Help implementing game logic from fish fillets

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glitchapp
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Re: Help implementing game logic from fish fillets

Post by glitchapp »

Any idea how to apply distortion effects with shaders to simulate underwater settings? if there is some kind of shaders that simulate caustic effects too that would be amazing. Thanks!
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darkfrei
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Re: Help implementing game logic from fish fillets

Post by darkfrei »

Maybe water shaders like in Oxygen not Included:
https://www.shadertoy.com/user/frankbatista
https://www.shadertoy.com/view/tlX3RH

Code: Select all

// https://www.shadertoy.com/user/frankbatista
// Found this on GLSL sandbox. I really liked it, changed a few things and made it tileable.
// :)
// by David Hoskins.


// Water turbulence effect by joltz0r 2013-07-04, improved 2013-07-07


// Redefine below to see the tiling...
//#define SHOW_TILING

#define TAU 6.28318530718
#define MAX_ITER 5

void mainImage( out vec4 fragColor, in vec2 fragCoord ) 
{
	float time = iTime * .5+23.0;
    // uv should be the 0-1 uv of texture...
	vec2 uv = fragCoord.xy / iResolution.xy;
    
#ifdef SHOW_TILING
	vec2 p = mod(uv*TAU*2.0, TAU)-250.0;
#else
    vec2 p = mod(uv*TAU, TAU)-250.0;
#endif
	vec2 i = vec2(p);
	float c = 1.0;
	float inten = .005;

	for (int n = 0; n < MAX_ITER; n++) 
	{
		float t = time * (1.0 - (3.5 / float(n+1)));
		i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
		c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
	}
	c /= float(MAX_ITER);
	c = 1.17-pow(c, 1.4);
	vec3 colour = vec3(pow(abs(c), 8.0));
    colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0);
    

	#ifdef SHOW_TILING
	// Flash tile borders...
	vec2 pixel = 2.0 / iResolution.xy;
	uv *= 2.0;

	float f = floor(mod(iTime*.5, 2.0)); 	// Flash value.
	vec2 first = step(pixel, uv) * f;		   	// Rule out first screen pixels and flash.
	uv  = step(fract(uv), pixel);				// Add one line of pixels per tile.
	colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line
	
	#endif
	fragColor = vec4(colour, 1.0);
}
or
https://www.shadertoy.com/user/Mafrans
https://www.shadertoy.com/view/wdG3Rz
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glitchapp
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Re: Help implementing game logic from fish fillets

Post by glitchapp »

darkfrei wrote: Thu Mar 10, 2022 8:54 am Maybe water shaders like in Oxygen not Included:
https://www.shadertoy.com/user/frankbatista
https://www.shadertoy.com/view/tlX3RH

Code: Select all

// https://www.shadertoy.com/user/frankbatista
// Found this on GLSL sandbox. I really liked it, changed a few things and made it tileable.
// :)
// by David Hoskins.


// Water turbulence effect by joltz0r 2013-07-04, improved 2013-07-07


// Redefine below to see the tiling...
//#define SHOW_TILING

#define TAU 6.28318530718
#define MAX_ITER 5

void mainImage( out vec4 fragColor, in vec2 fragCoord ) 
{
	float time = iTime * .5+23.0;
    // uv should be the 0-1 uv of texture...
	vec2 uv = fragCoord.xy / iResolution.xy;
    
#ifdef SHOW_TILING
	vec2 p = mod(uv*TAU*2.0, TAU)-250.0;
#else
    vec2 p = mod(uv*TAU, TAU)-250.0;
#endif
	vec2 i = vec2(p);
	float c = 1.0;
	float inten = .005;

	for (int n = 0; n < MAX_ITER; n++) 
	{
		float t = time * (1.0 - (3.5 / float(n+1)));
		i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
		c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
	}
	c /= float(MAX_ITER);
	c = 1.17-pow(c, 1.4);
	vec3 colour = vec3(pow(abs(c), 8.0));
    colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0);
    

	#ifdef SHOW_TILING
	// Flash tile borders...
	vec2 pixel = 2.0 / iResolution.xy;
	uv *= 2.0;

	float f = floor(mod(iTime*.5, 2.0)); 	// Flash value.
	vec2 first = step(pixel, uv) * f;		   	// Rule out first screen pixels and flash.
	uv  = step(fract(uv), pixel);				// Add one line of pixels per tile.
	colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line
	
	#endif
	fragColor = vec4(colour, 1.0);
}
or
https://www.shadertoy.com/user/Mafrans
https://www.shadertoy.com/view/wdG3Rz
thank you! it works! I'm trying to figure out how to apply it only to the background and not the foreground now.
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darkfrei
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Re: Help implementing game logic from fish fillets

Post by darkfrei »

glitchapp wrote: Thu Mar 10, 2022 9:57 am thank you! it works! I'm trying to figure out how to apply it only to the background and not the foreground now.
I am not familiar with shaders, can you show the shader code for Löve?

If your background is a canvas, then you can can apply your shader to that canvas only.
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glitchapp
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Re: Help implementing game logic from fish fillets

Post by glitchapp »

it's working now, I just can't apply to the whole background because then it loses much colors and brightness so I was testing how to apply to only particular places.
test2.gif
test2.gif (222.82 KiB) Viewed 5619 times
This is the code:

Code: Select all

	if shader1==false and shader2==true then				--Draw second shader if enabled (shadertoy)

			--love.graphics.rectangle('fill', 0, 0,1920, 680)
			drawallcontent()
					
		love.graphics.setShader(shader)
			love.graphics.setColor(1,1,1,0.8)
			love.graphics.draw (level1bck2, 0,0,0,1/dividx,1/dividy)
			love.graphics.setColor(1,1,1,0.95)
			love.graphics.draw (level1bck, 0,0,0,1/dividx,1/dividy)
			love.graphics.setColor(1,1,1,1)
			love.graphics.draw (level1frg, 0,0,0,1/dividx,1/dividy)

			pb:drawAgents ()
			pb:drawBlocks ()
		love.graphics.setShader()
	
	end	
* Update, I apply with different levels of transparency depending on the zone of the background so that there's not much loss of color and brightness
glitchapp
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Re: Help implementing game logic from fish fillets

Post by glitchapp »

Hello, I'm just missing a last and very important function to make my game fully playable and I'm not sure how to approach it:

I need to create a function that detects when an agent has reached the exit.
To achieve that first I added a new number for the map tables (number 2) like this:

Code: Select all

level.w = 0 -- map width in tiles (same as highest x)
level.h = #level.map -- map height in tiles
for y, xs in ipairs (level.map) do
	for x, value in ipairs (xs) do
		if value == 1 then
			-- now value is true
			level.map[y][x] = true
			if level.w < x then level.w = x end
		elseif value==0 then
			-- now value is false
			level.map[y][x] = false
		elseif value==2 then
		level.map[y][x] = "exit"
		elseif value==3 then
		level.map[y][x] = "border"
		end
	end
end
Please check the whole file here: https://codeberg.org/glitchapp/fish-fil ... evel-1.lua

The next thing I need to do is to create a function that detect when an agent collides with those exit marks. I've been thinking of creating also special objects for that purpose, what do yo think would be the best solution?

This is a function detecting collision of agents with blocks:

Code: Select all

function pb:isCollisionBlockToAllAgents (blockA, dx, dy)
	for i, agent in ipairs (self.agents) do
		if self:isBlockToBlockCollision (blockA, agent, dx, dy) then
			return agent -- dead agent :(
		end
	end
	return false
end
Please check the whole file and code here: https://codeberg.org/glitchapp/fish-fil ... blocks.lua

Thanks in advance!
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darkfrei
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Re: Help implementing game logic from fish fillets

Post by darkfrei »

Must be something like:

The exit is an area, that have tiles.
We have two collision conditions:
1) At least one block of fish is in exit area to exit.
2) The whole fish must be in the exit area.

Just use new list with exits and check if it has the collision with agent of check for all agents that all of them have collision with exit area.

Pseudocode:

Code: Select all

function pb:areAllAgentsInExitAreas ()
	for i, agent in ipairs (self.agents) do
		if not self:isCollisionAgentToAnyExitArea (agent) then
			return false -- at least one of agents is not on exit, the game is not over
		end
	return true -- all agents are in exit areas, level is done
end

Code: Select all

function pb:isCollisionAgentToAnyExitArea (agent)
	for i, area in ipairs (self.exitAreas) do
		if self:isBlockToBlockCollision (area, agent, 0, 0) then -- dx and dy are 0
			return true -- collision one of areas to agent in /this/ position
		end
	end
	return false -- this agent has no collision with any of exit areas
end
and than pb.exitAreas can be defined as block and agents: position and all tiles in any form for example rectangle.
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glitchapp
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Re: Help implementing game logic from fish fillets

Post by glitchapp »

oh thank you! amazing it's almost done! :awesome:

I added the two functions, now the last part missing is to call those functions to check if the collision is happening.

I created something like this:

Code: Select all

function pb:getCollisionExit (Agent)
for i, agent in ipairs (self.agents) do
		if agent == self.agent then
			-- no collision detection with active agent
		elseif self:isCollisionAgentToAnyExitArea (agent) then
		 return true -- collision with exit
		end
	end
end
Am I in the right direction?

I have an idea, the game is too big with the assets right now so I will make a small demo of the first level to post it here, I will upload it in a few minutes:
fishfilletsdemo.love
(1.91 MiB) Downloaded 159 times
So there it is, don't select any other level than the first one because it will crash.

What I think it needs to be done is to call that function and ask if there is collision to the exit or if the two agents are colliding with the exit area.

Code: Select all

function pb:getBlocksToMove (agent, dx, dy)
	local blocks = {}
	local canMove = self:getCollisionBlocks (agent, blocks, dx, dy)
	return blocks, canMove
end


function pb:moveAgent (agent, dx, dy)
	self.agent.x = self.agent.x + dx
	self.agent.y = self.agent.y + dy
end

function pb:moveBlocks (blocks, dx, dy)
	for i, block in ipairs (blocks) do
		block.x = block.x + dx
		block.y = block.y + dy
		if soundon==true then
		    --scrape6:play()		--friction sound
		end
	end
end

function pb:isCollisionBlockToAllBlocks (blockA, dx, dy)
	for i, block in ipairs (self.blocks) do
		if not (block == blockA) 
		and self:isBlockToBlockCollision (blockA, block, dx, dy) then
			return true
		end
	end
	return false
end

function pb:isCollisionBlockToAllAgents (blockA, dx, dy)
	for i, agent in ipairs (self.agents) do
		if self:isBlockToBlockCollision (blockA, agent, dx, dy) then
			return agent -- dead agent :(
		end
	end
	return false
end

function pb:areAllAgentsInExitAreas ()
	for i, agent in ipairs (self.agents) do
		if not self:isCollisionAgentToAnyExitArea (agent) then
			return false -- at least one of agents is not on exit, the game is not over
		end
	return true -- all agents are in exit areas, level is done
	end
end

function pb:isCollisionAgentToAnyExitArea (agent)
	for i, area in ipairs (self.exitAreas) do
		if self:isBlockToBlockCollision (area, agent, 0, 0) then -- dx and dy are 0
			return true -- collision one of areas to agent in /this/ position
		end
	end
	return false -- this agent has no collision with any of exit areas
end

function pb:fallBlocks (blocks)
	local dx, dy = 0, 1 -- no horizontal speed, but positive (down) vertical
	for i = 1, self.gridWidth do
		for i, block in ipairs (blocks) do
			if self:isBlockToMapCollision (block, dx, dy) then
				-- not falling
				block.deadly = false
--				table.remove (blocks, i)
			elseif self:isCollisionBlockToAllBlocks (block, dx, dy) then
				block.deadly = false
				-- collision to block: probably not falling
			elseif block.deadly and self:isCollisionBlockToAllAgents (block, dx, dy) then
				local deadAgent = self:isCollisionBlockToAllAgents (block, dx, dy)
				deadAgent.dead = true
				block.deadly = false
--				table.remove (blocks, i)
			elseif self:isCollisionBlockToAllAgents (block, dx, dy) then
				-- the block is on fish
			else
				-- sure falling
				if soundon==true then
				    --impactmetal:play()		--impact sound
				end
				block.x = block.x + dx -- never changes
				block.y = block.y + dy
				block.deadly = true
			end
		end
	end
end

function pb:mainMoving (dx, dy)
	local agent = self.agent -- active agent
	if dx > 0 then 
		agent.direction = "right"
	elseif dx < 0 then
		agent.direction = "left"
	end
	local blocks, canMove = self:getBlocksToMove (agent, dx, dy)
	if canMove then
		self:moveAgent (agent, dx, dy)
		self:moveBlocks (blocks, dx, dy)
		self:fallBlocks (self.blocks, dx, dy)
		--self:isCollisionAgentToAnyExitArea (agent)
	end
end
If I add this function to the pb:mainMoving the game crashed when moving, I though that would be the way to know if the agents are in the exit...

--self:isCollisionAgentToAnyExitArea (agent)

*if the dialogs annoys you please press "c", I did not have time to fix the interface for the demo
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darkfrei
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Re: Help implementing game logic from fish fillets

Post by darkfrei »

glitchapp wrote: Mon Mar 21, 2022 9:10 am I have an idea, the game is too big with the assets right now so I will make a small demo of the first level to post it here, I will upload it in a few minutes:
fishfilletsdemo.love
I've fixed your credits (just style and functions, not the text of it):
credits.lua
(3.16 KiB) Downloaded 171 times
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glitchapp
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Re: Help implementing game logic from fish fillets

Post by glitchapp »

darkfrei wrote: Mon Mar 21, 2022 12:06 pm
glitchapp wrote: Mon Mar 21, 2022 9:10 am I have an idea, the game is too big with the assets right now so I will make a small demo of the first level to post it here, I will upload it in a few minutes:
fishfilletsdemo.love
I've fixed your credits (just style and functions, not the text of it):
credits.lua
Oh thank you, it does not look pixelated now, a lot better! I will upload it to the repository in the next update!

I like the button being highlighted with borders when hovered, I will add it to the main menu probably

Thanks again for all the help darkfrei!
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