// FONTS
-vg_tex2d tex_ubuntu = { .path = "textures/ubuntu.qoi" };
-
-static Character characters_Ubuntu[] = {
- {983, 90, 18, 18, 9, 9, 7},
- {55, 90, 23, 40, 7, 31, 9},
- {794, 90, 27, 26, 7, 33, 13},
- {356, 49, 36, 40, 7, 31, 21},
- {307, 0, 32, 46, 7, 34, 18},
- {564, 0, 42, 41, 7, 31, 27},
- {646, 0, 38, 41, 8, 31, 21},
- {821, 90, 21, 26, 7, 33, 7},
- {118, 0, 26, 49, 6, 34, 10},
- {144, 0, 26, 49, 9, 34, 10},
- {674, 90, 31, 31, 8, 31, 15},
- {511, 90, 33, 34, 7, 26, 18},
- {771, 90, 23, 27, 8, 12, 8},
- {957, 90, 26, 21, 8, 20, 9},
- {900, 90, 23, 22, 7, 13, 8},
- {0, 0, 32, 49, 10, 34, 12},
- {791, 0, 33, 41, 7, 32, 18},
- {28, 90, 27, 40, 6, 31, 18},
- {956, 0, 32, 41, 7, 32, 18},
- {988, 0, 32, 41, 7, 32, 18},
- {604, 49, 34, 40, 8, 31, 18},
- {0, 49, 32, 41, 7, 31, 18},
- {872, 49, 32, 40, 7, 31, 18},
- {740, 49, 33, 40, 7, 31, 18},
- {824, 0, 33, 41, 7, 31, 18},
- {773, 49, 33, 40, 7, 31, 18},
- {446, 90, 23, 35, 7, 25, 8},
- {78, 90, 23, 40, 8, 26, 8},
- {608, 90, 33, 33, 7, 26, 18},
- {738, 90, 33, 27, 7, 23, 18},
- {641, 90, 33, 33, 7, 26, 18},
- {64, 49, 30, 41, 8, 31, 13},
- {339, 0, 44, 45, 7, 31, 30},
- {204, 49, 39, 40, 9, 31, 21},
- {638, 49, 34, 40, 6, 31, 20},
- {684, 0, 36, 41, 7, 31, 20},
- {392, 49, 36, 40, 6, 31, 23},
- {806, 49, 33, 40, 6, 31, 18},
- {904, 49, 32, 40, 6, 31, 17},
- {720, 0, 36, 41, 7, 31, 21},
- {464, 49, 35, 40, 6, 31, 22},
- {101, 90, 21, 40, 6, 31, 8},
- {968, 49, 31, 40, 9, 31, 16},
- {499, 49, 35, 40, 6, 31, 20},
- {936, 49, 32, 40, 6, 31, 16},
- {162, 49, 42, 40, 7, 31, 28},
- {428, 49, 36, 40, 6, 31, 23},
- {606, 0, 40, 41, 7, 31, 25},
- {672, 49, 34, 40, 6, 31, 19},
- {267, 0, 40, 46, 7, 31, 25},
- {756, 0, 35, 41, 6, 31, 20},
- {857, 0, 33, 41, 8, 32, 17},
- {534, 49, 35, 40, 8, 31, 18},
- {569, 49, 35, 40, 6, 31, 22},
- {243, 49, 39, 40, 9, 31, 21},
- {116, 49, 46, 40, 8, 31, 29},
- {282, 49, 37, 40, 8, 31, 20},
- {319, 49, 37, 40, 9, 31, 19},
- {706, 49, 34, 40, 8, 31, 18},
- {170, 0, 25, 49, 6, 34, 10},
- {32, 0, 32, 49, 10, 34, 12},
- {195, 0, 25, 49, 9, 34, 10},
- {705, 90, 33, 30, 7, 31, 18},
- {923, 90, 34, 21, 9, 6, 15},
- {842, 90, 24, 24, 7, 34, 12},
- {295, 90, 31, 35, 8, 26, 16},
- {383, 0, 33, 43, 6, 34, 19},
- {326, 90, 31, 35, 7, 26, 15},
- {416, 0, 33, 43, 7, 34, 19},
- {197, 90, 33, 35, 7, 26, 18},
- {512, 0, 28, 43, 6, 34, 12},
- {32, 49, 32, 41, 7, 26, 18},
- {481, 0, 31, 43, 6, 34, 18},
- {94, 49, 22, 41, 7, 32, 8},
- {241, 0, 26, 47, 11, 32, 8},
- {449, 0, 32, 43, 6, 34, 16},
- {540, 0, 24, 43, 7, 34, 8},
- {122, 90, 41, 35, 6, 26, 27},
- {357, 90, 31, 35, 6, 26, 18},
- {163, 90, 34, 35, 7, 26, 19},
- {890, 0, 33, 41, 6, 26, 19},
- {923, 0, 33, 41, 7, 26, 19},
- {418, 90, 28, 35, 6, 26, 12},
- {388, 90, 30, 35, 8, 26, 14},
- {0, 90, 28, 40, 7, 31, 13},
- {263, 90, 32, 35, 7, 25, 18},
- {544, 90, 33, 34, 8, 25, 16},
- {469, 90, 42, 34, 8, 25, 25},
- {230, 90, 33, 35, 8, 26, 16},
- {839, 49, 33, 40, 9, 25, 16},
- {577, 90, 31, 34, 8, 25, 15},
- {64, 0, 27, 49, 8, 34, 10},
- {220, 0, 21, 49, 6, 34, 9},
- {91, 0, 27, 49, 9, 34, 10},
- {866, 90, 34, 23, 8, 21, 18},
+
+struct sdf_char
+{
+ u16 uvx, uvy, originX, originY, w, h, advance;
+};
+
+struct sdf_font
+{
+ const char *name;
+ int size, width, height;
+ struct sdf_char *characters;
};
-static Font font_Ubuntu = { "Ubuntu", 32, 0, 0, 1024, 256, 95, characters_Ubuntu };
+static struct sdf_char characters_Ubuntu[] = {
+ {655, 167, 9, 9, 18, 18, 11},
+ {561, 64, 6, 42, 25, 52, 13},
+ {435, 167, 6, 45, 32, 30, 20},
+ {797, 64, 7, 42, 46, 51, 32},
+ {362, 0, 6, 46, 39, 60, 27},
+ {918, 0, 7, 43, 55, 52, 41},
+ {973, 0, 7, 43, 47, 52, 32},
+ {467, 167, 6, 45, 23, 30, 11},
+ {142, 0, 5, 46, 30, 64, 15},
+ {172, 0, 9, 46, 30, 64, 15},
+ {291, 167, 7, 42, 38, 37, 23},
+ {171, 167, 6, 35, 40, 42, 27},
+ {410, 167, 7, 14, 25, 31, 12},
+ {625, 167, 8, 26, 30, 22, 14},
+ {558, 167, 6, 15, 25, 24, 12},
+ {0, 0, 10, 46, 39, 64, 18},
+ {88, 64, 7, 43, 41, 52, 27},
+ {532, 116, 5, 42, 32, 51, 27},
+ {370, 64, 6, 43, 39, 52, 27},
+ {409, 64, 6, 43, 39, 52, 27},
+ {176, 116, 7, 42, 42, 51, 27},
+ {448, 64, 6, 42, 39, 52, 27},
+ {170, 64, 6, 42, 40, 52, 27},
+ {343, 116, 6, 42, 40, 51, 27},
+ {854, 0, 6, 43, 40, 53, 27},
+ {210, 64, 7, 43, 40, 52, 27},
+ {146, 167, 6, 34, 25, 43, 12},
+ {564, 116, 7, 34, 26, 51, 12},
+ {211, 167, 6, 34, 40, 39, 27},
+ {370, 167, 6, 30, 40, 32, 27},
+ {251, 167, 6, 34, 40, 39, 27},
+ {525, 64, 8, 43, 36, 52, 19},
+ {401, 0, 6, 43, 57, 59, 45},
+ {700, 64, 9, 42, 49, 51, 32},
+ {218, 116, 5, 42, 42, 51, 31},
+ {769, 0, 6, 43, 44, 53, 30},
+ {935, 64, 5, 42, 45, 51, 34},
+ {383, 116, 5, 42, 40, 51, 27},
+ {423, 116, 5, 42, 38, 51, 26},
+ {724, 0, 6, 43, 45, 53, 32},
+ {45, 116, 5, 42, 44, 51, 34},
+ {590, 116, 5, 42, 23, 51, 13},
+ {487, 64, 9, 42, 38, 52, 24},
+ {89, 116, 5, 42, 44, 51, 30},
+ {461, 116, 5, 42, 38, 51, 25},
+ {646, 64, 6, 42, 54, 51, 42},
+ {0, 116, 5, 42, 45, 51, 35},
+ {674, 0, 6, 43, 50, 53, 37},
+ {302, 116, 5, 42, 41, 51, 29},
+ {312, 0, 6, 43, 50, 61, 37},
+ {133, 116, 5, 42, 43, 51, 30},
+ {813, 0, 7, 43, 41, 53, 25},
+ {0, 64, 8, 42, 44, 52, 27},
+ {44, 64, 5, 42, 44, 52, 33},
+ {749, 64, 8, 42, 48, 51, 31},
+ {586, 64, 8, 42, 60, 51, 44},
+ {843, 64, 8, 42, 46, 51, 30},
+ {889, 64, 9, 42, 46, 51, 28},
+ {260, 116, 7, 42, 42, 51, 27},
+ {202, 0, 4, 46, 29, 64, 16},
+ {39, 0, 10, 46, 39, 64, 18},
+ {231, 0, 9, 46, 29, 64, 16},
+ {329, 167, 7, 42, 41, 36, 27},
+ {583, 167, 9, 4, 42, 22, 23},
+ {490, 167, 6, 46, 27, 28, 18},
+ {695, 116, 7, 34, 38, 44, 25},
+ {458, 0, 5, 46, 40, 56, 28},
+ {733, 116, 7, 34, 37, 44, 22},
+ {498, 0, 7, 46, 40, 56, 28},
+ {655, 116, 7, 34, 40, 44, 27},
+ {641, 0, 5, 46, 33, 55, 18},
+ {250, 64, 7, 34, 40, 52, 27},
+ {603, 0, 5, 46, 38, 55, 27},
+ {894, 0, 6, 44, 24, 53, 12},
+ {282, 0, 12, 44, 30, 62, 12},
+ {564, 0, 5, 46, 39, 55, 25},
+ {538, 0, 5, 46, 26, 56, 13},
+ {860, 116, 5, 34, 52, 43, 41},
+ {0, 167, 5, 34, 38, 43, 27},
+ {613, 116, 7, 34, 42, 44, 28},
+ {290, 64, 5, 34, 40, 52, 28},
+ {330, 64, 7, 34, 40, 52, 28},
+ {113, 167, 5, 34, 33, 43, 18},
+ {770, 116, 7, 34, 36, 44, 21},
+ {499, 116, 5, 42, 33, 51, 19},
+ {38, 167, 5, 34, 38, 43, 27},
+ {912, 116, 8, 34, 41, 43, 24},
+ {806, 116, 8, 34, 54, 43, 37},
+ {953, 116, 8, 34, 41, 43, 24},
+ {129, 64, 9, 34, 41, 52, 24},
+ {76, 167, 7, 34, 37, 43, 22},
+ {78, 0, 7, 46, 32, 64, 16},
+ {260, 0, 4, 46, 22, 64, 13},
+ {110, 0, 9, 46, 32, 64, 16},
+ {517, 167, 7, 27, 41, 26, 27},
+};
+
+static struct sdf_font font_Ubuntu = {"Ubuntu", 48, 1024, 256, characters_Ubuntu};
+
+vg_tex2d tex_ubuntu = { .path = "textures/ubuntu.qoi" };
// TEXTURES
// ===========================================================================================================
vg_tex2d tex_tile_data = { .path = "textures/tileset.qoi" };
vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" };
-vg_tex2d tex_wood = { .path = "textures/wood.qoi" };
-vg_tex2d tex_background = { .path = "textures/background.qoi" };
+
+vg_tex2d tex_tiles_wood = { .path = "textures/tile_wood.qoi" };
+vg_tex2d tex_tiles_min = { .path = "textures/tile_minimal.qoi" };
+vg_tex2d tex_tiles_lab = { .path = "textures/tile_lab.qoi" };
+
vg_tex2d tex_ball_noise = { .path = "textures/bnoise.qoi" };
vg_tex2d tex_monofur = { .path = "textures/ascii.qoi", .flags = VG_TEXTURE_NO_MIP };
vg_tex2d tex_unkown = { .path = "textures/unkown.qoi" };
vg_tex2d tex_buttons = { .path = "textures/buttons.qoi" };
+vg_tex2d tex_sprites = { .path = "textures/autocombine.qoi" };
+
+vg_tex2d *texture_list[] = {
+ &tex_tile_detail,
+ &tex_tile_data,
+ &tex_tiles_wood,
+ &tex_tiles_min,
+ &tex_tiles_lab,
+ &tex_ball_noise,
+ &tex_monofur,
+ &tex_unkown,
+ &tex_buttons,
+ &tex_ubuntu,
+ &tex_sprites
+};
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons, &tex_ubuntu };
+#include "sprites_autocombine.h"
// AUDIO
// ===========================================================================================================
sound/click_c.ogg\0"
};
+sfx_set audio_tones =
+{
+ .sources = "\
+sound/y0.ogg\0\
+sound/y1.ogg\0\
+sound/y2.ogg\0\
+sound/y3.ogg\0\
+sound/y4.ogg\0\
+sound/y5.ogg\0\
+sound/y6.ogg\0\
+sound/y7.ogg\0\
+sound/y8.ogg\0\
+sound/win.ogg\0"
+};
+
// One two or three layers of rolling noise
sfx_system audio_system_balls_rolling =
{
- .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
- .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT
+ .vol = 0.7f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
};
// Various oneshots
sfx_system audio_system_balls_switching =
{
- .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .vol = 0.2f, .ch = 1, .vol_src = &audio_volume_sfx,
.name = "Balls Switching"
};
// Suplemental sounds
sfx_system audio_system_balls_extra =
{
- .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .vol = 0.27f, .ch = 1, .vol_src = &audio_volume_sfx,
.name = "Balls Extra"
};
static void resource_load_main(void)
{
- // Textures
+ // Textures // UI
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-
- ui_override_font( tex_monofur.name, 7 );
-
ui_global_ctx.colours_main = &ui_fl_colours;
gui_reset_colours();
sfx_set_init( &audio_rolls, NULL );
sfx_set_init( &audio_random, NULL );
sfx_set_init( &audio_clicks, NULL );
+ sfx_set_init( &audio_tones, NULL );
}
static void resource_free_main(void)
sfx_set_free( &audio_rolls );
sfx_set_free( &audio_random );
sfx_set_free( &audio_clicks );
+ sfx_set_free( &audio_tones );
}
// SHADERS
"float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
"vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
- "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+ //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+ "vec4 colour_comp = mix( vec4(0.2,0.2,0.2,shadow), vec4(marble_comp,1.0), circle_factor );"
"FragColor = colour_comp;"
"}"
"uniform vec4 uOffset;" // Tile x/y, uv x/y
"uniform mat3 uPv;"
"uniform mat2 uSubTransform;"
+ "uniform float uVisibility;"
""
"out vec4 aTexCoords;"
"out vec2 aWorldCoords;"
""
"void main()"
"{"
+ "vec2 hash_val = hash22(uOffset.xy);"
+ "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
+
// Vertex transform
- "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
+ "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;"
"vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
"gl_Position = vec4( uPv * worldpos, 1.0 );"
// Create texture coords
- "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
+ "vec2 random_offset = floor(hash_val * 4.0) * 0.25;"
"vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
"aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
"aWorldCoords = worldpos.xy;"
"uniform float uForeground;"
"uniform vec2 uMousePos;"
"uniform vec4 uColour;"
+ "uniform vec3 uShadowing;"
""
"in vec4 aTexCoords;"
"in vec2 aWorldCoords;"
""
"void main()"
"{"
- "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
+ //"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
+ //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );"
+
"vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
"vec4 wood = texture( uTexWood, aTexCoords.zw );"
"vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
- "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
+ "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );"
- "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+ //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+ "vec3 shadows = mix( uShadowing, vec3(1.0,1.0,1.0), glyph.r );"
"vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
"FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos",
+ "uColour", "uForeground", "uVisibility", "uShadowing" })
)
SHADER_DEFINE( shader_background,
"uniform sampler2D uTexMain;"
"uniform sampler2D uSamplerNoise;"
"uniform float uVariance;"
+ "uniform float uVisibility;"
""
"in vec2 aTexCoords;"
""
"vec4 data_this_tile = texture( uTexMain, aTexCoords );"
"ao_accum -= data_this_tile.r;"
+ "ao_accum *= uVisibility;"
- "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );"
+ "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
"vec2 square_coords = fract( aTexCoords * 64.0 );"
"vec2 grid_coords = abs( square_coords - 0.5 );"
"FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
+ UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
)
SHADER_DEFINE( shader_wire,
UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
)
+SHADER_DEFINE( shader_sdf,
+
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "layout (location=1) in vec2 a_uv;"
+ "uniform mat3 uPv;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
+ "aTexCoords = a_uv;"
+ "}",
+
+ // FRAGMENT
+ "uniform sampler2D uTexGlyphs;"
+ "uniform vec4 uColour;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
+ "FragColor = vec4( uColour.rgb, smoothstep( 0.46, 0.54, glyph.r ) * uColour.a );"
+ //"FragColor = glyph;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uTexGlyphs", "uColour" })
+)
+
+SHADER_DEFINE( shader_sprite,
+
+ // VERTEX
+ "layout (location=0) in vec2 a_co;" // quad mesh
+ "uniform vec4 uUv;"
+ "uniform vec3 uPos;"
+ ""
+ "uniform mat3 uPv;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;"
+ "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );"
+ "aTexCoords = uUv.xy + a_co*uUv.zw;"
+ "}",
+
+ // FRAGMENT
+ "uniform sampler2D uTexMain;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+ "FragColor = texture_sample;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" })
+)
void vg_register(void)
{
SHADER_INIT( shader_background );
SHADER_INIT( shader_wire );
SHADER_INIT( shader_buttons );
+ SHADER_INIT( shader_sdf );
+ SHADER_INIT( shader_sprite );
}
/*
| | | | | | |
*/
-float const MESH_NUMBER_0[] = {
- #include "fonts/numbers/n0.h"
-};
-
-float const MESH_NUMBER_1[] = {
- #include "fonts/numbers/n1.h"
-};
-
-float const MESH_NUMBER_2[] = {
- #include "fonts/numbers/n2.h"
-};
-
-float const MESH_NUMBER_3[] = {
- #include "fonts/numbers/n3.h"
-};
-
-float const MESH_NUMBER_4[] = {
- #include "fonts/numbers/n4.h"
-};
-
-float const MESH_NUMBER_5[] = {
- #include "fonts/numbers/n5.h"
-};
-
-float const MESH_NUMBER_6[] = {
- #include "fonts/numbers/n6.h"
-};
-
-float const MESH_NUMBER_7[] = {
- #include "fonts/numbers/n7.h"
-};
-
-float const MESH_NUMBER_8[] = {
- #include "fonts/numbers/n8.h"
-};
-
-float const MESH_NUMBER_9[] = {
- #include "fonts/numbers/n9.h"
-};
-
-float const MESH_NUMBERS_BUFFER[] =
-{
- #include "fonts/numbers/n0.h"
- #include "fonts/numbers/n1.h"
- #include "fonts/numbers/n2.h"
- #include "fonts/numbers/n3.h"
- #include "fonts/numbers/n4.h"
- #include "fonts/numbers/n5.h"
- #include "fonts/numbers/n6.h"
- #include "fonts/numbers/n7.h"
- #include "fonts/numbers/n8.h"
- #include "fonts/numbers/n9.h"
-};
-
-#define MESH_NUMBER_DIVISOR 6
-
-u32 const MESH_NUMBERS_OFFSETS[][2] =
-{
- {
- 0,
- vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
- },
- {
- vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 ) +
- vg_list_size( MESH_NUMBER_5 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 ) +
- vg_list_size( MESH_NUMBER_5 ) +
- vg_list_size( MESH_NUMBER_6 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 ) +
- vg_list_size( MESH_NUMBER_5 ) +
- vg_list_size( MESH_NUMBER_6 ) +
- vg_list_size( MESH_NUMBER_7 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 ) +
- vg_list_size( MESH_NUMBER_5 ) +
- vg_list_size( MESH_NUMBER_6 ) +
- vg_list_size( MESH_NUMBER_7 ) +
- vg_list_size( MESH_NUMBER_8 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
- }
-};
-
struct cmp_level
{
const char *map_name;
const char *title;
const char *description;
+ const char *achievement;
int unlocked;
int completed_score;
int serial_id;
int is_tutorial;
-
+
+ struct world_button btn;
+
+ #ifdef VG_STEAM
SteamLeaderboard_t steam_leaderboard;
+ #endif
};
static struct cmp_level cmp_levels_tutorials[] =
.title = "PRINCIPLE 1",
.map_name = "cmp_t01",
.description =
- "Utilize basic transport methods",
+ "",
._unlock = 1,
.is_tutorial = 1
.title = "PRINCIPLE 2",
.map_name = "cmp_t02",
.description =
- "Utilize the twisty turny(TM) piece to split the marble\n"
- "stream into two",
+ "",
._unlock = 2,
.is_tutorial = 1,
.title = "PRINCIPLE 3",
.map_name = "cmp_t03",
.description =
- "Merge transport into one path",
+ "",
._unlock = 12,
.is_tutorial = 1
.title = "PRINCIPLE 4",
.map_name = "cmp_t04",
.description =
- "Some stages require multiple runs to succeed in order to\n"
- "pass",
+ "",
._unlock = 6,
- .is_tutorial = 1
+ .is_tutorial = 1,
+ .achievement = "TUTORIALS"
}
};
.title = "PATCH",
.map_name = "cmp_b04",
.description =
- "For some reason, the division module our intern built\n"
- "for us is sending twice as many yellows as needed. Send\n"
- "the excess to be recycled!",
+ "",
._unlock = 7,
._linked = 3
.title = "SUBDIVISION 1",
.map_name = "cmp_b01",
.description =
- "Sometimes getting the desired amount takes dividing up\n"
- "the input and recombining it.",
+ "",
._linked = 4,
._unlock = 5
.title = "RESTRUCTURE",
.map_name = "cmp_b03",
.description =
- "It is possible to swap these values using simple\n"
- "division and addition.",
+ "",
._unlock = 8
},
.title = "PATTERNS 1",
.map_name = "cmp_b05",
.description =
- "Replicate the pattern",
+ "",
+ ._unlock = 15,
._linked = 8
},
// r2 GM
.title = "PATTERNS 2",
.map_name = "cmp_b06",
.description =
- "Replicate MORE",
+ "",
._unlock = 15
},
.title = "PRINCIPLE 5",
.map_name = "cmp_b10",
.description =
- "The sharp engineers among you may have already spotted\n"
- "and utilized this part of the system\n"
- "\n"
- "We forgot to include the relevant principle tasks as\n"
- "of your training package, you will now be tasked to\n"
- "complete them",
+ "",
._unlock = 16,
.is_tutorial = 1
.title = "ROUTING PROBLEM",
.map_name = "cmp_routing",
.description =
- "Things can get a little chaotic on tight boards, do your\n"
- "best to utilize principle 5 to get the job done\n",
+ "",
._linked = 9
},
.title = "MIGHTY CONSUMER",
.map_name = "cmp_b07",
.description =
- "Build a greedy system",
+ "",
._linked = 10,
- ._unlock = 11
+ ._unlock = 11,
+ .achievement = "MIGHTY_CONSUMER"
},
{
.serial_id = 10,
.title = "REVERSE",
.map_name = "cmp_b09",
.description =
- "Reverse the incoming order. Always length 4",
+ "",
._unlock = 17
},
.title = "PRINCIPLE 6",
.map_name = "cmp_b11",
.description =
- "Usually the splitter piece will flip flop between left\n"
- "and right, however it can be forced to only rotate in\n"
- "one direction if trigger wires are attached.\n"
- "\n"
- "Right click and drag from a regular block, and attach it\n"
- "to a splitter. This creates a trigger.\n"
- "The default state is left, and once a marble hits the\n"
- "trigger it will switch to rotating that direction.",
+ "(Right click)",
._unlock = 18,
.is_tutorial = 1
.serial_id = 18,
.title = "NOT GATE",
.map_name = "cmp_not",
- .description =
- "Test your knowledge of triggers, build an 'NOT GATE'\n"
- "emulated by marble logic.",
+ .description = "",
._linked = 19,
._unlock = 20
.serial_id = 19,
.title = "AND GATE",
.map_name = "cmp_and",
- .description =
- "A slightly more complicated gate, but shouldn't be\n"
- "too difficult for your skillset.",
+ .description = "",
._unlock = 20
},
.serial_id = 20,
.title = "QUALIFICATION PROJECT",
.map_name = "cmp_xor",
- .description =
- "Significantly more complicated than an AND or NOT gate,\n"
- "but possible.",
+ .description = "",
- ._unlock = 13
+ ._unlock = 13,
+ .achievement = "GRADUATE"
}
};
.serial_id = 13,
.title = "SORT",
.map_name = "cmp_i01",
- .description =
- "Devise a scheme to filter and sort the inputs. If you\n"
- "believe you lack the tools required to solve this one,\n"
- "take a harder look at the inputs.",
+ .description = "",
._linked = 14
},
.serial_id = 14,
.title = "THIRDS",
.map_name = "cmp_i02",
- .description =
- "Split the inputs up into a third of their values\n"
- "\n"
- "Is this possible? -HG",
+ .description = "",
._linked = 21
},
.serial_id = 21,
.title = "SIMPLE ADDITION",
.map_name = "cmp_grad",
- .description =
- "Take the amount of yellows coming in, and add them\n"
- "together. Send your result using the stream of blues.",
+ .description = "",
- ._linked = 22
+ ._linked = 22,
+ ._unlock = 23
},
// r2 GM
{
.serial_id = 22,
.title = "SECRET CODE",
.map_name = "cmp_secret",
- .description =
- ""
+ .description = "",
+
+ ._unlock = 23
}
};
-#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
+static struct cmp_level cmp_levels_computer[] =
+{
+ {
+ .serial_id = 23,
+ .title = "3 BIT BINARY",
+ .map_name = "cmp_binary",
+ .description = "",
+
+ ._unlock = 24
+ },
+ {
+ .serial_id = 24,
+ .title = "3 BIT ADDITION",
+ .map_name = "cmp_add3b",
+ .description = "",
-static struct serializable_set
+ ._unlock = 25
+ },
+ {
+ .serial_id = 25,
+ .title = "3x3 PLOT",
+ .map_name = "cmp_plot3x3",
+ .description = ""
+ }
+};
+
+#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ) + vg_list_size( cmp_levels_computer ) )
+
+static struct career_level_pack
{
struct cmp_level *pack;
int count;
+
+ v3f primary_colour;
+ v2i origin;
+ v2i dims;
}
-career_serializable[] =
+career_packs[] =
{
{
.pack = cmp_levels_tutorials,
- .count = vg_list_size( cmp_levels_tutorials )
+ .count = vg_list_size( cmp_levels_tutorials ),
+ .primary_colour = { 0.204f, 0.345f, 0.553f },
+ .origin = { -5, 0 },
+ .dims = { 1, 4 }
},
{
.pack = cmp_levels_basic,
- .count = vg_list_size( cmp_levels_basic )
+ .count = vg_list_size( cmp_levels_basic ),
+ .primary_colour = { 0.304f, 0.245f, 0.553f },
+ .origin = { -3, 0 },
+ .dims = { 3, 5 }
},
{
.pack = cmp_levels_grad,
- .count = vg_list_size( cmp_levels_grad )
+ .count = vg_list_size( cmp_levels_grad ),
+ .primary_colour = { 0.553f, 0.345f, 0.204f },
+ .origin = { -5, 6 },
+ .dims = { 4, 1 }
+ },
+ {
+ .pack = cmp_levels_computer,
+ .count = vg_list_size( cmp_levels_computer ),
+ .primary_colour = { 0.75f, 0.23f, 0.39f },
+ .origin = { -5, 8 },
+ .dims = { 5, 1 }
}
};
struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
// COllect pointers
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
}
// Apply
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
{