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Buffer A.glsl
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// Paratrooper. Created by Reinder Nijhoff 2018
// @reindernijhoff
//
// https://www.shadertoy.com/view/XsyfD3
//
// I made this shader because I wanted to try to create a simple
// but complete game in Shadertoy.
//
// Buffer A: Game logic. As usual this code started nice, but in the
// end I added a lot of if-statements and it became a mess.
//
const int KEY_SPACE = 32;
const int KEY_LEFT = 37;
const int KEY_UP = 38;
const int KEY_RIGHT = 39;
const int KEY_DOWN = 40;
const int KEY_A = 65;
const int KEY_D = 68;
const int KEY_S = 83;
const int KEY_W = 87;
bool KP(int key) {
return texelFetch( iChannel0, ivec2(key, 0), 0 ).x > 0.0;
}
bool KT(int key) {
return texelFetch( iChannel0, ivec2(key, 2), 0 ).x > 0.0;
}
float sBox( in vec2 ro, in vec2 rd, in vec2 rad ) {
if(rd.x == 0.) rd.x = 0.001;
vec2 m = 1./rd;
vec2 n = m*ro;
vec2 k = abs(m)*rad;
vec2 t1 = -n - k;
vec2 t2 = -n + k;
float tN = max( t1.x, t1.y );
float tF = min( t2.x, t2.y );
if( tN > tF || tF < 0.0) {
return -1.0;
} else {
return tN;
}
}
bool shoot(float time) {
if (gLastShot + SHOT_COOLDOWN < time) {
gLastShot = time;
return true;
}
return false;
}
void paratrooperLand(float x, inout vec4 data) {
if(data.x <= 0.) data.x = x;
else if(data.y <= 0.) data.y = x;
else if(data.z <= 0.) data.z = x;
else if(data.w <= 0.) data.w = x;
}
void killParatrooperAtPos(float x, inout vec4 data) {
if(data.x == x) data.x = 0.;
if(data.y == x) data.y = 0.;
if(data.z == x) data.z = 0.;
if(data.w == x) data.w = 0.;
}
void deadParatrooper(float x, float time) {
float visibleUntil = time + DEAD_PARATROOPER_DT;
if (gDeadParatroopers.y < visibleUntil) {
gDeadParatroopers.x = x;
gDeadParatroopers.y = visibleUntil;
} else {
gDeadParatroopers.z = x;
gDeadParatroopers.w = visibleUntil;
}
if (x < 160.) {
killParatrooperAtPos(x, gParatroopersLeft);
} else {
killParatrooperAtPos(x, gParatroopersRight);
}
}
void initExplosion(vec2 pos, float time, float type) {
if (gExplosion1.z < time - EXPLOSION_DURATION) {
gExplosion1 = vec4(pos, time, type);
} else {
gExplosion2 = vec4(pos, time, type);
}
}
void initNewBullet(int index) {
float a = gCanonAngle;
gBulletData[index].z = a;
gBulletData[index].xy = vec2(CANON_CENTER) + vec2(sin(a),-cos(a)) * 20.;
}
void initAircraft(int index, float time, bool direct) {
float h = direct ? 0. : hash11(float(index)+time);
gLastAircraft += mix(MIN_AIRCRAFT_DT, MAX_AIRCRAFT_DT, h*h*h*h);
if (gLastAircraft < gEndRoundTime) {
float d = hash11(float(index)+time+.5)-.4 > 0. ? 1. : -1.;
float ph = hash11(float(index)+time+.75);
float p = gMode > GAME_HELICOPTER + .5 ?
(ph > .25 ? gLastAircraft + BOMB_DT : INF) : MAX_PARATROOP_DT * ph + gLastAircraft;
gAircraftData[index] = vec2(gLastAircraft * d, p);
} else {
gAircraftData[index] = vec2(-20);
}
}
void initAircrafts(float time) {
gLastAircraft = time;
for (int i=0; i<MAX_AIRCRAFTS; i++) {
initAircraft(i, time, i == 0);
}
}
bool fourParatroopersLanded(vec4 d) {
return d.x > 0. && d.y > 0. && d.z > 0. && d.w > 0.;
}
void initNewRound(float mode, float time) {
gMode = mode;
gEndRoundTime = time +
((gMode < GAME_HELICOPTER + .5) ? ROUND_HELICOPTER_TIME : ROUND_JET_TIME);
initAircrafts(time);
}
void initNewGame(float time) {
gParatroopersLeft = vec4(0);
gParatroopersRight = vec4(0);
gScore = 0.;
gLastShot = time;
gGameOverTime = 0.;
for (int i=0; i<MAX_BULLETS; i++) {
gBulletData[i].z = -20.;
}
for (int i=0; i<MAX_PARATROOPERS; i++) {
gParatrooperData[i].x = -20.;
}
initNewRound(GAME_HELICOPTER, time);
}
void recycleBullet(inout vec3 bullet, float score) {
bullet.z = -20.;
gScore += score;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
ivec2 uv = ivec2(fragCoord);
// gameloop
if( uv.y == 0 && uv.x < 100) {
loadGameStateFull(iTime, iChannel1);
bool gameOver = false;
if (gMode < GAME_OVER + .5) {
if( KP(KEY_SPACE) ) {
initNewGame(iTime);
}
} else {
// user input
bool wantShot = false;
if (gGameOverTime < .5) {
if( KP(KEY_LEFT) || KP(KEY_A) ) {
gCanonMovement = -1.;
}
if( KP(KEY_RIGHT) || KP(KEY_D) ) {
gCanonMovement = 1.;
}
if( KP(KEY_UP) || KP(KEY_W) || KP(KEY_SPACE) ) {
gCanonMovement = 0.;
wantShot = shoot(iTime);
if (wantShot) {
gScore = max(0., gScore - 1.);
}
}
gCanonAngle += gCanonMovement * gDT * CANON_ROT_SPEED;
gCanonAngle = sign(gCanonAngle) * min(abs(gCanonAngle), CANON_MAX_ANGLE);
}
// save old y-coordinate for collision detection with bullets
for (int i=0; i<MAX_PARATROOPERS; i++) {
gParatrooperData[i].w = gParatrooperData[i].y;
}
if (gMode < GAME_HELICOPTER + .5) {
// helicopter mode
// aircrafts
float wantParatrooper = -20.;
for (int i=0; i<MAX_AIRCRAFTS FORCE_NO_UNROLL; i++) {
ivec2 p = getAircraftPos(gAircraftData[i], iTime);
if (p.x < -20 || p.x > int(RES.x) + 20) {
initAircraft(i, iTime, false);
}
if (gAircraftData[i].y < iTime && iTime > gLastParatrooper + MIN_PARATROOP_DT) {
// drop paratrooper
wantParatrooper = floor(float(p.x)/6.)*6.;
gAircraftData[i].y = iTime + MAX_PARATROOP_DT * hash11(float(i)+iTime+.75);
}
}
// paratroopers
float paratrooperFrameDist_0 = (gDT * PARATROOPER_SPEED_0);
float paratrooperFrameDist_1 = (gDT * PARATROOPER_SPEED_1);
for (int i=0; i<MAX_PARATROOPERS FORCE_NO_UNROLL; i++) {
vec4 p = gParatrooperData[i];
if (p.x > 0.) {
gParatrooperData[i].y += p.z > 0. && p.z < iTime
? paratrooperFrameDist_1 : paratrooperFrameDist_0;
if (p.y > 190.) {
float x = p.x;
if (p.z < 0.) {
deadParatrooper(x, iTime);
} else {
if (x<160.) {
paratrooperLand(x, gParatroopersLeft );
} else {
paratrooperLand(x, gParatroopersRight );
}
}
gParatrooperData[i].x = -20.;
}
} else if(wantParatrooper > 0.) {
float x = abs(wantParatrooper-RES.x*.5);
if (x > 30. && x < RES.x*.5 - 5.) {
gParatrooperData[i].xyw = vec3(wantParatrooper, 30.,30.);
gParatrooperData[i].z = iTime +mix(MIN_PARATROOP_OPEN_DT, MAX_PARATROOP_OPEN_DT, hash11(float(i)+iTime+.25));;
}
wantParatrooper = -20.;
gLastParatrooper = iTime;
}
}
} else {
// jet mode
// aircrafts
float wantBomb = -20.;
for (int i=0; i<MAX_AIRCRAFTS FORCE_NO_UNROLL; i++) {
ivec2 p = getAircraftPos(gAircraftData[i], iTime);
if (gAircraftData[i].y < iTime) {
// drop bomb
if(iTime > gLastParatrooper + BOMBS_DT) {
wantBomb = float(p.x);
}
gAircraftData[i].y = INF;
}
}
// use paratrooperdata for bombs
for (int i=0; i<MAX_PARATROOPERS FORCE_NO_UNROLL; i++) {
vec4 p = gParatrooperData[i];
if (p.x > 0.) {
gParatrooperData[i].xy -= normalize(p.xy - vec2(160,175)) * (gDT * BOMB_SPEED);
if (p.y > 170.) {
gParatrooperData[i].x = -20.;
gameOver = true;
}
} else if(wantBomb > 0.) {
gParatrooperData[i].xyw = vec3(wantBomb, 20., 20.);
wantBomb = -20.;
gLastParatrooper = iTime;
}
}
}
// bullets
float bulletFrameDist = (gDT * BULLET_SPEED);
for (int i=0; i<MAX_BULLETS FORCE_NO_UNROLL; i++) {
if (gBulletData[i].z > -10.) {
float a = gBulletData[i].z;
vec2 ro = gBulletData[i].xy;
vec2 newPos = ro + vec2(sin(a),-cos(a)) * bulletFrameDist;
if (newPos.x < 0. || newPos.x > RES.x || newPos.y < 0.) {
gBulletData[i].z = -20.;
}
vec2 rd = normalize(newPos - ro);
if (gGameOverTime < .5) {
if (gBulletData[i].z > -10.) {
for (int j=0; j<MAX_AIRCRAFTS FORCE_NO_UNROLL; j++) {
ivec2 p = getAircraftPos(gAircraftData[j], iTime);
float d = sBox(ro - vec2(p), rd, vec2(12,5));
if (d > 0. && d < bulletFrameDist) {
initAircraft(j, iTime, false);
initExplosion(vec2(p), iTime, 4.);
recycleBullet(gBulletData[i], 10.);
break;
}
}
}
if (gBulletData[i].z > -10.) {
if (gMode < GAME_HELICOPTER + .5) {
for (int j=0; j<MAX_PARATROOPERS FORCE_NO_UNROLL; j++) {
vec2 p = gParatrooperData[j].xy;
float dy = (gParatrooperData[j].y - gParatrooperData[j].w)*.5;
float d = sBox(ro - p + vec2(0,4.-dy), rd, vec2(2,4.+dy));
if (d > 0. && d < bulletFrameDist) {
gParatrooperData[j].x = -20.;
initExplosion(p, iTime, 1.);
recycleBullet(gBulletData[i], 5.);
break;
} else if(gParatrooperData[j].z > 0. && iTime > gParatrooperData[j].z) {
float d = sBox(ro - p + vec2(0,15.-dy), rd, vec2(6,7.+dy));
if (d > 0. && d < bulletFrameDist) {
gParatrooperData[j].z = -20.;
initExplosion(p, iTime, 1.);
recycleBullet(gBulletData[i], 5.);
break;
}
}
}
} else {
// bombs
for (int j=0; j<MAX_PARATROOPERS FORCE_NO_UNROLL; j++) {
vec2 p = gParatrooperData[j].xy;
float dy = (gParatrooperData[j].y - gParatrooperData[j].w)*.5;
float d = sBox(ro - p + vec2(0,-dy), rd, vec2(4,2.+dy));
if (d > 0. && d < bulletFrameDist) {
gParatrooperData[j].x = -20.;
initExplosion(p, iTime, 2.);
recycleBullet(gBulletData[i], 30.);
break;
}
}
}
}
}
gBulletData[i].xy = newPos;
} else if(wantShot) {
initNewBullet(i);
wantShot = false;
}
for (int i=0; i<MAX_PARATROOPERS FORCE_NO_UNROLL; i++) {
if (gParatrooperData[i].x > 0.) {
gEndRoundTimeCoolDown = iTime + ROUND_COOL_DOWN_TIME;
}
}
float endTime = max(gEndRoundTimeCoolDown, gEndRoundTime + (RES.x/AIRCRAFT_SPEED) + ROUND_COOL_DOWN_TIME);
if (iTime > endTime) {
if (gMode < GAME_HELICOPTER + .5) {
initNewRound(GAME_JET, iTime);
} else {
initNewRound(GAME_HELICOPTER, iTime);
}
}
}
}
if (gameOver ||
fourParatroopersLanded(gParatroopersLeft) ||
fourParatroopersLanded(gParatroopersRight)) {
if (gGameOverTime < .5) {
gGameOverTime = iTime + GAME_OVER_DURATION;
gHighScore = max(gHighScore, gScore);
initExplosion(vec2(CANON_CENTER), iTime, 3.);
}
}
if (gGameOverTime > .5 && iTime > gGameOverTime) {
initNewGame(iTime);
gMode = GAME_OVER;
}
// save state
saveGameState(uv, iTime, fragColor);
}
if (iFrame == 0) {
fragColor = vec4(0);
}
}