration()["progress"]["quest difficulty"] = profile_index;
/* Update currently selected difficulty, so the replay reset of difficulty in this function isn't
* triggered when loading the title screen. */
configuration()["progress"]["current difficulty"] = profile_index;
}
float best = configuration()("progress", "quest best");
if (best <= 0.0f || run_timer_save < best)
{
configuration()["progress"]["quest best"] = run_timer_save;
label.at("quest best").content(
configuration()("display", "quest best text").get<std::string>() + " " +
format_clock(run_timer_save));
label.at("quest best").refresh();
sb::Text message {fonts.at("glyph"), configuration()("ending", "new best"),
configuration()("ending", "messages foreground").get<glm::vec4>()};
message.dimensions(configuration()("ending", "messages dimensions"));
message.refresh();
ending_messages.push_back(message);
/* Record stat */
if (!stat_progress.stat_exists(stats["STAT_FASTEST_QUEST_TIME"]) ||
run_timer_save < stat_progress.stat_value(stats["STAT_FASTEST_QUEST_TIME"]))
{
stat_progress.set_stat(
stats["STAT_FASTEST_QUEST_TIME"], run_timer_save, achievements, stats);
}
/* Unlock speed achievements */
if (run_timer_save <= 60.0f * 60.0f)
{
stat_progress.unlock_achievement(achievements["ACH_KNEAD_FOR_SPEED"]);
if (run_timer_save <= 30.0f * 60.0f)
{
stat_progress.unlock_achievement(achievements["ACH_CAKEFEAT"]);
} } } }
progress_writer.stage(true, true);
level_select_index = 1;
}
/* Otherwise, if the level is not the title screen, save it as the current level in the player's progress. Also save
* the newly assigned current level in the level select index. Skip this section when a replay is launching. */
else if (index > 0 && !is_replay)
{
/* Unlock the level if it is a newly reached level */
if (configuration()("progress", "max difficulty") == profile_index &&
configuration()("progress", "max level").get<int>() < index)
{
configuration()["progress"]["max level"] = index;
}
/* Update stat if necessary */
if (stat_progress.stat_default(stats["STAT_LEVELS_UNLOCKED"], 1, stats) < index)
{
stat_progress.set_stat(stats["STAT_LEVELS_UNLOCKED"], index, achievements, stats);
}
/* Read and write save progress */
if (arcade())
{
if (configuration()("progress", "arcade level") == index)
{
/* If resuming, set the clock and checkpoint */
run_timer.elapsed(configuration()("progress", "arcade time").get<float>());
character.checkpoint(configuration()("progress", "arcade checkpoint").get<float>());
character.spawn(curve());
if (bank()[index - 1])
{
for (auto& enemy : enemies) enemy->take_coin();
collect_coin();
}
}
else
{
configuration()["progress"]["arcade level"] = index;
configuration()["progress"]["arcade checkpoint"] = 0;
configuration()["progress"]["arcade difficulty"] = profile_index;
configuration()["progress"]["arcade max distance"] = distance();
}
}
else if (quest())
{
if (configuration()("progress", "quest level") == index)
{
/* If resuming, set the checkpoint and clock */
run_timer.elapsed(configuration()("progress", "quest time").get<float>());
character.checkpoint(configuration()("progress", "quest checkpoint").get<float>());
character.spawn(curve());
if (bank()[index - 1])
{
for (auto& enemy : enemies) enemy->take_coin();
collect_coin();
}
}
else
{
configuration()["progress"]["quest level"] = index;
configuration()["progress"]["quest checkpoint"] = 0;
configuration()["progress"]["quest difficulty"] = profile_index;
}
}
configuration()["progress"]["current level"] = index;
progress_writer.stage(true, true);
level_select_index = index;
}
/* In demo mode, reset the challenge to new quest every time the title is loaded */
if (configuration()("demo", "active") && index == 0)
{
challenge_index = 1;
level_select_index = 1;
}
/* Refresh HUD elements */
if (index == 0 || end_screen())
{
set_up_hud();
}
/* Set the color background and music according to current world. Use world 0 color for the end screen. */
if (index > 0)
{
bgm.set(world_index(index));
}
world_color = configuration()("world")[world_index(index)].at("color").get<glm::fvec4>();
/* Flash the screen at the start of a level */
flash_animation.play_once(configuration()("display", "flash length"));
/* Load the appropriate background shader and uniforms based on the world index and sub index. For the title screen,
* choose a random level's shader. */
if (index == 0)
{
use_shader_by_level(sb::math::random::integer(1, configuration()("levels").size() - 2));
/* Start title name effect from the beginning */
title_name_animation.reset();
title_name_animation.play();
title_name_animation.immediately();
title_name_animation_voice_played = false;
title_name_animation_buildup_played = false;
}
else
{
use_shader_by_level(index);
}
#if defined(__COOLMATH__)
/* Send a game event to the Coolmath API if it's a regular level. */
if (index > 0 && static_cast<std::size_t>(index) < configuration()("levels").size() - 1)
{
EM_ASM(
{
if (parent.cmgGameEvent !== undefined)
{
console.log("cmgGameEvent start " + $0);
parent.cmgGameEvent("start", $0);
}
}, index);
}
#endif
/* Reset distance tracking */
previous_distance.reset();
}
void Cakefoot::write_progress(
bool force_save_stats,
[[maybe_unused]] bool force_sync_stats,
[[maybe_unused]] bool force_sync_session)
{
/* Create directory for save files */
if (!fs::exists("storage"))
{
try
{
fs::create_directory("storage");
}
catch (const fs::filesystem_error& error)
{
std::ostringstream message;
message << "Could not create storage directory. Progress will not be saved. " << error.what();
sb::Log::log(message, sb::Log::ERR);
}
}
/* Save player's progress file */
fs::path progress_file_path {configuration()("storage", "progress file")};
std::ofstream progress_file {progress_file_path};
nlohmann::json progress = nlohmann::json({
{"progress", configuration()("progress")}
});
if (progress_file << std::setw(4) << progress << std::endl)
{
sb::Log::Multi() << "Successfully saved progress to " << progress_file_path << sb::Log::end;
}
else
{
sb::Log::Multi(sb::Log::ERR) << "Could not save progress to " << progress_file_path << sb::Log::end;
}
progress_file.close();
#if defined(EMSCRIPTEN)
EM_ASM(
/* Only run a new sync if a sync isn't already running. */
FS.syncfs(false, function(error) {
if (error !== null)
{
console.log("Error syncing storage using Filesystem API", error);
}
});
);
#endif
/* Save stats and mark as saved */
if (save_stats || force_save_stats)
{
fs::path path = configuration()("storage", "stats file");
save_stats = false;
stat_progress.save(path);
}
#if defined(STEAM_ENABLED)
/* Sync stats with Steam and mark as synced */
if (sb::cloud::steam::initialized() && (sync_stats || force_sync_stats))
{
sync_stats = false;
sb::cloud::steam::store_stats();
}
#endif
#if defined(HTTP_ENABLED)
/* Sync session data with the remote logger if one is configured */
if (http.initialized()
&& (sync_session || force_sync_session)
&& !configuration()("session", "receiver").value("url", "").empty())
{
sync_session = false;
std::string authorization { configuration()("session", "receiver").value("authorization", "") };
/* Send the session data to the configured receiver URL */
http.post_analytics(
configuration()("session", "receiver", "url"),
stat_progress.session(),
configuration()("session", "title"),
cakefoot::version,
configuration()("session").value("platform", ""),
stat_progress.id(),
authorization);
}
#endif
}
void Cakefoot::write_scores() const
{
/* Create directory for save files */
if (!fs::exists("storage"))
{
try
{
fs::create_directory("storage");
}
catch (const fs::filesystem_error& error)
{
sb::Log::Multi(sb::Log::ERR) << "Could not create storage directory. Scores will not be saved. " <<
error.what() << sb::Log::end;
}
}
/* Save scores */
fs::path arcade_scores_file_path {configuration()("storage", "scores file")};
std::ofstream arcade_scores_file {arcade_scores_file_path};
if (arcade_scores_file << std::setw(4) << arcade_scores.json(date_format) << std::endl)
{
std::ostringstream message;
message << "Successfully saved arcade scores to " << arcade_scores_file_path;
sb::Log::log(message);
}
else
{
std::ostringstream message;
message << "Could not save arcade scores to " << arcade_scores_file_path;
sb::Log::log(message, sb::Log::ERR);
}
arcade_scores_file.close();
#if defined(EMSCRIPTEN)
EM_ASM(
/* Only run a new sync if a sync isn't already running. */
FS.syncfs(false, function(error) {
if (error !== null)
{
console.log("Error syncing storage using Filesystem API", error);
}
});
);
#endif
}
int Cakefoot::length() const
{
int length = 0;
/* Ignore the title and end levels */
for (auto curve = curves.begin() + 1; curve != curves.end() - 1; curve++) length += curve->length();
return length;
}
int Cakefoot::distance() const
{
int distance = 0;
if (level_index > 0) {
distance += int(character.relative(curve()) * curve().length());
if (level_index > 1)
for (auto curve = curves.begin() + 1;
curve != curves.begin() + level_index && curve != curves.end() - 1;
curve++)
{
distance += curve->length(); } }
return distance;
}
float Cakefoot::distance_float() const
{
float distance = 0;
if (level_index > 0) {
distance += character.relative(curve()) * curve().length();
if (level_index > 1)
for (auto curve = curves.begin() + 1;
curve != curves.begin() + level_index && curve != curves.end() - 1;
curve++)
{
distance += curve->length(); } }
return distance;
}
float Cakefoot::limit() const
{
if (arcade())
{
float limit = configuration()("challenge", challenge_index, "time limit");
if (level_index > 0)
{
const nlohmann::json& levels = configuration()("levels");
for (auto level = levels.begin() + 1; level != levels.begin() + level_index + 1; level++) {
std::string level_addition = "level addition";
std::string checkpoint_addition = "checkpoint addition";
if (level >= levels.begin() + configuration()("challenge", challenge_index, "advanced").get<int>())
{
level_addition += " advanced";
checkpoint_addition += " advanced";
}
if (level < levels.begin() + level_index)
{
limit += configuration()("challenge", challenge_index, level_addition).get<float>();
if (level->contains("checkpoints"))
limit += configuration()("challenge", challenge_index, checkpoint_addition).get<float>() *
level->at("checkpoints").size();
}
else if (level->contains("checkpoints"))
{
for (const nlohmann::json& checkpoint : level->at("checkpoints"))
{
if (checkpoint.at("position").get<float>() <= character.checkpoint())
limit += configuration()("challenge", challenge_index, checkpoint_addition).get<float>();
} } }
/* Add bank bonus */
limit += bank_count() * configuration()("challenge", challenge_index, "bank bonus").get<float>();
}
return limit;
}
else return 0.0f;
}
bool Cakefoot::arcade() const
{
return configuration()("challenge", challenge_index).contains("time limit");
}
bool Cakefoot::quest() const
{
return !arcade() && !level_select();
}
bool Cakefoot::level_select() const
{
return !arcade() && configuration()("challenge", challenge_index, "name") == "LEVEL SELECT";
}
bool Cakefoot::end_screen(std::optional<std::size_t> index) const
{
if (!index.has_value())
{
index = level_index;
}
return static_cast<std::size_t>(index.value()) == _configuration("levels").size() - 1;
}
bool Cakefoot::resuming() const
{
return configuration()("challenge", challenge_index, "name") == "RESUME QUEST" ||
configuration()("challenge", challenge_index, "name") == "RESUME ARCADE";
}
std::vector<bool> Cakefoot::bank() const
{
std::vector<bool> bank { bank_parse(bank_serialized()) };
return bank;
}
std::string Cakefoot::bank_serialized(const std::vector<bool>& bank) const
{
if (bank.empty())
{
nlohmann::json bank = configuration()("progress", quest() ? "quest bank" : "arcade bank");
/* For backward compatibility, support the bank being saved as a number and convert it so that the first N
* characters of the string representation indicate a collected coin. Although this won't be correct in terms of
* which levels were collected, the count will be accurate. Replace the older number format with the newer
* string format in the progress when done. */
if (bank.is_number())
{
std::string bank_converted = "";
for (std::size_t ii = 0; ii < bank_init().size(); ii++)
{
bank_converted += configuration()("coin ui", ii < bank ? "collected text" : "uncollected text");
}
bank = bank_converted;
return bank_converted;
}
else
{
/* Get the already serialized data directly from the save file */
return bank.get<std::string>();
}
}
else
{
/* Serialize the input */
std::string bank_serialized;
for (const bool level : bank)
{
bank_serialized += configuration()("coin ui", (level ? "collected text" : "uncollected text"));
}
return bank_serialized;
}
}
std::vector<bool> Cakefoot::bank_init() const
{
std::vector<bool> bank;
for (std::size_t ii = 0; ii < max_bank(); ii++)
{
bank.push_back(false);
}
return bank;
}
std::size_t Cakefoot::bank_count() const
{
std::size_t count = 0;
for (const bool level : bank())
{
count += level;
}
return count;
}
std::size_t Cakefoot::max_bank() const
{
return configuration()("levels").size() - 2;
}
std::vector<bool> Cakefoot::bank_parse(const std::string& tokens) const
{
std::vector<bool> bank;
for (std::size_t bank_ii = 0; bank_ii < max_bank(); bank_ii++)
{
if (bank_ii < tokens.size())
{
bank.push_back(
tokens[bank_ii] == configuration()("coin ui", "collected text").get<std::string>()[0] ? true : false);
}
else
{
bank.push_back(false);
}
}
return bank;
}
void Cakefoot::collect_coin()
{
if (!coin_collected)
{
for (auto& enemy : enemies)
{
if (enemy->coin_taken())
{
enemy->collect_coin();
coin_collected = true;
/* Get the bank out of the save file, convert to bool array, update the array, and re-serialize the bank
* in the save file. */
std::vector<bool> current_bank = bank();
current_bank[level_index - 1] = true;
configuration()["progress"][quest() ? "quest bank" : "arcade bank"] = bank_serialized(current_bank);
/* Parse the all time bank progress, update, and re-serialize */
current_bank = bank_parse(progress<nlohmann::json>("all time bank"));
current_bank[level_index - 1] = true;
configuration()["progress"]["all time bank"] = bank_serialized(current_bank);
/* Count all time bank and update stat if necessary */
int count = 0;
for (bool level : current_bank)
{
count += level;
}
if (count > stat_progress.stat_default(stats["STAT_COINS_UNLOCKED"], 0, stats))
{
stat_progress.set_stat(stats["STAT_COINS_UNLOCKED"], count, achievements, stats);
}
/* Count overall coins collected */
stat_progress.increment_stat(stats["STAT_COINS_COLLECTED"], 1, achievements, stats);
/* Update the HUD */
populate_bank_ui();
/* Record collect event to replay */
if (replay_recording)
{
replay_recording->record({
run_timer,
character.translation(),
character.mirrored(curve()),
cakefoot::Replay::collect});
} } } }
}
void Cakefoot::end_game_over_display()
{
load_level(configuration()("levels").size() - 1);
}
float Cakefoot::arcade_time_remaining(float limit) const
{
return std::max(0.0f, limit - run_timer.elapsed());
}
void Cakefoot::submit_score()
{
arcade_score.name = name_entry;
arcade_scores.add(arcade_score);
write_scores();
refresh_scoreboard();
load_level(0);
stat_progress.increment_stat(stats["STAT_ARCADE_RUNS_SUBMITTED"], 1, achievements, stats);
}
void Cakefoot::set_arcade_score(float extended_limit, int maximum_distance)
{
arcade_score = ArcadeScores::Score {arcade_time_remaining(extended_limit), maximum_distance};
int rank = std::min(9999, arcade_scores.rank(arcade_score));
std::ostringstream rank_str, distance_str;
rank_str << rank;
if (rank == 1)
{
rank_str << "st";
}
else if (rank == 2)
{
rank_str << "nd";
}
else if (rank == 3)
{
rank_str << "rd";
}
else
{
rank_str << "th";
}
label.at("arcade rank").content(rank_str.str());
label.at("arcade rank").refresh();
distance_str << arcade_score.distance << "m";
label.at("arcade distance").content(distance_str.str());
label.at("arcade distance").refresh();
}
void Cakefoot::shift_hue()
{
rotating_hue.shift_hue(configuration()("display", "hue shift").get<float>());
}
void Cakefoot::blink()
{
blinking_visible = !blinking_visible;
}
void Cakefoot::next_splash()
{
if (static_cast<std::size_t>(splash_index) < splash.size() - 1)
{
splash_index++;
splash_animation.play_once(splash[splash_index].length);
world_color = splash[splash_index].background.normal();
}
else
{
splash_animation.pause();
load_level(0);
}
}
void Cakefoot::flash_warning()
{
if (arcade() && run_timer && run_timer.elapsed() + configuration()("display", "arcade warning start").get<float>() > limit())
{
arcade_limit_warning = !arcade_limit_warning;
/* Depth into the warning range determines the speed of the warning */
nlohmann::json frequency = configuration()("display", "arcade warning frequency");
float delay = (run_timer.elapsed() + configuration()("display", "arcade warning start").get<float>() - limit()) /
configuration()("display", "arcade warning start").get<float>() * (
frequency[1].get<float>() - frequency[0].get<float>()) + frequency[0].get<float>();
warning_animation.frame_length(delay);
}
else
{
arcade_limit_warning = false;
}
}
std::string Cakefoot::format_clock(float amount)
{
int minutes = int(amount) / 60;
float seconds = amount - (minutes * 60);
std::stringstream clock;
clock << std::setw(2) << std::setfill('0') << minutes << ":" << std::setw(4) << std::setprecision(1) << std::fixed << seconds;
return clock.str();
}
void Cakefoot::refresh_scoreboard()
{
std::string text {arcade_scores.formatted(4, 4)};
scoreboard.content(text);
scoreboard.refresh();
}
void Cakefoot::respond(SDL_Event& event)
{
sb::Game::respond(event);
#if !defined(__EMSCRIPTEN__)
/* On Emscripten builds, the fullscreen preference should not be saved because the game should always start in
* windowed mode */
if (sb::Delegate::compare(event, "fullscreen"))
{
/* Store the fullscreen state in the user's preferences and save preferences to disk */
preferences.config(display.fullscreen_status(), "display", "fullscreen");
preferences.save(configuration()("storage", "preferences file"));
/* Full screen event is fully handled, exit event response function */
return;
}
#endif
/* Increase player's credit amount. Clamp so it doesn't exceed max credits. */
if (sb::Delegate::compare(event, "add credit") && configuration()("arcade", "arcade only") &&
configuration()("arcade", "credits enabled"))
{
credits += configuration()("arcade", "credit increase per event").get<float>();
/* Constrain to max if there is a max set (0 means no max) */
float max = configuration()("arcade", "max credits");
if (max > 0.0f && credits > max)
{
credits = max;
}
/* Redraw prompt */
set_up_buttons();
}
/* Flip the operator mode flag on if it's enabled */
if (sb::Delegate::compare(event, "operator") && configuration()("operator", "enabled") && !operator_menu_active)
{
operator_menu_active = true;
confirming_new_quest = false;
confirming_new_arcade = false;
/* Load on demand */
load_operator_menu();
}
/* Reopen gamepad if gamepad is detected as added or removed */
if (event.type == SDL_JOYDEVICEADDED || event.type == SDL_JOYDEVICEREMOVED)
{
sb::Log::log(std::string("Detected gamepad ") + (event.type == SDL_JOYDEVICEADDED ? "added" : "removed") +
". Reloading gamepad.");
controller.reset();
open_game_controller();
}
/* Reset the idle timer */
idle_timer.reset();
/* Any input cancels attract mode and returns to the title screen. The rest of the response function should be
* skipped so that menu navigation isn't activated. */
if (attract_mode_active)
{
load_level(0);
}
/* Track whether cursor should be visible or not */
bool joy_or_key_input_registered = event.type == SDL_KEYDOWN;
bool mouse_input_registered = (event.type == SDL_MOUSEMOTION || event.type == SDL_MOUSEBUTTONDOWN);
/* Translate gamepad input to commands */
if (event.type == SDL_JOYBUTTONDOWN)
{
/* Pause on either pause button or home button press */
if (level_index > 0 && static_cast<std::size_t>(level_index) <= configuration()("levels").size() - 2 &&
(event.jbutton.button == configuration()("input", "gamepad pause button index") ||
event.jbutton.button == configuration()("input", "gamepad home button index")))
{
sb::Delegate::post("pause");
joy_or_key_input_registered = true;
}
else if (configuration()("demo", "active") && level_index > 0 &&
static_cast<std::size_t>(level_index) <= configuration()("levels").size() - 2 &&
event.jbutton.button == configuration()("input", "gamepad reset button index"))
{
sb::Delegate::post("reset");
}
else if ((!use_play_button || button.at("play").pressed()) && !splash_animation.playing())
{
sb::Delegate::post("any");
joy_or_key_input_registered = true;
}
}
else if (event.type == SDL_JOYBUTTONUP)
{
sb::Delegate::post("any", true);
}
else if ((event.type == SDL_JOYAXISMOTION || event.type == SDL_JOYHATMOTION) && !cooldown_animation.playing())
{
bool up = (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == 1 && event.jaxis.value < -15000) ||
(event.type == SDL_JOYHATMOTION && event.jhat.value == SDL_HAT_UP);
bool right = (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == 0 && event.jaxis.value > 15000) ||
(event.type == SDL_JOYHATMOTION && event.jhat.value == SDL_HAT_RIGHT);
bool down = (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == 1 && event.jaxis.value > 15000) ||
(event.type == SDL_JOYHATMOTION && event.jhat.value == SDL_HAT_DOWN);
bool left = (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == 0 && event.jaxis.value < -15000) ||
(event.type == SDL_JOYHATMOTION && event.jhat.value == SDL_HAT_LEFT);
if (up) sb::Delegate::post("up");
if (right) sb::Delegate::post("right");
if (down) sb::Delegate::post("down");
if (left) sb::Delegate::post("left");
if (up || right || down || left)
{
joy_or_key_input_registered = true;
cooldown_animation.play_once(configuration()("input", "gamepad axis cooldown"));
}
}
/* Get mouse button states */
bool left_mouse_pressed = SDL_GetMouseState(nullptr, nullptr) & SDL_BUTTON_LMASK;
bool shift_pressed = SDL_GetModState() & KMOD_SHIFT;
/* Get mouse coordinates in pixel resolution and NDC. These values are invalid if the event isn't a mouse event. */
glm::vec2 mouse_pixel = event.type == SDL_MOUSEBUTTONDOWN ? glm::vec2{event.button.x, event.button.y} :
glm::vec2{event.motion.x, event.motion.y};
glm::vec2 mouse_ndc {
float(mouse_pixel.x) / window_box().width() * 2.0f - 1.0f,
(1.0f - float(mouse_pixel.y) / window_box().height()) * 2.0f - 1.0f
};
/* Track whether pointer or default cursor should display. Only reset to default cursor if mouse motion was the event.
* Otherwise, set hovering to the current state of the cursor. */
bool hovering = event.type != SDL_MOUSEMOTION && SDL_GetCursor() == poke.get();
/* Build a list of title screen buttons currently active. */
std::vector<std::string> title_menu;
const nlohmann::json::string_t& challenge_name = configuration()("challenge", challenge_index, "name").
get_ref<const nlohmann::json::string_t&>();
/* The start button is only displayed on quest and arcade menus */
if (challenge_name != "ACHIEVEMENTS"
&& challenge_name != "STATS"
&& challenge_name != "REPLAYS"
&& challenge_name != "OPTIONS")
{
sb::extend(title_menu, {"start"});
}
/* The challenge spinner is always available unless explicitly disabled */
if (button.at("challenge decrement").enabled())
{
sb::extend(title_menu, {"challenge decrement", "challenge increment"});
}
/* If a play mode menu is active, play mode spinner buttons are available. */
if (challenge_name != "OPTIONS" &&
challenge_name != "ACHIEVEMENTS" &&
challenge_name != "STATS" &&
challenge_name != "REPLAYS")
{
if (button.at("level decrement").enabled())
{
sb::extend(title_menu, {"level decrement", "level increment"});
}
if (button.at("profile decrement").enabled())
{
sb::extend(title_menu, {"profile decrement", "profile increment"});
}
if (button.at("view decrement").enabled())
{
sb::extend(title_menu, {"view decrement", "view increment"});
}
}
/* Sub-menu buttons are enabled in the options menu */
else if (challenge_name == "OPTIONS")
{
sb::extend(title_menu, {"fullscreen text", "bgm", "sfx", "exit"});
}
/* Operator menu takes precedence and has its own UI handling, so ignore most other events. */
if (operator_menu_active)
{
const nlohmann::json& target_names = configuration()("operator", "order");
/* Up and down edits the currently active textbox if applicable, and navigates UI otherwise. */
if (sb::Delegate::compare(event, "up") || sb::Delegate::compare(event, "down"))
{
/* Check if textbox is active */
bool found = false;
for (auto& [name, textbox] : operator_menu_textboxes)
{
if (textbox.editing())
{
found = true;
if (sb::Delegate::compare(event, "up"))
{
textbox.decrement_character();
}
else if (sb::Delegate::compare(event, "down"))
{
textbox.increment_character();
}
}
}
if (!found)
{
/* Navigation causes exit confirmation to be canceled. */
operator_menu_confirming = false;
load_operator_menu(true);
if (sb::Delegate::compare(event, "up"))
{
operator_menu_index_selected = std::max(0, operator_menu_index_selected - 1);
}
else if (sb::Delegate::compare(event, "down"))
{
operator_menu_index_selected = std::min(
int(target_names.size()) - 1, operator_menu_index_selected + 1);
} } }
/* Select a menu item */
else if (sb::Delegate::compare(event, "any"))
{
const std::string& name { target_names[operator_menu_index_selected] };
if (operator_menu_buttons.count(name) > 0)
{
operator_menu_buttons.at(name).press();
}
else if (operator_menu_textboxes.count(name) > 0)
{
/* When pressing the textbox, check if the content was submitted and changed. If so, the status must be
* set to edited. */
bool content_changed { operator_menu_textboxes.at(name).press() };
if (content_changed)
{
operator_menu_edited = true;
load_operator_menu(true);
} } } }
/* Reset is only available outside of the operator menu */
else if (sb::Delegate::compare(event, "reset"))
{
zoom = 0.0f;
rotation = {0.0f, 0.0f};
load_level(0);
unpaused_timer.on();
run_timer.reset();
arcade_limit_warning = false;
confirming_new_quest = false;
confirming_new_arcade = false;
/* In arcade-only mode, reset the level select to the first level */
if (configuration()("arcade", "arcade only"))
{
level_select_index = 1;
set_up_buttons();
} }
/* Confirmation dialog takes control of input. In practice, it doesn't ever get enabled before the play button has
* been pressed or the splash is active, so this could be inside the next clause. But it's safe to call outside
* outside of the clause since it does need control whenever it's active. */
else if (confirming_new_quest || confirming_new_arcade)
{
/* Check press and collide states for the two confirmation dialog buttons */
bool press_confirm { false };
bool press_cancel { false };
bool collide_confirm { confirmation_confirm_button.collide(mouse_ndc, view, projection) };
bool collide_cancel { confirmation_cancel_button.collide(mouse_ndc, view, projection) };
/* Check whether one of the buttons has been selected by the gamepad or mouse */
if (sb::Delegate::compare(event, "left"))
{
selected = confirmation_confirm_button;
}
else if (sb::Delegate::compare(event, "right"))
{
selected = confirmation_cancel_button;
}
else if (sb::Delegate::compare(event, "any"))
{
press_confirm = is_selected_button(confirmation_confirm_button);
press_cancel = is_selected_button(confirmation_confirm_button);
}
else if (event.type == SDL_MOUSEMOTION)
{
hovering = collide_confirm || collide_cancel;
if (collide_confirm)
{
selected = confirmation_confirm_button;
}
else if (collide_cancel)
{
selected = confirmation_cancel_button;
}
}
else if (event.type == SDL_MOUSEBUTTONDOWN)
{
press_confirm = collide_confirm;
press_cancel = collide_cancel;
}
/* Press confirm or cancel if a press was detected. */
if (press_confirm)
{
selected.reset();
confirmation_confirm_button.press();
}
else if (press_cancel)
{
selected.reset();
confirmation_cancel_button.press();
}
}
/* Ignore most events when play button or splash screen is active */
else if ((!use_play_button || button.at("play").pressed()) && !splash_animation.playing())
{
/* Title screen and pause menu navigation is disabled when arcade-only or demo modes are active */
bool menu_active = !configuration()("arcade", "arcade only") && !configuration()("demo", "active");
/* Track whether a button has been pressed with this event */
bool button_pressed = false;
/* Store the value of the selected button, so it can be checked at the end to see if the selected button has
* changed. */
std::optional<std::reference_wrapper<sb::Pad<>>> previously_selected = selected;
/* Custom keys for the title screen */
if (level_index == 0)
{
/* Prevent navigating into menus in demo and arcade-only modes */
if (menu_active)
{
if (sb::Delegate::compare(event, {"up", "right", "down", "left"}))
{
if (selected.has_value())
{
/* Build a custom pool of buttons to choose from */
std::vector<std::reference_wrapper<sb::Pad<>>> pool;
for (const std::string& name : title_menu)
{
pool.push_back(std::ref(button.at(name)));
}
if (challenge_name == "REPLAYS")
{
for (sb::Pad<>& button : replay_buttons)
{
pool.push_back(std::ref(button));
}
}
selected = nearest_button(selected.value(), sb::Delegate::event_command(event), pool);
}
else if (sb::contains(title_menu, "start"))
{
selected = button.at("start");
}
else
{
selected = button.at("challenge decrement");
} } }
/* Execute menu action */
if (sb::Delegate::compare(event, "any"))
{
button_pressed = true;
if (!selected.has_value())
{
if (sb::contains(title_menu, "start"))
{
button.at("start").press();
}
}
else
{
/* This is temporary until Pad::press is removed in favor of Pad::click */
try
{
selected->get().press();
}
catch (const std::bad_function_call& error)
{
selected->get().click();
} } } }
/* Custom keys for name entry. */
else if (static_cast<std::size_t>(level_index) == configuration()("levels").size() - 1 && arcade() &&
configuration()("display", "name entry enabled"))
{
if (sb::Delegate::compare(event, "up"))
{
button.at("name " + std::to_string(name_entry_index + 1) + " increment").press();
}
else if (sb::Delegate::compare(event, "right"))
{
if (++name_entry_index > 2) name_entry_index = 0;
}
else if (sb::Delegate::compare(event, "down"))
{
button.at("name " + std::to_string(name_entry_index + 1) + " decrement").press();
}
else if (sb::Delegate::compare(event, "left"))
{
if (--name_entry_index < 0) name_entry_index = 2;
}
}
/* Custom keys for pause menu */
else if (!unpaused_timer)
{
if (sb::Delegate::compare(event, "up") || sb::Delegate::compare(event, "down"))
{
if (selected.has_value())
{
selected = nearest_button(
selected.value(),
sb::Delegate::event_command(event),
{"resume", "reset", "fullscreen text", "bgm", "sfx"});
}
else
{
selected = button.at("resume");
}
}
else if (selected.has_value() && sb::Delegate::compare(event, "any"))
{
selected->get().press();
}
}
/* Custom keys for replay end screen. */
else if (replay_playback && replay_playback->ended() && unpaused_timer)
{
sb::Pad<>& restart = button.at("replay restart");
sb::Pad<>& exit = button.at("replay exit");
if (sb::Delegate::compare(event, "left"))
{
selected = restart.box().cx() <= exit.box().cx() ? restart : exit;
}
else if (sb::Delegate::compare(event, "right"))
{
selected = restart.box().cx() > exit.box().cx() ? restart : exit;
}
else if (selected.has_value() && sb::Delegate::compare(event, "any"))
{
selected->get().click();
}
}
/* Perspective and view modifications */
if (event.type == SDL_MOUSEWHEEL && shift_pressed)
{
/* Edit zoom level with mouse wheel, which will modify the FOV. */
zoom = std::clamp(zoom - event.wheel.preciseY * glm::radians(2.0f),
glm::radians(-30.0f),
glm::radians(30.0f));
}
/* Check mouse-up and button-up for ending character acceleration */
else if (sb::Delegate::compare_cancel(event, "any") ||
(event.type == SDL_MOUSEBUTTONUP && event.button.button == SDL_BUTTON_LEFT))
{
character.accelerating = false;
}
/* Check mouse clicks and button presses */
else if (event.type == SDL_MOUSEMOTION ||
event.type == SDL_MOUSEBUTTONDOWN ||
sb::Delegate::compare(event, "any"))
{
/* Collide with start button, spinners, and options sub-menu only on title screen */
if (level_index == 0)
{
/* Check replay sub-menu */
if (challenge_name == "REPLAYS" && !configuration()("arcade", "arcade only"))
{
for (std::size_t button_index = 0; button_index < replay_buttons.size(); button_index++)
{
sb::Pad<>& button { replay_buttons[button_index] };
/* Only use the button if it has a replay that can be launched. */
if (button.enabled() && button.collide(mouse_ndc, view, projection))
{
selected = button;
if (event.type == SDL_MOUSEBUTTONDOWN)
{
button_pressed = true;
button.click();
}
else
{
hovering = true;
} } } }
for (const std::string& name : title_menu)
{
if (!configuration()("arcade", "arcade only") || name == "start")
{
if (button.at(name).enabled() && button.at(name).collide(mouse_ndc, view, projection))
{
selected = button.at(name);
hovering = true;
if (event.type == SDL_MOUSEBUTTONDOWN)
{
button_pressed = true;
button.at(name).press();
/* Cancel hover on the start button because the button will be removed from the screen
* after the press. */
if (name == "start") hovering = false;
} } } } }
/* Collide with pause button only during levels */
if (level_index > 0 && unpaused_timer && button.at("pause").collide(mouse_ndc, view, projection))
{
if (event.type == SDL_MOUSEBUTTONDOWN)
{
button.at("pause").press();
button_pressed = true;
}
else hovering = true;
}
/* Check pause menu buttons */
else if (level_index > 0 && !unpaused_timer)
{
std::vector<std::string> names {"resume", "reset", "bgm", "sfx", "fullscreen text"};
for (const std::string& button_name : names)
{
if (button.at(button_name).enabled() && button.at(button_name).collide(mouse_ndc, view, projection))
{
selected = button.at(button_name);
if (event.type == SDL_MOUSEBUTTONDOWN)
{
button.at(button_name).press();
button_pressed = true;
}
else hovering = true;
} } }
/* Check replay end screen */
else if (replay_playback && replay_playback->ended())
{
for (const std::string& name : {"replay restart", "replay exit"})
{
if (button.at(name).enabled() && button.at(name).collide(mouse_ndc, view, projection))
{
selected = button.at(name);
if (event.type == SDL_MOUSEBUTTONDOWN)
{
button.at(name).click();
button_pressed = true;
}
else
{
hovering = true;
} } } }
/* Collide with name entry in arcade mode on end screen */
else if (static_cast<std::size_t>(level_index) == configuration()("levels").size() - 1 &&
arcade() && configuration()("display", "name entry enabled"))
{
for (const std::string& button_name : {
std::string("name 1"), std::string("name 2"), std::string("name 3"),
"name " + std::to_string(name_entry_index + 1) + " increment",
"name " + std::to_string(name_entry_index + 1) + " decrement"})
{
if (button.at(button_name).collide(mouse_ndc, view, projection))
{
if (event.type == SDL_MOUSEBUTTONDOWN)
{
button.at(button_name).press();
button_pressed = true;
}
else hovering = true;
} } }
/* Rotate scene */
if (event.type == SDL_MOUSEMOTION && left_mouse_pressed && shift_pressed)
{
rotation += glm::vec2{event.motion.xrel, event.motion.yrel} * glm::half_pi<float>() * 0.005f;
}
/* Start character acceleration */
bool acceleration_pressed = (
(event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) ||
sb::Delegate::compare(event, "any"));
if (!shift_pressed && !button_pressed && acceleration_pressed && unpaused_timer && !replay_playback)
{
character.accelerating = true;
}
}
else if (sb::Delegate::compare(event, "fps"))
{
configuration()["display"]["fps"] = !configuration()["display"]["fps"];
}
else if (sb::Delegate::compare(event, "skip forward"))
{
load_level(level_index + 1);
}
else if (sb::Delegate::compare(event, "skip backward"))
{
load_level(level_index - 1);
}
else if (sb::Delegate::compare(event, "pause") && level_index > 0 &&
static_cast<std::size_t>(level_index) <= configuration()("levels").size() - 2)
{
if (!unpaused_timer)
{
sb::Delegate::post("resume", false);
}
else
{
/* Pause */
unpaused_timer.off();
run_timer.off();
/* User interface */
selected = button.at("resume");
set_up_buttons();
/* Cancel sfx */
audio.at("walk").stop();
audio.at("reverse").stop();
/* Transition between main theme and menu theme */
if (bgm.playing())
{
bgm.pause();
}
if (audio.at("menu").paused())
{
audio.at("menu").resume();
}
else if (audio.at("menu").fading() || !audio.at("menu").playing())
{
audio.at("menu").play();
}
/* Offset the rotation animation so that it is at neutral, so the replay stage end rotation effect
* starts rotating from the beginning of the rotation. */
if (!replay_playback)
{
auto_rotation_time_offset = -(SDL_GetTicks() / 1000.0f);
}
}
}
else if (sb::Delegate::compare(event, "resume") && !unpaused_timer &&
level_index > 0 && static_cast<std::size_t>(level_index) <= configuration()("levels").size() - 2)
{
selected.reset();
/* Un-pause */
unpaused_timer.on();
if (!replay_playback || !replay_playback->ended())
{
run_timer.on();
}
/* Transition between menu theme and main theme */
if (audio.at("menu").playing())
{
audio.at("menu").pause();
}
if (bgm.paused())
{
bgm.resume();
}
else if (bgm.fading() || !bgm.playing())
{
bgm.play();
}
}
else if (sb::Delegate::compare(event, "pause for ads"))
{
/* Store current volume to be restored when returning from ads by looking at the state of the button. */
if (button.at("volume").pressed())
{
pre_ad_volume = 1.0f;
}
else
{
pre_ad_volume = 0.0f;
}
std::ostringstream message;
message << "Pre-ad volume registered as " << pre_ad_volume.value();
sb::Log::log(message);
/* Mute without changing the state of the button to avoid losing the original state if this event is fired
* twice in a row. */
if (Mix_QuerySpec(nullptr, nullptr, nullptr) != 0)
{
Mix_Volume(-1, 0);
Mix_VolumeMusic(0);
}
if (level_index > 0 && static_cast<std::size_t>(level_index) <= configuration()("levels").size() - 2)
{
/* Pause game */
unpaused_timer.off();
run_timer.off();
}
}
else if (sb::Delegate::compare(event, "unpause for ads"))
{
/* Restore volume to the volume of the mixer before the ads started */
std::ostringstream message;
if (pre_ad_volume.has_value() && Mix_QuerySpec(nullptr, nullptr, nullptr) != 0)
{
int volume_int { sb::audio::convert_volume(pre_ad_volume.value()) };
Mix_Volume(-1, volume_int);
Mix_VolumeMusic(volume_int);
message << "Restoring volume to " << pre_ad_volume.value();
}
else
{
message << "Not restoring volume because pre-ad value was not registered";
}
sb::Log::log(message);
if (level_index > 0 && static_cast<std::size_t>(level_index) <= configuration()("levels").size() - 2)
{
/* Unpause game */
unpaused_timer.on();
run_timer.on();
}
}
#if !defined(__MINGW32__) && !defined(__MACOS__)
/* Taken from mallinfo man page, log a profile of the memory when the command is sent. */
else if (sb::Delegate::compare(event, "memory"))
{
/* Struct with quantified memory allocation information. */
#if !defined(EMSCRIPTEN) && !defined(__UBUNTU18__)
struct mallinfo2 malloc_info = mallinfo2();
#else
struct mallinfo malloc_info = mallinfo();
#endif
/* Create a map from the struct's member variables. */
std::map<std::string, int> malloc_map = {
{"Total non-mmapped bytes (arena):", malloc_info.arena},
{"# of free chunks (ordblks):", malloc_info.ordblks},
{"# of free fastbin blocks (smblks):", malloc_info.smblks},
{"# of mapped regions (hblks):", malloc_info.hblks},
{"Bytes in mapped regions (hblkhd):", malloc_info.hblkhd},
{"Max. total allocated space (usmblks):", malloc_info.usmblks},
{"Free bytes held in fastbins (fsmblks):", malloc_info.fsmblks},
{"Total allocated space (uordblks):", malloc_info.uordblks},
{"Total free space (fordblks):", malloc_info.fordblks},
{"Topmost releasable block (keepcost):", malloc_info.keepcost},
};
/* Loop through the map, and print each value. */
std::ostringstream message;
int first_column = 40, second_column = 12, count = 0;
for (std::pair<std::string, int> malloc_info_entry : malloc_map)
{
message << std::setw(first_column) << malloc_info_entry.first << std::setw(second_column) << std::setprecision(2)
<< std::fixed << malloc_info_entry.second / 1'000'000.0 << " MB";
if ((++count % 2) == 0)
{
message << std::endl;
}
}
message << "---" << std::endl;
sb::Log::log(message);
}
#endif
/* Print the coordinates of the cake sprite in all coordinate spaces */
else if (sb::Delegate::compare(event, "coords"))
{
std::ostringstream message;
glm::vec2 translation = sb::math::wrap_point(
character.position(), {-curve().aspect, -1.0f, 0.0f}, {curve().aspect, 1.0f, 1.0f});
message << std::fixed << std::setprecision(2) << "Character coords: unwrapped " << character.position() <<
", wrapped " << translation << ", clip " << sb::math::world_to_clip(translation, projection * view) <<
", ndc " << sb::math::world_to_ndc(translation, projection * view) << ", window " <<
sb::math::world_to_viewport(translation, window_box().size(), projection * view);
sb::Log::log(message);
}
/* If there is a selected button and it has changed from the previous value, play a sound effect. */
if ((!previously_selected && selected.has_value()) ||
(selected && previously_selected && !is_selected_button(previously_selected.value())))
{
audio.at(configuration()("button", "default select audio")).play();
}
}
else if (use_play_button && !button.at("play").pressed())
{
/* Collide with play button */
if ((event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEMOTION) &&
button.at("play").collide(mouse_ndc, view, projection))
{
if (event.type == SDL_MOUSEBUTTONDOWN)
{
button.at("play").press();
}
else
{
hovering = true;
}
}
/* Any keyboard input causes the play button to press */
else if (sb::Delegate::compare(event, "any"))
{
button.at("play").press();
}
}
/* Reconfig and window resize should be handled regardless of the context */
if (sb::Delegate::compare(event, "reconfig"))
{
reconfig();
}
else if (sb::Delegate::compare(event, "window resize"))
{
set_up_buttons();
set_up_hud();
/* Pass the resolution to the current shader program. If this uniform doesn't exist, this will fail but only
* with a log message. */
glm::vec2 resolution { display.window_box().size() };
glUniform2f(uniform.at("resolution"), resolution.x, resolution.y);
sb::Log::gl_errors("setting resolution uniform after window resize");
}
/* Always collide with volume button and fullscreen if enabled */
for (const std::string name : {"volume", "fullscreen"})
{
if (name != "fullscreen" || configuration()("display", "fullscreen enabled"))
{
if ((event.type == SDL_MOUSEBUTTONDOWN ||
event.type == SDL_MOUSEMOTION) && button.at(name).collide(mouse_ndc, view, projection))
{
if (event.type == SDL_MOUSEBUTTONDOWN)
{
button.at(name).press();
}
else
{
hovering = true;
}
break;
} } }
/* Set the cursor image appropriately */
if (hovering && SDL_GetCursor() == SDL_GetDefaultCursor())
{
SDL_SetCursor(poke.get());
}
else if (!hovering && SDL_GetCursor() == poke.get())
{
SDL_SetCursor(SDL_GetDefaultCursor());
}
/* Display mouse or gamepad/keyboard UI. The UI changes state only if input was detected, and the state chosen is based on
* whether the detected input is mouse or joypad/keyboard input. */
if (mouse_input_registered || joy_or_key_input_registered)
{
SDL_ShowCursor(mouse_input_registered);
button.at("fullscreen").visible(mouse_input_registered);
button.at("volume").visible(mouse_input_registered);
button.at("pause").visible(mouse_input_registered);
}
}
bool Cakefoot::paused() const
{
return !unpaused_timer;
}
sb::Pad<>& Cakefoot::nearest_button(
sb::Pad<>& subject,
const std::string& direction,
const std::vector<std::reference_wrapper<sb::Pad<>>>& pool)
{
/* Track the nearest */
std::optional<std::reference_wrapper<sb::Pad<>>> nearest;
/* Discard all pads that are not in the indicated direction. Replace currently closest pad if the pad is closer
* along the axis of the given direction. */
float closest_distance = 0.0f;
for (sb::Pad<>& pad : pool)
{
/* Don't search against self or disabled buttons */
if (pad.enabled() && !is_selected_button(pad, subject))
{
/* Check if button is within the given direction and record distance along the given axis */
bool in_pool = false;
float pad_distance = 0.0f;
if (direction == "up")
{
in_pool = pad.box().bottom() >= subject.box().top();
pad_distance = glm::distance(pad.box().bottom(), subject.box().top());
}
else if (direction == "right")
{
in_pool = pad.box().left() >= subject.box().right();
pad_distance = glm::distance(pad.box().left(), subject.box().right());
}
else if (direction == "down")
{
in_pool = pad.box().top() <= subject.box().bottom();
pad_distance = glm::distance(pad.box().top(), subject.box().bottom());
}
else if (direction == "left")
{
in_pool = pad.box().right() <= subject.box().left();
pad_distance = glm::distance(pad.box().right(), subject.box().left());
}
/* If the pad is within given direction and closer on the given axis, replace the current nearest. If the
* pad is the same distance as the nearest along the given axis, only replace the current nearest if the
* pad's center is closer than the current nearest's center. */
if (in_pool && (!nearest.has_value() || pad_distance <= closest_distance))
{
if (pad_distance != closest_distance ||
glm::distance(pad.box().center(), subject.box().center()) <
glm::distance(nearest->get().box().center(), subject.box().center()))
{
nearest = pad;
closest_distance = pad_distance;
}
} } }
if (nearest.has_value())
{
return nearest.value();
}
else
{
return subject;
}
}
sb::Pad<>& Cakefoot::nearest_button(
sb::Pad<>& subject,
const std::string& direction,
const std::vector<std::string>& subset)
{
std::vector<std::reference_wrapper<sb::Pad<>>> pool;
/* Add named buttons to pool */
for (auto& [name, pad] : button)
{
if (subset.empty() || sb::contains(subset, name))
{
pool.push_back(std::ref(pad));
}
}
/* Add replay and confirmation buttons to pool if not searching for a named button */
if (subset.empty())
{
for (sb::Pad<>& pad : replay_buttons)
{
pool.push_back(std::ref(pad));
}
pool.push_back(std::ref(confirmation_confirm_button));
pool.push_back(std::ref(confirmation_cancel_button));
}
return nearest_button(subject, direction, pool);
}
bool Cakefoot::is_selected_button(const sb::Pad<>& subject, const sb::Pad<>& other) const
{
return std::addressof(subject) == std::addressof(other);
}
bool Cakefoot::is_selected_button(const sb::Pad<>& subject) const
{
return selected.has_value() && is_selected_button(subject, selected->get());
}
bool Cakefoot::is_selected_button(const std::string& name) const
{
return selected.has_value() && button.count(name) > 0 && is_selected_button(button.at(name));
}
void Cakefoot::reconfig()
{
/* Reload fonts */
fonts = std::map<std::string, std::shared_ptr<TTF_Font>> {
{"medium", font(configuration()("font", "medium", "path").get<std::string>(),
configuration()("font", "medium", "size"))},
{"large", font(configuration()("font", "large", "path").get<std::string>(),
configuration()("font", "large", "size"))},
{"glyph", font(configuration()("font", "glyph", "path").get<std::string>(),
configuration()("font", "glyph", "size"))},
{"glyph large", font(configuration()("font", "glyph large", "path").get<std::string>(),
configuration()("font", "glyph large", "size"))},
{"narrow medium", font(configuration()("font", "narrow medium", "path").get<std::string>(),
configuration()("font", "narrow medium", "size"))},
{"narrow progress menu", font(configuration()("font", "narrow progress menu", "path").get<std::string>(),
configuration()("font", "narrow progress menu", "size"), std::nullopt,
TTF_WRAPPED_ALIGN_CENTER)}
};
/* Reload labels */
label = std::map<std::string, sb::Text> {
{"fps", sb::Text(font())},
{"clock", sb::Text(font())},
{"level", sb::Text(font())},
{"level select", sb::Text(fonts.at("narrow medium"))},
{"profile", sb::Text(fonts.at("narrow medium"))},
{"challenge", sb::Text(fonts.at("narrow medium"))},
{"view", sb::Text(fonts.at("narrow medium"))},
{"game over", sb::Text(font())},
{"arcade rank", sb::Text(fonts.at("large"))},
{"arcade distance", sb::Text(fonts.at("large"))},
{"quest best", sb::Text(fonts.at("glyph"))},
{"idle warning", sb::Text(font())},
{"version", sb::Text(fonts.at("narrow medium"))}
};
/* Reload stats and achievements */
achievements = sb::progress::Achievements {configuration()};
stats = sb::progress::Stats {configuration()};
/* Reload audio. Save audio status and re-enable if necessary. */
bool menu_playing = audio.at("menu").playing();
bool bgm_playing = bgm.playing();
load_audio();
if (menu_playing)
{
audio.at("menu").play();
}
else if (bgm_playing)
{
bgm.play();
}
/* Graphics */
load_shaders();
load_curves();
load_vbo();
load_level(level_index);
character.box_size(configuration()("character", "hitbox").get<float>());
rotating_hue.hsv(
0.0f, configuration()("display", "highlight saturation"), configuration()("display", "highlight value"));
_candle_lit = sb::Sprite {
configuration()("candle", "lit", "frames").begin(),
configuration()("candle", "lit", "frames").end(),
configuration()("candle", "scale"),
GL_LINEAR
};
_candle_unlit = sb::Sprite {
configuration()("candle", "unlit", "frames").begin(),
configuration()("candle", "unlit", "frames").end(),
configuration()("candle", "scale"),
GL_LINEAR
};
/* Reload user interface elements */
set_up_buttons();
set_up_hud();
load_achievements_menu();
load_stats_menu();
load_replays_menu();
load_operator_menu();
load_confirmation_alert();
/* Reset animation timings */
shift_hue_animation.frame_length(configuration()("display", "hue shift frequency"));
swap_title_shader_animation.frame_length(configuration()("shaders", "title swap frequency"));
}
void Cakefoot::run(std::function<void(float)> draw, std::optional<std::function<void(float)>> update)
{
/* Start timers precisely when the game update loop starts */
on_timer.on();
unpaused_timer.on();
/* Enable auto refresh */
#if defined(__LINUX__)
configuration().enable_auto_refresh(levels_file_path);
#endif
/* Start the update loop */
sb::Game::run(draw, update);
}
int Cakefoot::max_challenge() const
{
return configuration()("challenge").size() - 1;
}
void Cakefoot::draw(float timestamp)
{
sb::Log::gl_errors("at beginning of update");
/* Update time in seconds the game has been running for, pass to the shader. */
on_timer.update(timestamp);
glUniform1f(uniform.at("time"), on_timer.elapsed());
stat_progress.increment_stat(stats["STAT_POWER_ON_TIME"], on_timer.frame(), achievements, stats);
/* Keep animation time updated */
game_over_animation.update(timestamp);
submit_score_animation.update(timestamp);
shift_hue_animation.update(timestamp);
flash_animation.update(timestamp);
blink_animation.update(timestamp);
cooldown_animation.update(timestamp);
splash_animation.update(timestamp);
warning_animation.update(timestamp);
save_stats_animation.update(timestamp);
sync_stats_animation.update(timestamp);
sync_session_animation.update(timestamp);
swap_title_shader_animation.update(timestamp);
_candle_lit.update(timestamp);
_candle_unlit.update(timestamp);
play_button_bg.update(timestamp);
demo_timer.update(timestamp);
#if defined(__LINUX__)
update_game_version_animation.update(timestamp);
#endif
/* Update HTTP queue */
#if defined(HTTP_ENABLED)
http.update(timestamp);
#endif
/* Update title screen animation */
float effect_zoom {0.0f};
glm::vec2 effect_rotation {0.0f, 0.0f};
if (level_index == 0 && title_name_animation.update(timestamp))
{
const nlohmann::json& effect = configuration()("attract");
float entrance_length {effect.at("entrance length")};
/* Zoom entrance */
float entrance_completion {glm::smoothstep(0.0f, entrance_length, title_name_animation.elapsed())};
glm::vec2 effect_range { effect.at("entrance zoom range") };
effect_zoom = glm::mix(glm::radians(effect_range.x), glm::radians(effect_range.y), entrance_completion);
/* Play SFX */
if (!title_name_animation_buildup_played
&& title_name_animation.elapsed() >= effect.at("buildup delay").get<float>())
{
audio.at("buildup").play();
title_name_animation_buildup_played = true;
}
if (!title_name_animation_voice_played
&& title_name_animation.elapsed() >= effect.at("voice delay").get<float>())
{
audio.at("cakefoot").play();
title_name_animation_voice_played = true;
}
/* Rotate up effect */
float rotation_completion {
glm::smoothstep(entrance_length,
entrance_length + effect.at("rotation length").get<float>(),
title_name_animation.elapsed())
};
effect_rotation.y = glm::mix(glm::half_pi<float>(), 0.0f, rotation_completion);
/* Launch replay playback for attract mode, effectively ending the title screen animation */
if (idle_timer.elapsed() >= effect.at("replay delay"))
{
cakefoot::Replay random_replay = random_attract_mode_replay();
if (!random_replay.empty())
{
launch_replay(random_replay);
attract_mode_active = true;
demo_timer.reset();
demo_timer.on();
return;
}
else
{
idle_timer.reset();
}
}
}
/* Transformation for looking at the center of the field of play from the camera position. */
view = glm::lookAt(camera_position, {0.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f});
/* Transformation from camera space to clip space. Apply zoom to one transformation for the stage elements, and
* leave another without zoom for the UI. */
float fov;
if (window_box().aspect() >= curve().aspect)
{
fov = 2.0f * glm::atan(1.0f / camera_position.z);
}
else
{
fov = 2.0f * glm::atan(
((1.0f / (window_box().width() * (9.0f / 16.0f))) * window_box().height()) / camera_position.z);
}
projection = glm::perspective(fov, window_box().aspect(), 0.1f, 100.0f);
zoom_projection = glm::perspective(fov + zoom + effect_zoom, window_box().aspect(), 0.1f, 100.f);
/* Separate x and y axes. */
float rotation_x = rotation.x + effect_rotation.x;
float rotation_y = rotation.y + effect_rotation.y;
/* Add a looping swivel, or a continuous rotation when paused. */
if (paused() || (replay_playback && replay_playback->ended()))
{
rotation_x += glm::mix(
0.0f,
glm::two_pi<float>(),
sb::math::loop(timestamp + auto_rotation_time_offset, configuration()("spin", "loop")));
}
else
{
float distance { configuration()("swivel", "distance") };
rotation_x += glm::mix(
-distance * glm::pi<float>(),
distance * glm::pi<float>(),
sb::math::ping_pong(timestamp, configuration()("swivel", "loop")));
}
/* Rotate X 180 if mirror mode is active */
if (view_index == 1)
{
rotation_x += glm::pi<float>();
}
else if (view_index == 2)
{
glm::vec2 warp = configuration()("levels", level_index, "warp");
rotation_x += warp.x;
rotation_y += warp.y;
}
/* Transformation that applies the rotation state of the entire scene */
glm::mat4 rotation_matrix = glm::rotate(glm::mat4(1), rotation_x, {0.0f, 1.0f, 0.0f}) * glm::rotate(
glm::mat4(1), rotation_y, {1.0f, 0.0f, 0.0f});
/* Character position in NDC */
glm::vec2 character_position = sb::math::wrap_point(
glm::vec3{character.box().center(), 0.0f}, {-curve().aspect, -1.0f, -1.0f}, {curve().aspect, 1.0f, 1.0f});
glm::vec3 character_ndc = sb::math::world_to_ndc(character_position, zoom_projection * view * rotation_matrix);
/* Clear screen to world color */
if (flash_animation.playing())
{
sb::Color extra_shift = rotating_hue;
extra_shift.shift_hue(180.0f);
glm::vec4 clear = extra_shift.normal() / configuration()("display", "flash darken factor").get<float>() +
world_color;
glClearColor(clear.r, clear.g, clear.b, clear.a);
}
else if (arcade_limit_warning)
{
glm::vec4 clear = world_color + configuration()("display", "arcade warning color").get<glm::vec4>();
glClearColor(clear.r, clear.g, clear.b, clear.a);
}
else
{
glClearColor(world_color.r, world_color.g, world_color.b, world_color.a);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/*!
* Update buttons and check for clicks.
*
* If a button is clicked, return immediately so that each button press runs before the rest of the game update and
* only runs once per button press.
*
* In the future, all buttons should be handled here (but in a Cakefoot::update function instead of Cakefoot::draw)
* in favor of using callbacks and Pad::on_state_change because of issues with copying the callbacks into new
* objects.
*/
/* Check replay launcher buttons */
for (std::size_t button_index = 0; button_index < replay_buttons.size(); button_index++)
{
sb::Pad<>& pad { replay_buttons[button_index] };
if (pad.update())
{
int level_index = replay_button_index_to_level(button_index);
cakefoot::Replay fastest { fastest_replay(level_index) };
if (!fastest.empty())
{
launch_replay(fastest);
return;
} } }
/* Check replay end screen buttons */
if (button.at("replay restart").update())
{
replay_buttons.at(level_index_to_replay_button(level_index)).click();
return;
}
if (button.at("replay exit").update())
{
sb::Delegate::post("reset");
return;
}
/* Ignore most of the update and draw loop if the play button is enabled and hasn't been pressed */
if (!use_play_button || button.at("play").pressed())
{
/* Continue ignoring while displaying the splash screen */
if (!splash_animation.playing())
{
/* End recording if it has gone over time limit */
if (replay_recording && replay_recording->length() > configuration()("replay", "max length"))
{
replay_recording.reset();
sb::Log::Line() << "Canceling replay recording because time limit exceeded";
}
/* Update other timers */
unpaused_timer.update(timestamp);
run_timer.update(timestamp);
if (!replay_playback)
{
stat_progress.increment_stat(stats["STAT_PLAY_TIME"], run_timer.frame(), achievements, stats);
configuration()["progress"]["total time"].get_ref<nlohmann::json::number_float_t&>() += run_timer.frame();
if (arcade())
{
configuration()["progress"]["arcade time"].get_ref<nlohmann::json::number_float_t&>() +=
run_timer.frame();
}
else if (quest())
{
configuration()["progress"]["quest time"].get_ref<nlohmann::json::number_float_t&>() +=
run_timer.frame();
}
idle_timer.update(timestamp);
survival_timer.update(timestamp);
stray_timer.update(timestamp);
}
/* In demo and arcade modes, reset game if idle timeout elapsed, or reset idle timer if character is
* accelerating. Prevent this when a replay is playing because that means attract mode is active. */
if (level_index > 0 && !replay_playback &&
((configuration()("demo", "active") &&
idle_timer.elapsed() > configuration()("demo", "idle timeout")) ||
(configuration()("arcade", "arcade only") &&
idle_timer.elapsed() > configuration()("arcade", "idle timeout"))))
{
sb::Delegate::post("reset");
stat_progress.increment_stat(stats["STAT_IDLE_RESETS"], 1, achievements, stats);
}
else if (character.accelerating)
{
idle_timer.reset();
}
/* Check if the survival timer reached any milestones */
if (level_index == 10 && !replay_playback &&
survival_timer.elapsed() >= achievements["ACH_SHAKE_N_BAKE"].json().at("goal").get<float>())
{
stat_progress.unlock_achievement(achievements["ACH_SHAKE_N_BAKE"]);
if (!stat_progress.achievement_unlocked(achievements["ACH_SHAKE_N_BAKE"]))
{
progress_writer.stage(true, true);
}
}
else if (level_index == 14 && !replay_playback)
{
/* Check the position of the character. If it is outside of a fish ring, reset the survival clock.
* Only keep the clock going when the character is inside of a fish ring. When the survival clock
* reaches the goal, unlock the achievement. */
float position = character.relative(curve());
const nlohmann::json rings = achievements["ACH_FISHCAKE"].json().at("rings");
if (position < rings[0][0] || (position > rings[0][1] && position < rings[1][0]) ||
position > rings[1][1])
{
survival_timer.reset();
}
else if (survival_timer.elapsed() > achievements["ACH_FISHCAKE"].json().at("goal").get<float>())
{
stat_progress.unlock_achievement(achievements["ACH_FISHCAKE"]);
if (!stat_progress.achievement_unlocked(achievements["ACH_FISHCAKE"]))
{
progress_writer.stage(true, true);
}
}
}
/* Distance tracking */
float check = distance();
if (!replay_playback && static_cast<std::size_t>(level_index) < configuration()("levels").size() - 1)
{
if (check > stat_progress.stat_default(stats["STAT_FARTHEST_DISTANCE_REACHED"], 0.0f))
{
stat_progress.set_stat(stats["STAT_FARTHEST_DISTANCE_REACHED"], check);
}
if (arcade() && check > stat_progress.stat_default(stats["STAT_FARTHEST_ARCADE_DISTANCE"], 0.0f))
{
/* Record as a stat because "arcade max distance" is deprecated in favor of stats */
stat_progress.set_stat(stats["STAT_FARTHEST_ARCADE_DISTANCE"], check);
}
}
/* Arcade scoring */
int maximum_distance { configuration()("progress", "arcade max distance") };
float extended_limit = limit();
if (arcade())
{
/* Check if maximum distance increased. Using auto as the type handles differences between integer types
* in different compilers. */
if (check > maximum_distance)
{
maximum_distance = check;
configuration()["progress"]["arcade max distance"] = maximum_distance;
}
/* End run if there is a time limit and the time limit is passed. Queue end level to load after a
* delay. */
bool game_over_active = arcade() && level_index > 0 &&
run_timer.elapsed() > extended_limit &&
static_cast<std::size_t>(level_index) < configuration()("levels").size() - 1;
if (game_over_active && !game_over_animation.playing())
{
run_timer.off();
arcade_limit_warning = false;
/* Play once with a delay to let the game over screen display temporarily before the end level is
* loaded. */
game_over_animation.play_once(configuration()("display", "game over display time"));
/* Create arcade score */
set_arcade_score(extended_limit, maximum_distance);
/* Record a run */
stat_progress.increment_stat(stats["STAT_ARCADE_RUNS"], 1, achievements, stats);
}
}
/* Update achievement pop up animation */
if (achievements_pop_up_animation.update(timestamp))
{
/* Pop up is expired */
achievements_pop_up_text = "";
}
/* Check if a new achievement has been recorded or a new fastest replay has been added, and trigger a pop up
* if so. */
if (!stat_progress.live_achievements().empty() || fastest_replay_added)
{
for (const std::string& id : stat_progress.live_achievements())
{
sb::progress::Achievement achievement = achievements[id];
/* Add a line break if there is existing text */
if (!achievements_pop_up_text.empty())
{
achievements_pop_up_text += "\n";
}
achievements_pop_up_text += achievement.name() + ": " + achievement.description();
}
/* Clear the live achievements */
stat_progress.live_achievements(true);
/* Add a line for the replay */
if (fastest_replay_added)
{
/* Add a line break if there is existing text */
if (!achievements_pop_up_text.empty())
{
achievements_pop_up_text += "\n";
}
/* Add the replay message to the pop up */
std::string text { configuration()("replay", "pop up message") };
std::ostringstream level;
int index { level_select() ? level_index : level_index - 1 };
level << index;
text.replace(text.find("{level}"), std::string("{level}").size(), level.str());
achievements_pop_up_text += text;
/* Reset flag */
fastest_replay_added = false;
}
/* Load new graphics */
load_achievements_pop_up();
/* If the timeout is already playing, this will start it from the beginning */
achievements_pop_up_animation.reset();
/* Trigger the pop up to disappear in 5 seconds */
achievements_pop_up_animation.play_once(5.0);
}
/* Freeze screen while game over display is active. */
if (!game_over_animation.playing())
{
/* Update character, along the curve, using the timer to determine movement since last frame, and update
* enemies. Check for collison as enemies are updated. */
std::optional<float> constant_speed;
if (operator_menu_active)
{
constant_speed = 0.0f;
}
else if (level_index == 0)
{
constant_speed = configuration()("character", "idle speed");
}
else if (replay_playback)
{
constant_speed = character.speed();
}
character.update(
curve(),
unpaused_timer,
character_ndc,
!button.at("volume").pressed() || operator_menu_active || level_index == 0,
constant_speed
);
if (character.at_end(curve()) && !replay_playback)
{
/* On the ending screen, submit the score and name entry. */
if (arcade() && static_cast<std::size_t>(level_index) == configuration()("levels").size() - 1)
{
submit_score();
}
else
{
/* On the final arcade level, create a score since run is complete. Also unlock ACH_HOTCAKES.
* If the time is faster than the recorded fastest time stat, record the time. */
if (arcade() && static_cast<std::size_t>(level_index) == configuration()("levels").size() - 2)
{
set_arcade_score(extended_limit, maximum_distance);
/* Record stats and achievements */
stat_progress.increment_stat(stats["STAT_ARCADE_RUNS"], 1, achievements, stats);
stat_progress.unlock_achievement(achievements["ACH_HOTCAKES"]);
if (!stat_progress.stat_exists(stats["STAT_BEST_ARCADE_CLOCK"]) ||
arcade_score.time < stat_progress.stat_value(stats["STAT_BEST_ARCADE_CLOCK"]))
{
stat_progress.set_stat(
stats["STAT_BEST_ARCADE_CLOCK"], arcade_score.time, achievements, stats);
}
/* Save and sync */
progress_writer.stage(true, true);
}
/* If warped view is on, mark the level as beaten on warped mode */
if (level_index > 0 &&
static_cast<std::size_t>(level_index) < configuration()("levels").size() - 1 &&
configuration()("view").at(progress<int>("current view")).at("name") == "WARPED")
{
nlohmann::json::string_t& warped_record =
configuration()["progress"]["warped"].get_ref<nlohmann::json::string_t&>();
if (std::string(1, warped_record[level_index - 1]) ==
configuration()("warped", "level unbeaten").get<std::string>())
{
warped_record[level_index - 1] =
configuration()("warped", "level beaten").get<std::string>()[0];
stat_progress.increment_stat(
stats["STAT_WARPED_LEVELS_BEATEN"], 1, achievements, stats);
progress_writer.stage(true, true);
}
}
/* Check the level 7 achievement for returning the coin to the beginning and making it to the end
* without dying */
if (level_index == 7 && coin_returned)
{
stat_progress.unlock_achievement(achievements["ACH_BOOMERINGUE"]);
if (!stat_progress.achievement_unlocked(achievements["ACH_BOOMERINGUE"]))
{
progress_writer.stage(true, true);
}
}
/* Collect any previously taken coins */
collect_coin();
/* Check the achievement for beating level 6 without letting go of the button and getting the
* coin. */
if (!let_go && level_index == 6 && coin_collected)
{
stat_progress.unlock_achievement(achievements["ACH_COFFEE_CAKE"]);
if (!stat_progress.achievement_unlocked(achievements["ACH_COFFEE_CAKE"]))
{
progress_writer.stage(true, true);
}
}
/* End the replay */
if (replay_recording && !replay_recording->empty())
{
/* Add end event */
replay_recording->record({
run_timer,
character.translation(),
character.mirrored(curve()),
cakefoot::Replay::end});
/* Save to JSON */
store_replay_recording(replay_recording.value(), level_index);
replay_recording.reset();
}
/* Load next level, or reload current level if in level select mode or on title screen */
audio.at("teleport").pan(character_ndc.x);
audio.at("teleport").play();
load_level(level_select() || level_index == 0 ? level_index : level_index + 1);
#if defined(__COOLMATH__)
/* Trigger an ad when a level is beaten */
if (level_index > 0 &&
static_cast<std::size_t>(level_index) < configuration()("levels").size() - 1)
{
EM_ASM(cmgAdBreak());
}
#endif
}
}
else
{
/* If the character is resting or a replay is playing, the survival clock shouldn't be counting */
if (character.resting() || replay_playback)
{
survival_timer.reset();
}
/* Update continuous timer for longest walk stat and achievements. Turn on the let_go flag if
* character ever stops accelerating for the coffee cake achievement. */
continuous_timer.update(timestamp);
if (character.accelerating && level_index > 0 && !replay_playback)
{
continuous_timer.on();
}
else
{
continuous_timer.reset();
continuous_timer.off();
if (!character.resting())
{
let_go = true;
}
}
if (!replay_playback && continuous_timer.elapsed() >
stat_progress.stat_default(stats["STAT_LONGEST_CONTINUOUS_WALK"], 0.0f))
{
sb::Log::Multi(sb::Log::DEBUG) << "New continuous max " << continuous_timer.elapsed() <<
sb::Log::end;
stat_progress.set_stat(
stats["STAT_LONGEST_CONTINUOUS_WALK"], continuous_timer.elapsed(), achievements, stats);
}
/* Update checkpoint */
if (profile_index == 0
&& configuration()("levels", level_index).contains("checkpoints")
&& !replay_playback)
{
for (nlohmann::json checkpoint : configuration()("levels", level_index, "checkpoints"))
{
if (character.relative(curve()) >= checkpoint["position"].get<float>() &&
character.checkpoint() < checkpoint["position"].get<float>())
{
audio.at("checkpoint").pan(character_ndc.x);
audio.at("checkpoint").play();
character.checkpoint(checkpoint["position"].get<float>());
/* Record a checkpoint event to replay */
if (replay_recording)
{
replay_recording->record({
run_timer,
character.translation(),
character.mirrored(curve()),
cakefoot::Replay::checkpoint});
}
/* Collect any previously taken coins */
collect_coin();
/* Record stat */
stat_progress.increment_stat(stats["STAT_CHECKPOINTS_REACHED"]);
/* Save progress */
if (arcade())
{
configuration()["progress"]["arcade checkpoint"] = character.checkpoint();
}
else if (quest())
{
configuration()["progress"]["quest checkpoint"] = character.checkpoint();
}
progress_writer.stage();
} } }
/* Check for Icing achievement on level 2 */
if (level_index == 2 && !replay_playback)
{
float first_checkpoint = configuration()("levels", 2, "checkpoints")[0].at("position");
float second_checkpoint = configuration()("levels", 2, "checkpoints")[1].at("position");
float position = character.relative(curve());
if (position >= second_checkpoint)
{
icing_available = true;
}
else if (character.accelerating)
{
icing_available = false;
}
if (icing_available && character.checkpoint() >= second_checkpoint &&
position <= first_checkpoint)
{
stat_progress.unlock_achievement(achievements["ACH_ICING"]);
if (!stat_progress.achievement_unlocked(achievements["ACH_ICING"]))
{
progress_writer.stage(true, true);
}
}
}
/* No-clip mode can be activated by mocks of the Cakefoot class for testing without collisions */
bool enemy_collision = false;
bool coin_taken = false;
bool wanderer = false;
std::string killer;
if (!noclip)
{
/* Collide with enemies and challenge coins */
glm::vec3 clip_upper {-curve().aspect, -1.0f, -1.0f}, clip_lower {curve().aspect, 1.0f, 1.0f};
for (auto enemy_iterator = enemies.begin(); enemy_iterator != enemies.end(); enemy_iterator++)
{
auto& enemy = *enemy_iterator;
enemy->update(unpaused_timer);
if (!replay_playback)
{
if (enemy->collide(character.box(), character.sprite(), clip_upper, clip_lower))
{
enemy_collision = true;
killer = enemy->stat_id();
wanderer = enemy->wanderer;
}
else if (enemy->collide_coin(character.box(), clip_upper, clip_lower) && !character.resting())
{
audio.at("take").pan(character_ndc.x);
audio.at("take").play();
enemy->take_coin();
/* Record coin event to replay */
if (replay_recording)
{
replay_recording->record({
run_timer,
character.translation(),
character.mirrored(curve()),
cakefoot::Replay::coin});
}
}
/* Update coin position if the character is currently holding it */
if (!coin_collected && enemy->coin_taken())
{
glm::vec2 location = character.box().center() +
configuration()("display", "loot offset").get<glm::vec2>();
enemy->coin_translation(curve().wrap({location.x, location.y, 0.0f}));
/* Save the state to be used later in the function */
coin_taken = true;
} } } }
/* Collide with ending screen coins */
if (end_screen())
{
ending_coins.erase(
std::remove_if(
ending_coins.begin(),
ending_coins.end(),
[&](Flame& coin)
{
if (coin.collide(character.box(), character.sprite(),
{-1.0f, -1.0f, -1.0f}, {1.0f, 1.0f, 1.0f}))
{
sb::audio::Chunk& sfx = coin.mask() ? audio.at("take") : audio.at("bong");
sfx.pan(character_ndc.x);
sfx.play();
return true;
}
return false;
}),
ending_coins.end());
}
/* Respawn */
if (!character.resting() && !replay_playback && enemy_collision)
{
/* Record a death using the collision check that happened earlier */
std::string id = "STAT_" + killer + "_DEATHS";
stat_progress.increment_stat(stats[id], 1, achievements, stats);
/* Note: nlohmann::json::get_ref returns inconsistent results between
* get_ref<nlohmann::json::number_unsigned_t&> and
* get_ref<nlohmann::json::number_integer_t&> so accessing by value instead. */
std::string key { quest() ? "quest deaths" : "arcade deaths" };
configuration()["progress"][key] = configuration()("progress", key).get<int>() + 1;
/* Check for the achievement for dying at the end of the line */
if (character.relative(curve()) >= achievements["ACH_DOHNUT"].json().at("goal").get<float>())
{
stat_progress.unlock_achievement(achievements["ACH_DOHNUT"]);
if (!stat_progress.achievement_unlocked(achievements["ACH_DOHNUT"]))
{
progress_writer.stage(true, true);
}
}
/* Check for wandering fish achievement */
if (wanderer)
{
stat_progress.unlock_achievement(achievements["ACH_JUST_DESSERTS"]);
if (!stat_progress.achievement_unlocked(achievements["ACH_JUST_DESSERTS"]))
{
progress_writer.stage(true, true);
}
}
audio.at("restart").pan(character_ndc.x);
audio.at("restart").play();
character.spawn(curve());
for (auto& enemy : enemies)
{
enemy->reset();
}
/* Reset coin returned to beginning status */
coin_returned = false;
coin_taken = false;
/* Reset survival and stray clocks */
survival_timer.reset();
stray_timer.reset();
/* Save progress */
progress_writer.stage();
/* Reset distance tracking */
previous_distance.reset();
/* Record to replay */
if (replay_recording)
{
replay_recording->record({
run_timer,
character.translation(),
character.mirrored(curve()),
cakefoot::Replay::collision});
}
}
else if (replay_recording && replay_record_animation.update(run_timer))
{
replay_recording->record({run_timer, character.translation(), character.mirrored(curve())});
}
/* Keep a count of meters walked */
if (previous_distance && !replay_playback)
{
float change = std::abs(distance_float() - previous_distance.value());
stat_progress.increment_stat(stats["STAT_DISTANCE_TRAVELED"], change);
}
previous_distance = distance_float();
/* Check if the character speed has stayed close enough to 0 for Batter Up achievement. */
if (!character.resting() && !replay_playback && level_index != 0)
{
if (stray_timer.elapsed() > stat_progress.stat_default(stats["STAT_STRAY_TIMER_MAX"], 0.0f))
{
sb::Log::Multi(sb::Log::DEBUG) << "New stray max " << stray_timer.elapsed() <<
sb::Log::end;
stat_progress.set_stat(
stats["STAT_STRAY_TIMER_MAX"], stray_timer.elapsed(), achievements, stats);
}
stray += character.speed();
if (std::abs(stray) > achievements["ACH_BATTER_UP"].json().at("range").get<float>())
{
stray = 0.0f;
stray_timer.reset();
}
}
else
{
stray_timer.reset();
}
/* If a replay is playing, after all movement has been processed, sync the movement with the replay.
*/
if (replay_playback)
{
if (attract_mode_active && demo_timer.elapsed() > configuration()("attract", "demo length"))
{
/* End attract mode demo if time limit reached */
load_level(0);
idle_timer.reset();
return;
}
else if (replay_playback_animation.update(run_timer))
{
std::vector<cakefoot::Replay::KeyFrame> frames { replay_playback->unread(run_timer) };
for (cakefoot::Replay::KeyFrame frame : frames)
{
glm::vec3 ndc = sb::math::world_to_ndc(
frame.translation, zoom_projection * view * rotation_matrix);
if (frame.event == cakefoot::Replay::collision)
{
audio.at("restart").pan(ndc.x);
audio.at("restart").play();
character.spawn(curve());
for (auto& enemy : enemies)
{
enemy->reset();
}
}
else if (frame.event == cakefoot::Replay::coin)
{
audio.at("take").pan(ndc.x);
audio.at("take").play();
for (auto& enemy : enemies)
{
enemy->take_coin();
}
}
else if (frame.event == cakefoot::Replay::checkpoint)
{
audio.at("checkpoint").pan(ndc.x);
audio.at("checkpoint").play();
}
else if (frame.event == cakefoot::Replay::collect)
{
for (auto& enemy : enemies)
{
enemy->collect_coin();
}
}
else if (frame.event == cakefoot::Replay::end)
{
run_timer.off();
/* Offset the rotation animation so that it is now at neutral, so the replay stage
* end rotation effect starts rotating from the beginning of the rotation. */
auto_rotation_time_offset = -timestamp;
/* If attract mode is active, run another replay automatically */
if (attract_mode_active)
{
cakefoot::Replay random_replay = random_attract_mode_replay(level_index);
if (!random_replay.empty())
{
launch_replay(random_replay);
return;
}
else
{
load_level(0);
idle_timer.reset();
}
}
}
/* Move the character and approximate speed */
character.translate(frame.translation, true);
character.speed(frame.speed);
/* Move the coin */
if (replay_playback->coin_taken && !replay_playback->coin_collected)
{
for (auto& enemy : enemies)
{
glm::vec2 translation {
frame.translation
+ configuration()("display", "loot offset").get<glm::vec2>()
};
enemy->coin_translation({translation.x, translation.y, 0.0f});
}
}
}
}
else
{
/* Always the speed so that the character movement looks correct even when the replay
* playback speed is different from the frame rate of the program */
character.speed(replay_playback->last_read().speed);
}
}
/* Save progress and stats periodically when the game is idle. Update consecutive days played
* count. */
if (save_stats && (character.resting() || level_index == 0) && !replay_playback)
{
/* Observe new timestamp and day */
std::chrono::time_point<std::chrono::system_clock> now { std::chrono::system_clock::now() };
long timestamp { sb::time::epoch_minutes(now) };
std::string day { sb::time::day_stamp(now) };
try
{
/* Check if newly observed day is different than the recorded day. */
if (day != stat_progress.read("day").get<std::string>())
{
/* Check if difference since last recorded time is less than 48 hrs, and either add a
* consecutive day played or reset the counter. */
if (timestamp - stat_progress.read("timestamp").get<long>() <= 48 * 60)
{
stat_progress.increment_stat(
stats["STAT_CONSECUTIVE_DAYS_PLAYED"], 1, achievements, stats);
}
else
{
stat_progress.set_stat(
stats["STAT_CONSECUTIVE_DAYS_PLAYED"], 1, achievements, stats);
}
}
}
catch (const std::runtime_error& error)
{
/* An expected error is the "day" and "timestamp" fields are missing on the first run,
* which will be fixed by the values set below. */
}
/* Check if a date-based achievement should be unlocked */
validate_date(now);
/* Record new timestamp and day and save */
stat_progress.set(timestamp, "timestamp");
stat_progress.set(day, "day");
progress_writer.stage();
}
/* Record if coin has been brought back to the beginning for levels which have an achievement for
* it. */
if (coin_taken && character.at_beginning(curve()) && !replay_playback)
{
coin_returned = true;
if (level_index == 13)
{
stat_progress.unlock_achievement(achievements["ACH_BACK_IN_THE_OVEN"]);
}
else if (level_index == 11)
{
stat_progress.unlock_achievement(achievements["ACH_MIDNIGHT_SNACK"]);
} } } }
/*!
* Trigger the write at the end of the update section, before the draw section. If a write has been staged,
* this will run, and it will skip if not.
*/
progress_writer.trigger();
/* Plane position vertices will be used for everything before the curve */
sb::Plane::position->bind("vertex_position", shader_program);
/* Ignore most drawing if the operator menu is active. */
if (operator_menu_active)
{
draw_operator_menu(view, projection, uniform);
}
else
{
/* Disable texture */
glUniform1i(uniform.at("texture_enabled"), false);
/* Enable background shader */
glUniform1i(uniform.at("bg_enabled"), true);
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &glm::mat4(1)[0][0]);
sb::Plane::position->bind("vertex_position", shader_program);
sb::Plane::color->bind("vertex_color", shader_program);
sb::Plane::position->enable();
sb::Plane::color->enable();
glDrawArrays(GL_TRIANGLES, 0, sb::Plane::position->count());
sb::Plane::position->disable();
sb::Plane::color->disable();
glUniform1i(uniform.at("bg_enabled"), false);
/* On the title screen, use a custom color addition which rotates the hue of the curve. Subtract some
* RGB from the color addition, then add in the rotating hue to give the curve some of the color of the
* hue. */
if (level_index == 0)
{
curve_color_addition = glm::vec4 {0.05f, 0.05f, 0.05f, 0.0f} + rotating_hue.normal();
glUniform4fv(uniform.at("color_addition"), 1, &curve_color_addition[0]);
}
else
{
if (flash_animation.playing())
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
else
{
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
}
}
/* Draw the curve. Turn on alpha_mod just for curve. */
vp = zoom_projection * view * rotation_matrix;
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &vp[0][0]);
curve().color.bind("vertex_color", shader_program);
curve().color.enable();
glUniform1i(uniform.at("alpha_mod_enabled"), true);
for (sb::Attributes& position : curve().position)
{
position.bind("vertex_position", shader_program);
position.enable();
glDrawArrays(GL_LINE_STRIP, 0, position.count());
position.disable();
}
glUniform1i(uniform.at("alpha_mod_enabled"), false);
curve().color.disable();
/* Bind plane attributes */
sb::Plane::position->bind("vertex_position", shader_program);
sb::Plane::color->bind("vertex_color", shader_program);
/* Reset color addition necessary for title screen */
if (level_index == 0)
{
if (flash_animation.playing())
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
else
{
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
}
}
/* Draw checkpoints */
if (profile_index == 0 && configuration()("levels", level_index).contains("checkpoints"))
{
int index = 0;
for (nlohmann::json checkpoint : configuration()("levels", level_index, "checkpoints"))
{
sb::Sprite* sprite;
if (checkpoint["position"].get<float>() > character.checkpoint()
&& !(replay_playback && replay_playback->checkpoints > index))
{
sprite = &checkpoint_off;
}
else
{
sprite = &checkpoint_on;
}
glm::vec3 position = curve().relative(checkpoint["position"].get<float>());
glm::vec2 delta = sb::math::angle_to_vector(
checkpoint["angle"].get<float>(), configuration()("display", "checkpoint distance"));
position += glm::vec3{delta.x, delta.y, 0.0f};
sprite->translate(curve().wrap(position));
sprite->draw(uniform.at("mvp"), view * rotation_matrix, zoom_projection,
uniform.at("texture_enabled"));
index++;
} }
/* Draw enemies */
for (auto& enemy : enemies)
{
enemy->draw(uniform.at("mvp"), view * rotation_matrix, zoom_projection, uniform.at("texture_enabled"),
rotating_hue, uniform.at("color_addition"));
if (!flash_animation.playing())
{
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
} }
/* Draw cake */
if (!replay_playback)
{
character.draw(curve(), uniform.at("mvp"), view * rotation_matrix, zoom_projection,
uniform.at("texture_enabled"));
}
else
{
character.draw_at(uniform.at("mvp"), view * rotation_matrix, zoom_projection,
uniform.at("texture_enabled"), replay_playback->last_read().mirrored);
}
/* Draw end screen coins */
if (end_screen())
{
for (Flame& coin : ending_coins)
{
coin.draw(uniform.at("mvp"), view * rotation_matrix, zoom_projection, uniform.at("texture_enabled"),
rotating_hue, uniform.at("color_addition"));
if (!flash_animation.playing())
{
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
} } }
/* Check if any buttons should be disabled */
bool profile_spinner_enabled = configuration()("progress", "max difficulty") > 0 && !resuming();
bool profile_spinner_visible = configuration()("progress", "max difficulty") > 0;
bool view_spinner_enabled = configuration()("progress", "max view") > 0;
button.at("level decrement").visible(level_select());
button.at("level decrement").enabled(level_select());
button.at("level increment").visible(level_select());
button.at("level increment").enabled(level_select());
button.at("profile decrement").visible(profile_spinner_enabled);
button.at("profile decrement").enabled(profile_spinner_enabled);
button.at("profile increment").visible(profile_spinner_enabled);
button.at("profile increment").enabled(profile_spinner_enabled);
button.at("view decrement").enabled(view_spinner_enabled);
button.at("view decrement").visible(view_spinner_enabled);
button.at("view increment").enabled(view_spinner_enabled);
button.at("view increment").visible(view_spinner_enabled);
/* Get a reference to the challenge name and play mode menu status for later */
const nlohmann::json::string_t& challenge_name = configuration()(
"challenge", challenge_index, "name").get_ref<const nlohmann::json::string_t&>();
bool play_mode_menu_active = (challenge_name != "OPTIONS" &&
challenge_name != "ACHIEVEMENTS" &&
challenge_name != "STATS" &&
challenge_name != "REPLAYS");
/* Draw buttons. Don't include rotation matrix in view, so buttons will remain flat in the z-dimension.
*/
glm::mat4 label_transformation {0.0f};
/* Draw title screen buttons */
if (level_index == 0)
{
/* Play button - only draw on quest and arcade menus */
if (challenge_name != "ACHIEVEMENTS"
&& challenge_name != "STATS"
&& challenge_name != "REPLAYS"
&& challenge_name != "OPTIONS")
{
if (configuration()("arcade", "arcade only") || is_selected_button("start"))
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
button.at("start").draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
if (!flash_animation.playing())
{
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
} }
/* Disable spinners if arcade prompt displayed */
if (!configuration()("arcade", "arcade only"))
{
/* Collect names of buttons to draw. Always include challenge, but only include other spinners
* when navigating a play mode menu */
std::vector<std::string> names;
if (play_mode_menu_active)
{
names = {"level select", "profile", "challenge", "view"};
}
else
{
names = {"challenge"};
}
/* Draw spinner labels */
for (const std::string& name : names)
{
if ((name != "profile" || profile_spinner_visible) &&
(name != "view" || view_spinner_enabled))
{
label.at(name).texture(0).bind();
label_transformation = projection * view * label.at(name).transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at(name).enable();
glDrawArrays(GL_TRIANGLES, 0, label.at(name).attributes("position")->count());
} }
/* If play mode menu is active, draw spinner buttons. */
if (play_mode_menu_active)
{
names = {
"level decrement", "level increment", "profile decrement", "profile increment",
"challenge decrement", "challenge increment", "view decrement", "view increment"
};
}
else
{
/* Always draw challenge spinner */
names = {"challenge decrement", "challenge increment"};
/* If options menu is active, draw sub-menu */
if (challenge_name == "OPTIONS")
{
names.push_back("bgm");
names.push_back("sfx");
if (configuration()("display", "fullscreen enabled"))
{
names.push_back("fullscreen text");
}
if (configuration()("display", "exit enabled"))
{
names.push_back("exit");
} } }
/* Draw buttons */
for (const std::string& name : names)
{
if (is_selected_button(name))
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
button.at(name).draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
if (!flash_animation.playing())
{
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
} } }
else
{
if (configuration()("arcade", "credits enabled"))
{
glUniform1i(uniform.at("texture_enabled"), true);
label.at("credits available").texture(0).bind();
label_transformation = projection * view * label.at("credits available").transformation();
glUniformMatrix4fv(
uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at("credits available").enable();
glDrawArrays(
GL_TRIANGLES, 0, label.at("credits available").attributes("position")->count());
} } }
else
{
/* Draw pause button */
if (unpaused_timer)
{
if (!configuration()("arcade", "arcade only"))
{
button.at("pause").draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
} }
/* Draw pause menu */
else
{
for (const std::string& name : {"resume", "reset", "fullscreen text", "bgm", "sfx"})
{
if (is_selected_button(name))
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
if (name != "fullscreen text" || configuration()("display", "fullscreen enabled"))
{
button.at(name).draw(
uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
if (!flash_animation.playing())
{
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
} }
/* Draw playtester thanks */
thanks.texture(0).bind();
label_transformation = projection * view * thanks.transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
thanks.enable();
glDrawArrays(GL_TRIANGLES, 0, thanks.attributes("position")->count());
/* Draw version string */
if (configuration()("diagnostic", "version") && label.at("version").texture(0).generated())
{
label_transformation = projection * view * label.at("version").transformation();
label.at("version").texture(0).bind();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at("version").enable();
glDrawArrays(GL_TRIANGLES, 0, label.at("version").attributes("position")->count());
} }
/* Draw name entry */
if (static_cast<std::size_t>(level_index) == configuration()("levels").size() - 1 && arcade())
{
for (const std::string& button_name : {
std::string("name 1"), std::string("name 2"), std::string("name 3"),
"name " + std::to_string(name_entry_index + 1) + " increment",
"name " + std::to_string(name_entry_index + 1) + " decrement"})
{
button.at(button_name).draw(uniform.at("mvp"), view, projection,
uniform.at("texture_enabled"));
} }
/* Draw the clock */
float amount;
if (arcade())
{
if (static_cast<std::size_t>(level_index) == configuration()("levels").size() - 1)
{
amount = arcade_time_remaining(arcade_score.time);
}
else
{
amount = arcade_time_remaining(extended_limit);
}
}
else
{
amount = run_timer.elapsed();
}
label.at("clock").content(format_clock(amount));
label.at("clock").refresh();
sb::Plane::position->bind("vertex_position", shader_program);
glUniform1i(uniform.at("texture_enabled"), true);
label.at("clock").texture(0).bind();
label_transformation = projection * view * label.at("clock").transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at("clock").enable();
glDrawArrays(GL_TRIANGLES, 0, label.at("clock").attributes("position")->count());
/* Draw replay end buttons */
if (replay_playback && replay_playback->ended() && unpaused_timer)
{
for (const std::string& name : {"replay restart", "replay exit"})
{
if (is_selected_button(name))
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
button.at(name).draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
if (!flash_animation.playing())
{
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
} } } }
/* Draw HUD */
if (level_index > 0 && static_cast<std::size_t>(level_index) < _configuration("levels").size() - 1)
{
/* Draw the original text level indicator */
if (configuration()("display", "level hud visible"))
{
std::stringstream level_indicator;
level_indicator << std::setw(2) << std::setfill('0') << level_index << "/" << std::setw(2) <<
_configuration("levels").size() - 2;
label.at("level").content(level_indicator.str());
label.at("level").refresh();
label.at("level").texture(0).bind();
label_transformation = projection * view * label.at("level").transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at("level").enable();
glDrawArrays(GL_TRIANGLES, 0, label.at("level").attributes("position")->count());
}
/* Draw the bank HUD */
if (configuration()("coin ui", "visible") && !replay_playback)
{
for (const sb::Sprite& coin : bank_ui)
{
coin.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
} } }
/* Draw game over text */
if (game_over_animation.playing())
{
label.at("game over").texture(0).bind();
label_transformation = projection * view * label.at("game over").transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at("game over").enable();
glDrawArrays(GL_TRIANGLES, 0, label.at("game over").attributes("position")->count());
}
/* Draw idle warning in demo and arcade-only modes */
if (level_index > 0
&& !replay_playback
&& (configuration()("demo", "active") || configuration()("arcade", "arcade only")))
{
std::string section = configuration()("demo", "active") ? "demo" : "arcade";
if (idle_timer.elapsed() > configuration()(section, "countdown display timeout"))
{
std::stringstream idle_warning_message;
int remaining = std::ceil(
configuration()(section, "idle timeout").get<float>() - idle_timer.elapsed());
idle_warning_message << configuration()("demo", "countdown message").get<std::string>() <<
remaining;
label.at("idle warning").content(idle_warning_message.str());
label.at("idle warning").refresh();
label.at("idle warning").texture(0).bind();
label_transformation = projection * view * label.at("idle warning").transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at("idle warning").enable();
glDrawArrays(GL_TRIANGLES, 0, label.at("idle warning").attributes("position")->count());
}
}
/* Draw demo message */
if (level_index == 0 && configuration()("demo", "active"))
{
demo_message.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
/* Draw arcade results */
if (static_cast<std::size_t>(level_index) == configuration()("levels").size() - 1 && arcade())
{
for (const std::string name : {"arcade rank", "arcade distance"})
{
label.at(name).texture(0).bind();
label_transformation = projection * view * label.at(name).transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at(name).enable();
glDrawArrays(GL_TRIANGLES, 0, label.at(name).attributes("position")->count());
} }
/* Draw scoreboard, QR, quest best, auto save icon, achievements, stats, version string, and
* confirmation alert on title screen */
if (level_index == 0)
{
/* On play modes, only draw scoreboard if arcade mode is selected. Otherwise, draw the quest best
* indicator. */
if (arcade())
{
scoreboard.texture(0).bind();
label_transformation = projection * view * scoreboard.transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
scoreboard.enable();
glDrawArrays(GL_TRIANGLES, 0, scoreboard.attributes("position")->count());
}
else if (play_mode_menu_active && quest() && configuration()("progress", "quest best") > 0.0f)
{
label.at("quest best").texture(0).bind();
label_transformation = projection * view * label.at("quest best").transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at("quest best").enable();
glDrawArrays(GL_TRIANGLES, 0, label.at("quest best").attributes("position")->count());
}
/* Draw progress display menus */
if (challenge_name == "ACHIEVEMENTS")
{
draw_achievements(view, projection, uniform);
}
else if (challenge_name == "STATS")
{
draw_stats(view, projection, uniform);
}
else if (challenge_name == "REPLAYS")
{
draw_replays_menu(view, projection, uniform);
}
/* Draw QR. Only draw auto save if QR is not displayed. */
if (configuration()("display", "qr display"))
{
if (configuration()("display", "qr background display"))
{
qr_code_bg.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
qr_code.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
else
{
auto_save.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
/* Draw Steam badge */
if (configuration()("display", "steam button visible"))
{
button.at("steam").draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
/* Draw dank.game badge */
if (configuration()("display", "dank logo visible"))
{
button.at("dank").draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
/* Draw version string */
if (configuration()("diagnostic", "version") && label.at("version").texture(0).generated())
{
label_transformation = projection * view * label.at("version").transformation();
label.at("version").texture(0).bind();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
label.at("version").enable();
glDrawArrays(GL_TRIANGLES, 0, label.at("version").attributes("position")->count());
}
}
/* Draw end screen messages */
if (static_cast<std::size_t>(level_index) == configuration()("levels").size() - 1 &&
!configuration()("arcade", "arcade only"))
{
float y = configuration()("ending", "messages y").get<float>();
for (std::size_t message_ii = 0; message_ii < ending_messages.size(); message_ii++)
{
sb::Text& message = ending_messages[message_ii];
message.untransform();
message.translate({0.0f, y, 0.0f});
message.scale(configuration()("ending", "messages scale"));
message.texture(0).bind();
label_transformation = projection * view * message.transformation();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label_transformation[0][0]);
message.enable();
glDrawArrays(GL_TRIANGLES, 0, message.attributes("position")->count());
if (message_ii == 0)
{
y += configuration()("ending", "messages margin").get<float>();
}
y += configuration()("ending", "messages step").get<float>();
} }
/* Draw achievements pop up if active */
if (achievements_pop_up_animation.playing())
{
achievements_pop_up_sprite.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
/* Draw confirmation alert */
if (confirming_new_quest || confirming_new_arcade)
{
draw_confirmation_alert(view, projection, uniform);
} } }
else
{
/* Draw splash screen */
sb::Plane::color->bind("vertex_color", shader_program);
sb::Plane::position->bind("vertex_position", shader_program);
splash[splash_index].sprite.bind();
splash[splash_index].sprite.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
} }
else
{
/* Draw the play button and background if it is enabled and hasn't been pressed yet */
sb::Plane::position->bind("vertex_position", shader_program);
sb::Plane::color->bind("vertex_color", shader_program);
play_button_bg.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
button.at("play").draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
/* Always draw the volume and fullscreen buttons if enabled unless it's arcade only mode */
if (!configuration()("arcade", "arcade only"))
{
for (const std::string name : {"volume", "fullscreen"})
{
if (name != "fullscreen" || configuration()("display", "fullscreen enabled"))
{
sb::Plane::position->bind("vertex_position", shader_program);
sb::Plane::color->bind("vertex_color", shader_program);
button.at(name).draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
} } }
/* Update FPS indicator display to the current FPS count and draw. */
if (configuration()("display", "fps"))
{
if (current_frames_per_second != previous_frames_per_second)
{
std::string padded = sb::pad(current_frames_per_second, 2);
label.at("fps").content(padded);
label.at("fps").refresh();
previous_frames_per_second = current_frames_per_second;
}
if (label.at("fps").texture(0).generated())
{
/* Draw FPS indicator */
sb::Plane::color->bind("vertex_color", shader_program);
sb::Plane::position->bind("vertex_position", shader_program);
glUniform1i(uniform.at("texture_enabled"), true);
label.at("fps").texture(0).bind();
glUniformMatrix4fv(uniform.at("mvp"), 1, GL_FALSE, &label.at("fps").transformation()[0][0]);
label.at("fps").enable();
glDrawArrays(GL_TRIANGLES, 0, label.at("fps").attributes("position")->count());
} }
/* Update display */
SDL_GL_SwapWindow(window().get());
sb::Log::gl_errors("at end of update");
}
int Cakefoot::replay_button_index_to_level(int button_index) const
{
return configuration()("replay", "menu", "start level").get<std::size_t>() + button_index;
}
int Cakefoot::level_index_to_replay_button(int level_index) const
{
return level_index - configuration()("replay", "menu", "start level").get<std::size_t>();
}
std::vector<cakefoot::Replay> Cakefoot::replays(int level) const
{
std::vector<cakefoot::Replay> replays;
if (fs::exists(configuration()("replay", "directory")))
{
std::ostringstream pattern;
pattern << std::setfill('0') << std::setw(2) << level << "_[0-9]+_.+\\.json";
for (const fs::path& path : sb::glob(pattern.str(), configuration()("replay", "directory")))
{
try
{
cakefoot::Replay replay;
replay.load(path);
replays.push_back(replay);
}
catch (nlohmann::json::parse_error error)
{
/* Ignore unreadable replays */
sb::Log::Multi(sb::Log::WARN) << "Replay file is unreadable at " << path << ": " << error.what() <<
sb::Log::end;
}
}
}
return replays;
}
cakefoot::Replay Cakefoot::fastest_replay(int level) const
{
cakefoot::Replay fastest;
for (cakefoot::Replay replay : replays(level))
{
if (fastest.empty() || replay.length() < fastest.length())
{
fastest = replay;
}
}
return fastest;
}
void Cakefoot::store_replay_recording(cakefoot::Replay& replay, int level)
{
if (replay.length() <= configuration()("replay", "max length") && level >= configuration()("replay", "min level"))
{
bool save_replay = false;
std::vector<cakefoot::Replay> existing_replays { replays(level) };
/* If maximum number of replays hasn't been reached for the given level, save the replay and exit. */
if (existing_replays.size() < configuration()("replay", "max files per level"))
{
save_replay = true;
}
/* If the replacement method is oldest, remove the oldest replay and save the current one. */
else if (configuration()("replay", "replace") == "oldest")
{
save_replay = true;
/* Replays are sorted lexicographically by time because their paths contain the date string. Therefore, the
* first replay in the list is the oldest replay. */
existing_replays.front().remove();
sb::Log::Multi() << "Removed oldest existing replay for level " << level << sb::Log::end;
}
/* The default replacement method is slowest. Determine the slowest replay among existing replays and the
* incoming one. If the incoming one is not the slowest, delete the slowest replay before saving the new one. */
else
{
/* Track the time and the path of the slowest replay */
cakefoot::Replay slowest;
/* Find the slowest replay for the given level */
for (const cakefoot::Replay& existing : existing_replays)
{
if (slowest.empty() || existing.length() >= slowest.length())
{
slowest = existing;
}
}
/* Only save replay if it is faster than the slowest existing replay. */
if (replay.length() < slowest.length())
{
save_replay = true;
slowest.remove();
}
else
{
sb::Log::Line() << "Replay discarded because existing replays are faster";
}
}
/* Write JSON to disk */
if (save_replay)
{
/* Include rank in the metadata */
replay.save(level, {{"rank", profile_index}}, configuration()("replay", "directory"), stat_progress.id());
/* Check if the new replay is the new fastest and set a flag if so. */
cakefoot::Replay fastest { fastest_replay(level) };
fastest_replay_added = !fastest.empty() && fastest.id() == replay.id();
#if defined(HTTP_ENABLED)
/* Upload the replay to the configured receiver URL */
if (http.initialized() && !configuration()("replay", "receiver").value("url", "").empty())
{
http.post_analytics(
configuration()("replay", "receiver", "url"),
replay.json(),
configuration()("session", "title"),
cakefoot::version,
configuration()("session").value("platform", ""),
stat_progress.id(),
configuration()("session", "receiver").value("authorization", ""));
}
#endif
}
}
else
{
sb::Log::Line() << "Replay discarded because it either exceeds maximum length or the level is too low";
}
}
void Cakefoot::launch_replay(const cakefoot::Replay& replay)
{
if (!replay.empty())
{
sb::Log::Multi() << "Loading replay for level " << replay.metadata().at("level") << sb::Log::end;
load_level(replay.metadata().at("level"), true);
/* Load and start playing the replay */
replay_playback = replay;
replay_playback_animation.frame_length(configuration()("replay", "frame length"));
replay_playback_animation.reset();
replay_playback_animation.play();
/* Temporarily set the character profile to the rank stored in the replay metadata. This will automatically
* reset to the profile currently selected (the profile stored to progress) when the title screen loads after
* the replay is exited. */
const nlohmann::json& metadata = replay.metadata();
profile_index = 0;
if (!metadata.empty() && metadata.contains("rank"))
{
profile_index = metadata.at("rank");
}
character.profile(configuration()("character", "profile", profile_index, "name"));
/* Jump to a random position in the BGM */
bgm.jump(sb::math::random::integer(0, configuration()("replay", "bgm jump range")));
}
}
cakefoot::Replay Cakefoot::random_attract_mode_replay(int omit_level) const
{
cakefoot::Replay replay;
/* Build pool of replays to choose from */
std::vector<fs::path> pool;
for (fs::path directory : {configuration()("replay", "directory"), configuration()("attract", "replays")})
{
if (fs::exists(directory))
{
std::ostringstream pattern;
pattern << "[0-9][0-9]_[0-9]+_.+\\.json";
for (const fs::path& path : sb::glob(pattern.str(), directory))
{
pool.push_back(path);
} } }
/* Choose a random replay out of the pool until a non-omitted level is chosen. */
if (pool.size() > 0)
{
int tries = 0;
do
{
int choice = sb::math::random::integer(0, pool.size() - 1);
try
{
replay.load(pool.at(choice));
}
catch (nlohmann::json::parse_error error)
{
/* Ignore unreadable replays */
sb::Log::Multi(sb::Log::WARN) << "Replay file is unreadable at " << pool.at(choice) << ": " <<
error.what() << sb::Log::end;
}
} while (!replay.metadata().empty()
&& replay.metadata().contains("level")
&& replay.metadata().at("level") == omit_level
&& tries++ < 10);
}
return replay;
}
void Cakefoot::load_achievements_menu()
{
/* Clear any loaded graphics */
achievements_text_sprites.clear();
/* All style parameters for the menu from the config */
const nlohmann::json& style = configuration()("achievements menu");
/* Create a background to draw the achievements over */
achievements_background.scale(style.at("background").at("scale"));
achievements_background.translate(style.at("background").at("position").get<glm::vec2>());
achievements_background_color.percent(style.at("background").at("color").get<glm::fvec4>());
/* Pull the text styles */
sb::Color text_color;
text_color.percent(style.at("text").at("color").get<glm::fvec4>());
sb::Color unlocked_color;
unlocked_color.percent(style.at("unlocked").get<glm::fvec4>());
sb::Color locked_color;
locked_color.percent(style.at("locked").get<glm::fvec4>());
/* Create achievement text sprites in a grid */
int col = 0;
int row = 0;
for (const sb::progress::Achievement& achievement : achievements)
{
const sb::Color& text_background {
stat_progress.achievement_unlocked(achievement) ? unlocked_color : locked_color
};
sb::Text text {
fonts.at("narrow progress menu"),
achievement.description(),
text_color,
text_background,
style.at("text").at("dimensions").get<glm::vec2>()
};
text.wrap(style.at("text").at("wrap"));
text.refresh();
sb::Sprite text_sprite {text};
text_sprite.scale(style.at("text").at("scale"));
const nlohmann::json& step = style.at("text").at("step");
const nlohmann::json& start = style.at("text").at("start");
text_sprite.translate({
col * step.at(0).get<float>() + start.at(0).get<float>(),
row++ * step.at(1).get<float>() + start.at(1).get<float>()});
if (row >= style.at("rows"))
{
row = 0;
col++;
}
achievements_text_sprites.push_back(text_sprite);
}
}
void Cakefoot::draw_achievements(
const glm::mat4& view, const glm::mat4& projection, const std::map<std::string, GLuint>& uniform) const
{
/* Draw a background which the individual achievements will be drawn over */
glUniform4fv(uniform.at("color_addition"), 1, &achievements_background_color.normal()[0]);
achievements_background.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
/* Draw individual achievements in a grid */
for (const sb::Sprite& sprite : achievements_text_sprites)
{
sprite.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
}
void Cakefoot::load_replays_menu()
{
/* Clear any loaded graphics */
replay_buttons.clear();
/* All style parameters for the menu from the config */
const nlohmann::json& style = configuration()("replay", "menu");
/* Create a background to draw the achievements over */
replays_background.scale(style.at("background").at("scale"));
replays_background.translate(style.at("background").at("position").get<glm::vec2>());
replays_background_color.percent(style.at("background").at("color").get<glm::fvec4>());
/* Pull the text styles */
sb::Color text_color;
text_color.percent(style.at("text").at("color").get<glm::fvec4>());
sb::Color unlocked_background;
unlocked_background.percent(style.at("unlocked background").get<glm::fvec4>());
sb::Color locked_background;
locked_background.percent(style.at("locked background").get<glm::fvec4>());
/* Create replay buttons in a grid */
int col = 0;
int row = 0;
for (std::size_t replay_index = style.at("start level");
replay_index < configuration()("levels").size() - 1;
replay_index++)
{
/* Get fastest replay for level, if possible */
cakefoot::Replay fastest { fastest_replay(replay_index) };
/* Build text for the replay button based on whether it's unlocked or not */
std::string message;
std::ostringstream seconds;
if (fastest.empty())
{
message = style.at("locked message");
seconds << configuration()("replay", "max length");
}
else
{
message = style.at("unlocked message");
seconds << std::setprecision(style.at("float precision")) << fastest.length();
};
std::ostringstream level;
level << replay_index;
message.replace(message.find("{level}"), std::string("{level}").size(), level.str());
message.replace(message.find("{seconds}"), std::string("{seconds}").size(), seconds.str());
/* Generate text plane with generated message */
sb::Text text {
fonts.at(style.at("font")),
message,
text_color,
fastest.empty() ? locked_background : unlocked_background,
style.at("text").at("dimensions").get<glm::vec2>()
};
text.wrap(style.at("text").at("wrap"));
text.refresh();
/* Create a button for the replay, then translate and scale it. Enable or disable based on existence of replay
* to launch. Do that now, so that the replays don't have to be opened and parsed when checking whether the
* button is usable or not. */
sb::Pad<> pad { text };
const nlohmann::json& step = style.at("text").at("step");
const nlohmann::json& start = style.at("text").at("start");
pad.translate({
col * step.at(0).get<float>() + start.at(0).get<float>(),
row++ * step.at(1).get<float>() + start.at(1).get<float>()});
pad.enabled(!fastest.empty());
if (row >= style.at("rows"))
{
row = 0;
col++;
}
pad.scale(style.at("text").at("scale").at(0),
style.at("text").at("scale").at(1).get<float>() / style.at("text").at("scale").at(0).get<float>());
/* Commit the replay button */
replay_buttons.push_back(pad);
}
}
void Cakefoot::draw_replays_menu(
const glm::mat4& view, const glm::mat4& projection, const std::map<std::string, GLuint>& uniform)
{
/* Draw a background which the individual achievements will be drawn over */
glUniform4fv(uniform.at("color_addition"), 1, &replays_background_color.normal()[0]);
replays_background.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
/* Draw individual achievements in a grid */
for (sb::Pad<>& pad : replay_buttons)
{
if (is_selected_button(pad))
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
pad.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
}
}
void Cakefoot::load_stats_menu()
{
/* All style parameters for the menu from the config */
const nlohmann::json& style = configuration()("stats menu");
/* Build a chart using monospace font and string formatting */
std::ostringstream formatted;
int count = 0;
for (const sb::progress::Stat& stat : stats)
{
formatted << std::setw(style.at("columns").at(0)) << stat.name() << ":" << std::setw(style.at("columns").at(1));
if (stat.type() == sb::progress::Stat::FLOAT)
{
formatted << std::setprecision(style.at("precision")) << std::fixed <<
stat_progress.stat_default(stat, 0.0f, stats) << std::setprecision(0);
}
else
{
formatted << stat_progress.stat_default(stat, 0, stats);
}
formatted << std::setw(style.at("columns").at(2)) << " ";
if (++count % 2 == 0)
{
formatted << "\n";
}
}
/* Create a sprite containing all the stats as a single text texture */
sb::Color text_color;
text_color.percent(style.at("foreground").get<glm::fvec4>());
sb::Color background;
background.percent(style.at("background").get<glm::fvec4>());
sb::Text text {
fonts.at(style.at("font")),
formatted.str(),
text_color,
background
};
text.wrap(0);
text.refresh();
stats_sprite = sb::Sprite(text);
stats_sprite.scale(style.at("scale").get<glm::vec2>());
stats_sprite.translate(style.at("position").get<glm::vec2>());
}
void Cakefoot::draw_stats(
const glm::mat4& view, const glm::mat4& projection, const std::map<std::string, GLuint>& uniform) const
{
/* Draw a single text texture */
stats_sprite.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
}
void Cakefoot::load_achievements_pop_up()
{
const nlohmann::json& style = configuration()("achievements menu", "pop up");
/* Add a heading line unless there are already too many lines */
std::string text = achievements_pop_up_text;
if (std::count(achievements_pop_up_text.begin(), achievements_pop_up_text.end(), '\n') <
style.at("limit").get<int>())
{
text = style.at("heading").get<std::string>() + "\n" + text;
}
/* Create sprite */
sb::Color text_color;
text_color.percent(style.at("foreground").get<glm::fvec4>());
sb::Color background;
background.percent(style.at("background").get<glm::fvec4>());
sb::Text pop_up {
fonts.at(style.at("font")),
text,
text_color,
background,
style.at("dimensions").get<glm::vec2>()
};
pop_up.wrap(0);
pop_up.refresh();
achievements_pop_up_sprite = sb::Sprite(pop_up);
achievements_pop_up_sprite.scale(style.at("scale").get<glm::vec2>());
achievements_pop_up_sprite.translate(style.at("position").get<glm::vec2>());
}
void Cakefoot::load_confirmation_alert()
{
/* Reusable style variables */
const nlohmann::json& style = configuration()().at("confirmation");
sb::Color foreground;
sb::Color background;
/* Create sprite */
foreground.percent(style.at("foreground").get<glm::fvec4>());
background.percent(style.at("background").get<glm::fvec4>());
sb::Text label {
fonts.at(style.at("font")),
style.at("message"),
foreground,
background
};
label.refresh();
confirmation_alert_label = sb::Sprite(label);
confirmation_alert_label.translate(style.at("translation").get<glm::vec2>());
/* Use the pixel aspect ratio of the text to scale the width at the same ratio as the height. */
float height { style.at("scale") };
glm::fvec2 dimensions { label.dimensions() };
float width { height * (dimensions.x / dimensions.y) };
confirmation_alert_label.scale({width, height});
/* Create buttons */
for (const std::string name : {"confirm", "cancel"})
{
float aspect_ratio;
const nlohmann::json& button_style = configuration()("confirmation", name);
/* Create a text plane */
glm::ivec2 dimensions { button_style.at("dimensions") };
foreground.percent(button_style.at("foreground").get<glm::fvec4>());
background.percent(button_style.at("background").get<glm::fvec4>());
sb::Text message
{
fonts.at(button_style.at("font")),
button_style.at("text"),
foreground,
background,
dimensions
};
message.refresh();
aspect_ratio = float(dimensions.y) / dimensions.x;
/* Create a button */
sb::Pad<> button { message, button_style.at("translation"), button_style.at("scale"), aspect_ratio };
if (name == "confirm")
{
confirmation_confirm_button = button;
}
else if (name == "cancel")
{
confirmation_cancel_button = button;
}
}
/* Forward the press to the start button which will dismiss the confirmation alert */
confirmation_confirm_button.on_state_change([&]([[maybe_unused]] bool state){
if (confirming_new_quest || confirming_new_arcade) {
button.at("start").press();
} });
/* Set cancel button to dismiss alert without pressing the start button */
confirmation_cancel_button.on_state_change([&]([[maybe_unused]] bool state){
if (confirming_new_quest || confirming_new_arcade) {
confirming_new_quest = false;
confirming_new_arcade = false;
} });
}
void Cakefoot::draw_confirmation_alert(
const glm::mat4& view, const glm::mat4& projection, const std::map<std::string, GLuint>& uniform)
{
confirmation_alert_label.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
/* Draw confirm button with highlighting if currently selected */
if (is_selected_button(confirmation_confirm_button))
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
confirmation_confirm_button.draw(uniform.at("mvp"), view, projection);
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
/* Draw cancel button with highlighting if currently selected */
if (is_selected_button(confirmation_cancel_button))
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
confirmation_cancel_button.draw(uniform.at("mvp"), view, projection);
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
}
void Cakefoot::load_operator_menu(bool preserve)
{
/* Create label sprites for the UI */
operator_menu_labels.clear();
for (const auto& [name, label] : configuration()("operator", "labels").items())
{
/* Show the unsaved changes status message */
std::string content { label.at("text") };
if (name == "status")
{
std::string status;
if (operator_menu_confirming)
{
status = configuration()("operator", "confirmation message");
}
else if (operator_menu_edited)
{
status = configuration()("operator", "unsaved message");
}
else
{
status = configuration()("operator", "saved message");
}
content.replace(content.find("{status}"), std::string("{status}").size(), status);
}
/* Create a text plane with word wrapping enabled */
sb::Text text { fonts.at(configuration()("operator", "font")), content,
configuration()("operator", "foreground").get<glm::fvec4>(),
configuration()("operator", "background").get<glm::fvec4>() };
text.wrap(configuration()("operator", "wrap"));
text.refresh();
/* Create a sprite object using the text plane. */
sb::Sprite sprite {text};
if (label.contains("scale"))
{
/* The multi-line intro needs custom scaling because SDL's function for measuring multi-line text isn't
* introduced until SDL3. */
sprite.scale(label.at("scale").get<glm::fvec2>());
}
else
{
/* Use the pixel aspect ratio of the text to scale the width at the same ratio as the height. */
float height {configuration()("operator", "scale")};
glm::fvec2 dimensions {text.dimensions()};
float width {height * (dimensions.x / dimensions.y)};
sprite.scale({width, height});
}
sprite.translate(label.at("translation").get<glm::fvec2>());
operator_menu_labels[name] = sprite;
}
/* Create buttons. Build a new map and replace the old one afterward, if it exists. */
std::map<std::string, sb::Pad<>> buttons;
for (const auto& [name, button] : configuration()("operator", "buttons").items())
{
sb::Plane plane;
float aspect_ratio;
std::optional<bool> current_state;
if (name == "enable credits")
{
/* Save current state if applicable, or use the config value. */
if (preserve && operator_menu_buttons.count("enable credits") > 0)
{
current_state = operator_menu_buttons.at("enable credits").pressed();
}
else
{
current_state = configuration()("arcade", "credits enabled");
}
/* Create a plane and add two textures to it, one for each state of the checkbox. */
sb::Texture unchecked;
unchecked.load(configuration()("texture", button.at("unchecked texture")));
plane.texture(unchecked);
sb::Texture checked;
checked.load(configuration()("texture", button.at("checked texture")));
plane.texture(checked);
aspect_ratio = button.at("aspect ratio");
}
else
{
/* Create a text plane */
glm::ivec2 dimensions { button.at("dimensions") };
sb::Text message {
fonts.at(configuration()("operator", "font")),
button.at("text"),
configuration()("operator", "foreground").get<glm::vec4>(),
configuration()("operator", "background").get<glm::vec4>(),
dimensions
};
message.refresh();
plane = message;
aspect_ratio = float(dimensions.y) / dimensions.x;
}
/* Add the text plane to a pad object */
sb::Pad<> pad { plane, button.at("translation"), button.at("scale"), aspect_ratio };
/* Apply saved state if applicable */
if (current_state.has_value())
{
pad.state(current_state.value());
}
/* Add a callback to each button in the operator menu */
sb::Pad<>::Reaction response;
if (name == "save")
{
response = [&]([[maybe_unused]] bool state){
operator_menu_edited = false;
/* Set credits to enabled or disabled based on the checkbox. */
preferences.config(operator_menu_buttons.at("enable credits").pressed(), "arcade", "credits enabled");
/* Apply the floating point values in the textboxes to the config. Convert from string to float,
* and check for errors before submitting to the config. */
std::string submission { operator_menu_textboxes.at("credits required").content() };
long double requirement = std::strtold(submission.c_str(), nullptr);
if (errno != ERANGE)
{
preferences.config(requirement, "arcade", "credits required");
}
else
{
sb::Log::Multi(sb::Log::ERR) << "Error reading credit requirement value: " << submission <<
sb::Log::end;
errno = 0;
}
submission = operator_menu_textboxes.at("credit increase").content();
long double increase = std::strtold(submission.c_str(), nullptr);
if (errno != ERANGE)
{
preferences.config(increase, "arcade", "credit increase per event");
}
else
{
sb::Log::Multi(sb::Log::ERR) << "Error reading credit increase value: " << submission <<
sb::Log::end;
errno = 0;
}
/* Apply the credit display name to the config. */
preferences.config(operator_menu_textboxes.at("credit display").content(), "arcade", "credit name");
/* Save the Wi-fi settings */
preferences.config(operator_menu_textboxes.at("wi-fi network").content(), "system", "wi-fi network");
preferences.config(operator_menu_textboxes.at("wi-fi password").content(), "system", "wi-fi password");
/* Save the state to the user's preferences file. */
preferences.merge(configuration());
preferences.save(configuration()("storage", "preferences file"));
#if defined(__LINUX__)
if (!configuration()("system", "wi-fi network").empty())
{
/* Add WiFi network via NetworkManager on Linux only. If a connection with the same name exists in
* NetworkManager, the add operation will not modify the existing password. Therefore, delete any
* existing connections with the same name before adding. */
std::string network { configuration()("system", "wi-fi network") };
std::string key { configuration()("system", "wi-fi password") };
/* The single quote is invalid because the parameters are enclosed in single quotes. The parameters
* must be a valid length. */
std::string invalid_characters { "'" };
if (strcspn(network.c_str(), invalid_characters.c_str()) == network.size() &&
strcspn(key.c_str(), invalid_characters.c_str()) == key.size() &&
network.size() <= 32 && key.size() <= 64)
{
/* Check if a command processor exists */
if (std::system(nullptr) > 0)
{
/* Build command for deleting existing connection */
std::ostringstream command;
command << "nmcli connection delete '" << network << "'";
/* To run successfully, this requires NetworkManager to be installed. */
sb::Log::Multi() << "Deleting any existing connections in NetworkManager for " <<
network << sb::Log::end;
int status = std::system(command.str().c_str());
if (WIFEXITED(status) == 0)
{
/* Report signal which stopped/ended the process */
if (WIFSIGNALED(status) == 0)
{
if (WIFSTOPPED(status) > 0)
{
sb::Log::Multi() << "Deletion stopped with signal " << WTERMSIG(status) <<
sb::Log::end;
}
}
else
{
sb::Log::Multi() << "Deletion ended with signal " << WTERMSIG(status) <<
sb::Log::end;
}
}
else
{
sb::Log::Multi() << "Deletion exit status is " << WEXITSTATUS(status) << sb::Log::end;
}
/* Build command for adding a new connection */
command = std::ostringstream("");
command << "nmcli device wifi connect '" << network << "' password " << key;
/* To run successfully, this requires NetworkManager to be installed. */
sb::Log::Multi() << "Adding a connection to NetworkManager for " << network <<
sb::Log::end;
status = std::system(command.str().c_str());
if (WIFEXITED(status) == 0)
{
/* Report signal which stopped/ended the process */
if (WIFSIGNALED(status) == 0)
{
if (WIFSTOPPED(status) > 0)
{
sb::Log::Multi() << "Addition stopped with signal " << WTERMSIG(status) <<
sb::Log::end;
}
}
else
{
sb::Log::Multi() << "Addition ended with signal " << WTERMSIG(status) <<
sb::Log::end;
}
}
else
{
sb::Log::Multi() << "Addition exit status is " << WEXITSTATUS(status) << sb::Log::end;
}
}
}
else
{
sb::Log::Multi() << "Network name or password is invalid. Check the length and remove any" <<
"single quote characters." << sb::Log::end;
}
}
#endif
/* Reload */
load_operator_menu();
};
}
else if (name == "exit")
{
response = [&]([[maybe_unused]] bool state){
if (operator_menu_edited && !operator_menu_confirming)
{
operator_menu_confirming = true;
}
else
{
operator_menu_active = false;
operator_menu_edited = false;
operator_menu_confirming = false;
operator_menu_index_selected = 0;
set_up_buttons();
}
/* Reload */
load_operator_menu(true);
};
}
else if (name == "enable credits")
{
response = [&]([[maybe_unused]] bool state){
operator_menu_edited = true;
load_operator_menu(true);
};
}
pad.on_state_change(response);
/* Store button in a map that identifies it by name. */
buttons[name] = pad;
}
operator_menu_buttons = buttons;
/* Create text input boxes */
std::map<std::string, Textbox> textboxes;
for (const auto& [name, input] : configuration()("operator", "input").items())
{
std::ostringstream content;
if (preserve && operator_menu_textboxes.count(name) > 0)
{
content << operator_menu_textboxes.at(name).content();
}
else
{
if (name == "credits required")
{
content << configuration()("arcade", "credits required");
}
else if (name == "credit increase")
{
content << configuration()("arcade", "credit increase per event");
}
else if (name == "credit display")
{
content << configuration()("arcade", "credit name").get<std::string>();
}
else if (name == "wi-fi network")
{
content << configuration()("system", "wi-fi network").get<std::string>();
}
else if (name == "wi-fi password")
{
content << configuration()("system", "wi-fi password").get<std::string>();
}
}
/* Create a text plane */
sb::Text message {
fonts.at(configuration()("operator", "font")), content.str(),
configuration()("operator", "foreground").get<glm::vec4>(),
configuration()("operator", "background").get<glm::vec4>()
};
if (!content.str().empty())
{
message.refresh();
}
/* Create a textbox */
Textbox textbox {
message, increment_texture, decrement_texture, input.at("selection"), true,
input.value("allow empty", false), input.at("max"), configuration()("operator", "arrow height")
};
textbox.glyph_font(fonts.at(configuration()("operator", "glyph font")));
textbox.translate(input.at("translation").get<glm::fvec2>());
textbox.scale(configuration()("operator", "scale"));
/* Use emplace because textbox doesn't have a default constructor */
textboxes.emplace(name, textbox);
}
operator_menu_textboxes = textboxes;
}
void Cakefoot::draw_operator_menu(
const glm::mat4& view, const glm::mat4& projection, const std::map<std::string, GLuint>& uniform)
{
/* Bind plane attributes */
sb::Plane::position->bind("vertex_position", shader_program);
sb::Plane::color->bind("vertex_color", shader_program);
/* List of selectable menu items and the name of the currently selected item */
const nlohmann::json& target_names = configuration()("operator", "order");
const std::string& target_name { target_names[operator_menu_index_selected] };
/* Draw text labels. Track whether the label is found so that buttons of the same name aren't highlighted. */
bool found = false;
for (const auto& [name, label] : operator_menu_labels)
{
if (name == target_name)
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
found = true;
}
label.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
}
/* Draw buttons */
for (auto& [name, button] : operator_menu_buttons)
{
if (!found && name == target_name)
{
glUniform4fv(uniform.at("color_addition"), 1, &rotating_hue.normal()[0]);
}
button.draw(uniform.at("mvp"), view, projection, uniform.at("texture_enabled"));
glUniform4fv(uniform.at("color_addition"), 1, &glm::vec4(0)[0]);
}
/* Draw textboxes */
for (auto& [name, textbox] : operator_menu_textboxes)
{
textbox.draw(view, projection, uniform);
}
}
void Cakefoot::quit()
{
/* Save and sync stats one last time. Steam handles syncing stats at quit on it's own. */
write_progress(true, false, true);
controller.reset();
super::quit();
}
#if defined(EMSCRIPTEN)
EM_BOOL respond_to_visibility_change(
[[maybe_unused]] int event_type, const EmscriptenVisibilityChangeEvent* visibility_change_event, void* user_data)
{
Cakefoot* game = reinterpret_cast<Cakefoot*>(user_data);
if (visibility_change_event->hidden && !game->paused())
{
sb::Delegate::post("pause", false);
}
return true;
}
EM_BOOL respond_to_gamepad_connected(
[[maybe_unused]] int event_type, [[maybe_unused]] const EmscriptenGamepadEvent* gamepad_event, void* user_data)
{
Cakefoot* game = reinterpret_cast<Cakefoot*>(user_data);
game->open_game_controller();
return true;
}
extern "C"
{
void pause_for_ads()
{
sb::Delegate::post("pause for ads", false);
}
void unpause_for_ads()
{
sb::Delegate::post("unpause for ads", false);
}
}
#endif