+ SHADER_INIT( shader_background );
+ SHADER_INIT( shader_wire );
+}
+
+/*
+ 0000 0 | 0001 1 | 0010 2 | 0011 3
+ | | | | |
+ X | X= | X | X=
+ | | |
+ 0100 4 | 0101 5 | 0110 6 | 0111 7
+ | | | | |
+ =X | =X= | =X | =X=
+ | | |
+ 1000 8 | 1001 9 | 1010 10 | 1011 11
+ | | | | |
+ X | X= | X | X=
+ | | | | | | |
+ 1100 12 | 1101 13 | 1110 14 | 1111 15
+ | | | | |
+ =X | =X= | =X | =X=
+ | | | | | | |
+*/
+
+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;
+
+ int completed_score;
+
+ int unlocks; // When completed, unlock this many levels
+ int linked_unlocks; // When unlocked, unlock this many levels additionally
+
+ int serial_id;
+
+ SteamLeaderboard_t steam_leaderboard;
+};
+
+struct cmp_level cmp_levels_tutorials[] =
+{
+ {
+ .title = "PRINCIPLE 1",
+ .map_name = "cmp_t01",
+ .description = "Utilize basic transport methods",
+
+ .serial_id = 0,
+ .unlocks = 1
+ },
+ {
+ .title = "PRINCIPLE 2",
+ .map_name = "cmp_t02",
+ .description = "Utilize the twisty turny(TM) piece to split\n"
+ "the marble stream into two",
+
+ .serial_id = 1,
+ .unlocks = 1
+ },
+ {
+ .title = "PRINCIPLE 3",
+ .map_name = "cmp_t03",
+ .description = "Merge transport into one",
+
+ .serial_id = 2,
+ .unlocks = 1,
+ },
+ {
+ .title = "PRINCIPLE 4",
+ .map_name = "cmp_t04",
+ .description = "Some stages require multiple runs to succeed\n"
+ "in order to pass",
+
+ .serial_id = 12,
+ .unlocks = 3
+ }
+};
+
+struct cmp_level cmp_levels_basic[] =
+{
+ {
+ .title = "SUBDIVISION 1",
+ .map_name = "cmp_b01",
+ .description = "Simple maths, branching required.",
+
+ .serial_id = 3,
+ .unlocks = 1
+ },
+ {
+ .title = "SUBDIVISION 2",
+ .map_name = "cmp_b02",
+ .description = "Simple maths, except more.",
+
+ .serial_id = 4,
+ .unlocks = 1
+ },
+ {
+ .title = "RESTRUCTURE",
+ .map_name = "cmp_b03",
+ .description = "Not so simple swap",
+
+ .serial_id = 5,
+ .unlocks = 1
+ },
+ {
+ .title = "SERIALIZE",
+ .map_name = "cmp_b04",
+ .description = "Merge and sort",
+
+ .serial_id = 6,
+ .unlocks = 1
+ },
+ {
+ .title = "PATTERNS 1",
+ .map_name = "cmp_b05",
+ .description = "Replicate",
+
+ .serial_id = 7,
+ .unlocks = 1
+ },
+ {
+ .title = "PATTERNS 2",
+ .map_name = "cmp_b06",
+ .description = "Replicate MORE",
+
+ .serial_id = 8,
+ .unlocks = 1
+ },
+ {
+ .title = "MIGHTY CONSUMER",
+ .map_name = "cmp_b07",
+ .description = "Build a greedy system",
+
+ .serial_id = 9,
+ .unlocks = 1
+ },
+ {
+ .title = "ENCRYPTED 1",
+ .map_name = "cmp_b08",
+ .description = "Some configurations may not be valid",
+
+ .serial_id = 10,
+ .unlocks = 1
+ },
+ {
+ .title = "REVERSE",
+ .map_name = "cmp_b09",
+ .description = "Reverse the incoming order. Always length 4",
+
+ .serial_id = 11,
+ .unlocks = 1
+ },
+ {
+ .title = "PRINCIPLE 5",
+ .map_name = "cmp_b10",
+ .description =
+ "The competent engineers among you may have already\n"
+ "spotted and utilized these parts 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",
+
+ .serial_id = 15,
+ .linked_unlocks = 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",
+
+ .serial_id = 16,
+ .unlocks = 1
+ },
+ {
+ .title = "PRINCIPLE 6",
+ .map_name = "cmp_b11",
+ .description =
+ "While hovering over a simple tile peice, right click and\n"
+ "drag to start creating a wire. These can be connected to\n"
+ "the left, or right recieving pins of a Twisty Turny(TM).\n"
+ "\n"
+ "Once connected, the Twisty Turny(TM) will no longer\n"
+ "'flip flop' as marbles run through them, but instead be\n"
+ "et to left or right rotating only. As indicated by the\n"
+ "status arrow beneath them\n"
+ "\n"
+ "When the left or right slot is triggered, the Twisty\n"
+ "Turny(TM) will switch modes according to that input.\n"
+ "\n"
+ "Trigger wires apply instantaneously, however if both the\n"
+ "left and right inputs are recieved at the same time,\n"
+ "this results in no operation being performed, and no\n"
+ "state changes take place in the Twisty Turny(TM)\n",
+
+ .serial_id = 17,
+ .linked_unlocks = 1
+ },
+ {
+ .title = "NOT GATE",
+ .map_name = "cmp_not",
+ .description =
+ "Test your knowledge of triggers, build an 'NOT GATE'\n"
+ "emulated by marble logic.",
+
+ .serial_id = 18,
+ .unlocks = 1
+ },
+ {
+ .title = "AND GATE",
+ .map_name = "cmp_and",
+ .description =
+ "A slightly more complicated gate, but shouldn't be\n"
+ "too difficult for your skillset.",
+
+ .serial_id = 19,
+ .unlocks = 1
+ },
+ {
+ .title = "QUALIFICATION PROJECT",
+ .map_name = "cmp_grad",
+ .description =
+ "There's no instructions here, resolve and complete this\n"
+ "task to qualify yourself as an official marble engineer",
+ .serial_id = 20,
+ .unlocks = 3
+ }
+};
+
+struct cmp_level cmp_levels_grad[] =
+{
+ {
+ .title = "SORT",
+ .map_name = "cmp_i01",
+ .description =
+ "Device 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.",
+
+ .serial_id = 13
+ },
+ {
+ .title = "THIRDS",
+ .map_name = "cmp_i02",
+ .description =
+ "Split the inputs up into a third of their values\n"
+ "\n"
+ "Is this possible? -HG",
+
+ .serial_id = 14
+ },
+ {
+ .title = "XOR CHIP",
+ .map_name = "cmp_xor",
+ .description =
+ "Significantly more complicated than an AND or NOT gate,\n"
+ "but possible.",
+ .serial_id = 21
+ },
+ {
+ .title = "SECRET CODE",
+ .map_name = "cmp_secret",
+ .description =
+ "Only one input should send an unlock signal marble to\n"
+ "the output.\n"
+ "The code: 100110",
+ .serial_id = 22
+ }
+};
+
+#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
+
+struct
+{
+ int total_unlocked;