Add powered neon wire rendering

This commit is contained in:
Your Name 2026-08-12 00:30:32 -04:00
parent cb1b5006b9
commit 17140fe39f
4 changed files with 71 additions and 0 deletions

View file

@ -239,12 +239,21 @@ function Room:drawWiresAt(originX, originY, cellSize, selectedCircuit, editorCol
for _, line in ipairs(lines) do love.graphics.line(line) end for _, line in ipairs(lines) do love.graphics.line(line) end
local wireBlend = (editorColors or not switchColors) and "alpha" or "screen" local wireBlend = (editorColors or not switchColors) and "alpha" or "screen"
love.graphics.setBlendMode(wireBlend) love.graphics.setBlendMode(wireBlend)
local previousShader = love.graphics.getShader()
if not editorColors and switchColors and wireNeonShader then
local powered = gameWorld:wirePoweredAt(self, localCell, circuitId)
wireNeonShader:send("wirePower", powered and 1 or 0)
wireNeonShader:send("wireTime", love.timer.getTime())
wireNeonShader:send("wirePhase", (#circuitId * 0.137) + x * 0.071 + y * 0.113)
love.graphics.setShader(wireNeonShader)
end
love.graphics.setLineWidth(math.max(1, cellSize * 0.045)) love.graphics.setLineWidth(math.max(1, cellSize * 0.045))
for _, color in ipairs(drawColors) do for _, color in ipairs(drawColors) do
love.graphics.setColor(color[1], color[2], color[3], selected and 1 or 0.32) love.graphics.setColor(color[1], color[2], color[3], selected and 1 or 0.32)
for _, line in ipairs(lines) do love.graphics.line(line) end for _, line in ipairs(lines) do love.graphics.line(line) end
love.graphics.circle("fill", cx, cy, math.max(0.75, cellSize * 0.0275)) love.graphics.circle("fill", cx, cy, math.max(0.75, cellSize * 0.0275))
end end
love.graphics.setShader(previousShader)
end end
end end
end end

View file

@ -89,6 +89,45 @@ goopShader = love.graphics.newShader[[
} }
]] ]]
-- Wires are drawn as primitives rather than textured sprites, but LÖVE still
-- runs this shader over its default white texture. Inactive runs stay visibly
-- connected at half brightness; powered runs get a travelling neon shimmer,
-- occasional tube-like noise, and a sub-pixel bend rather than a global fade.
wireNeonShader = love.graphics.newShader[[
extern number wirePower;
extern number wireTime;
extern number wirePhase;
float wireHash(vec2 point) {
return fract(sin(dot(point, vec2(127.1, 311.7))) * 43758.5453123);
}
vec4 position(mat4 transformProjection, vec4 vertexPosition) {
if (wirePower < 0.5) return transformProjection * vertexPosition;
// Every segment sharing an endpoint receives the same offset, so corners
// stay connected while the live current gives the tube a gentle movement.
float wave = sin(vertexPosition.x * 0.085 + vertexPosition.y * 0.13 +
wireTime * 4.4 + wirePhase * 9.0);
float wobble = wave * 0.32;
vertexPosition.xy += vec2(wobble, -wobble * 0.55);
return transformProjection * vertexPosition;
}
vec4 effect(vec4 color, Image texture, vec2 textureCoords, vec2 screenCoords) {
if (wirePower < 0.5) return vec4(color.rgb * 0.50, color.a * 0.72);
float travel = dot(screenCoords, vec2(0.070, 0.043)) - wireTime * 6.8 + wirePhase * 13.0;
float shimmer = sin(travel) * 0.075 + sin(travel * 2.37 + 1.7) * 0.035;
vec2 noiseCell = floor(screenCoords * 0.34) + floor(wireTime * 15.0) * vec2(1.0, -1.0);
float noise = wireHash(noiseCell + wirePhase);
float flicker = max(0.0, noise - 0.82) * 0.32;
float brightness = 0.92 + shimmer + flicker;
float alpha = 0.84 + shimmer * 0.80 + flicker * 0.55;
return vec4(color.rgb * brightness, color.a * alpha);
}
]]
function drawGoopySprite(sprite, x, y, scale) function drawGoopySprite(sprite, x, y, scale)
local w, h = sprite:getWidth(), sprite:getHeight() local w, h = sprite:getWidth(), sprite:getHeight()
local time = love.timer.getTime() local time = love.timer.getTime()

View file

@ -169,6 +169,15 @@ test("a switchless wire component has no gameplay color", function()
assertTrue(world:wireColorAt(roomA, {x = 1, y = 1}, "circuit_a") == nil) assertTrue(world:wireColorAt(roomA, {x = 1, y = 1}, "circuit_a") == nil)
end) end)
test("wire power follows its terminal switch", function()
local world, roomA = makeWorld()
world:resolveCircuits()
assertFalse(world:wirePoweredAt(roomA, {x = 1, y = 1}, "circuit_a"))
world.collidableMatrices.blue[1] = {[4] = {}}
world:resolveCircuits()
assertTrue(world:wirePoweredAt(roomA, {x = 1, y = 1}, "circuit_a"))
end)
test("a door requires every independent switch run at its terminal", function() test("a door requires every independent switch run at its terminal", function()
local greenSwitch = switch("green", 1, 2) local greenSwitch = switch("green", 1, 2)
local world, roomA, _, wiredDoor = makeWorld() local world, roomA, _, wiredDoor = makeWorld()

View file

@ -494,6 +494,20 @@ function World:wireSwitchColorsAt(room, localCell, circuitId)
return colors return colors
end end
-- A valid wire is bright only while every switch at its sole terminal cell is
-- pressed. Rendering reads this derived state rather than entity sprite flags
-- so every segment of a cross-room component agrees in the same frame.
function World:wirePoweredAt(room, localCell, circuitId)
local worldCell = self:worldCell(room, localCell)
local component = worldCell and self.circuitComponents and
self.circuitComponents[circuitId] and self.circuitComponents[circuitId][cellKey(worldCell)]
if not component or not component.valid then return false end
for switch in pairs(component.switches) do
if not (self.circuitState and self.circuitState.switchPressed[switch]) then return false end
end
return true
end
function World:wireColorAt(room, localCell, circuitId, visibleColors) function World:wireColorAt(room, localCell, circuitId, visibleColors)
local colors = self:wireSwitchColorsAt(room, localCell, circuitId) local colors = self:wireSwitchColorsAt(room, localCell, circuitId)
if not colors then return nil end if not colors then return nil end