hyperrogue/rogueviz/pentaroll.cpp

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2020-09-11 09:48:46 +00:00
#include "../hyper.h"
// implementation of this demo: https://twitter.com/ZenoRogue/status/1304130700870901761
// compile with: ./mymake rogueviz/pentaroll.cpp
// ./hyper -canvas-random 10 -noplayer -geo 534h -to-fq 72414D0C -pentaroll 1 -sight3 6 -animperiod 30000 -shot-1000
// or -pentaroll 0 if you want to explore yourself
namespace hr {
bool animated;
int args() {
using namespace arg;
if(0) ;
else if(argis("-pentaroll")) {
PHASEFROM(3);
start_game();
/* 1 = animated, 0 = not animated */
shift(); animated = argi();
/* get the list of all close cells */
cell *c0 = currentmap->gamestart();
celllister cl(c0, 4, 1000, nullptr);
/* construct the relative matrices for them */
map<cell*, transmatrix> rel;
rel[c0] = Id;
for(cell *c: cl.lst)
for(int i=0; i<c->type; i++)
if(rel.count(c->move(i)))
rel[c] = rel[c->move(i)] * currentmap->iadj(c, i);
/* the construction */
for(cell *c: cl.lst) {
int common = 0;
for(auto& v: cgi.vertices_only)
for(auto& w: cgi.vertices_only)
if(hdist(v, rel[c] * w) < 1e-6)
common++;
setdist(c, 7, nullptr);
if(c == c0) c->wall = waPalace;
else if(common > 0) c->wall = waNone;
}
c0->wall = waNone;
for(int i=1; i<=cgi.face; i++) {
int i0 = i;
if(cgi.face == 4 && i0 >= 3) i0++;
cellwalker cw(c0, i0);
cw.peek()->wall = waPlatform;
if(cgi.face == 5) {
cellwalker cw1 = reg3::strafe(cw, (i==1?cgi.face:i-1));
cw1.peek()->wall = waWaxWall;
cw1.peek()->landparam = hrand(0x1000000) | 0x808080;
}
}
}
else return 1;
return 0;
}
auto hooks =
addHook(hooks_args, 100, args)
+ addHook(anims::hooks_anim, 100, [] {
if(!animated) return;
centerover = currentmap->gamestart();
ld t = ticks * 20. / anims::period;
int tb = int(t) % cgi.face;
hyperpoint h1 = normalize(cgi.vertices_only[tb]);
hyperpoint h2 = normalize(cgi.vertices_only[(tb+1) % cgi.face]);
hyperpoint h3 = normalize(cgi.vertices_only[(tb+2) % cgi.face]);
ld tf = t - floor(t);
/* make it more smooth */
tf = tf * tf * (3-2*tf);
hyperpoint h = lerp(h1, h2, tf);
h = normalize(h);
set_view(h, h2, h3);
/* set_view does not orient correctly, so we rotate it */
View = cspin(2, 0, M_PI/2) * View;
/* we move the camera backward */
View = zpush(1) * View;
/* we also need to rotate the view to make it smooth */
View = spin(-(cgi.face == 4 ? 117 : 90) * degree * int(t)) * View;
anims::moved();
});
}