latest
[fishladder.git] / fishladder.c
index 03d391de1838959d6436db660cc6801622c6c30b..f2c8acd8938aa4920ecf1b583f035755f4abbc29 100644 (file)
@@ -5,6 +5,26 @@
 #include "vg/vg.h"
 #include "fishladder_resources.h"
 
+/*
+       Todo for release:
+               Tutorial levels:
+                       1. Transport
+                       2. Split
+                       3. Merge (and explode)
+                       4. Principle 1 (divide colours)
+                       5. Principle 2 (combine colours)
+                       
+               Trainee levels:
+                       Simple maths                    (x3)
+                       Colour ordering                 (x2)
+                       Routing problems                (x2)
+                       
+               Medium levels:
+                       Reverse order
+                       
+                       
+*/
+
 const char *level_pack_1[] = { 
        "level0", 
        "level1", 
@@ -1601,9 +1621,11 @@ void vg_update(void)
                                                                 (fj_prev[0] == fi->pos[0]) &&
                                                                 (fj_prev[1] == fi->pos[1])
                                                                )? 1: 0;
-                                               
+                                                       
                                                        if( collide_next_frame || collide_this_frame )
                                                        {
+                                                               sw_set_achievement( "BANG" );
+                                                       
                                                                // Shatter death (+0.5s)
                                                                float death_time = collide_this_frame? 0.0f: 0.5f;
                                                                
@@ -1718,6 +1740,9 @@ void vg_update(void)
                                }
                                else
                                {
+                                       if( world.sim_run > 0 )
+                                               sw_set_achievement( "GOOD_ENOUGH" );
+                                       
                                        vg_error( "Level failed :(\n" );
                                }