fixed state resetting
[fishladder.git] / fishladder_resources.h
index e3abf07bd3da513c1a24328f5244fc3829468b97..30b4dc9609e3af70754233636234e8556ee19afa 100644 (file)
@@ -4,11 +4,13 @@
 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_ball =                    { .path = "textures/ball.qoi", .flags = VG_TEXTURE_CLAMP };
 vg_tex2d tex_background =      { .path = "textures/background.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 *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background, &tex_ball_noise };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons };
 
 // AUDIO
 // ===========================================================================================================
@@ -62,6 +64,14 @@ sound/random_07.ogg\0\
 sound/random_08.ogg\0"
 };
 
+sfx_set audio_clicks =
+{
+ .sources = "\
+sound/click_a.ogg\0\
+sound/click_b.ogg\0\
+sound/click_c.ogg\0"
+};
+
 // One two or three layers of rolling noise
 sfx_system audio_system_balls_rolling =
 {
@@ -90,16 +100,40 @@ sfx_system audio_system_balls_extra =
        .name = "Balls Extra"
 };
 
+sfx_system audio_system_ui = 
+{
+       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+       .name = "UI"
+};
+
+ui_colourset ui_fl_colours = {
+       .main = 0xff807373,
+       .hover = 0xff918484,
+       .active = 0xffad9f9e
+};
+
+ui_colourset ui_fl_colours_inactive = {
+       .main = 0xff655958,
+       .hover = 0xff655958,
+       .active = 0xff655958
+};
+
 static void resource_load_main(void)
 {
        // Textures
        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();
+       
        // Audio
        sfx_set_init( &audio_tile_mod, NULL );
        sfx_set_init( &audio_splitter, NULL );
        sfx_set_init( &audio_rolls, NULL );
        sfx_set_init( &audio_random, NULL );
+       sfx_set_init( &audio_clicks, NULL );
 }
 
 static void resource_free_main(void)
@@ -110,6 +144,7 @@ static void resource_free_main(void)
        sfx_set_free( &audio_splitter );
        sfx_set_free( &audio_rolls );
        sfx_set_free( &audio_random );
+       sfx_set_free( &audio_clicks );
 }
 
 // SHADERS
@@ -139,47 +174,10 @@ SHADER_DEFINE( shader_tile_colour,
        UNIFORMS({ "uPv", "uOffset", "uColour" })
 )
 
-/*
-SHADER_DEFINE( shader_ball,
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"
-       "uniform vec2 uOffset;"
-       "uniform mat3 uPv;"
-       ""
-       "out vec2 aTexCoords;"
-       ""
-       "void main()"
-       "{"
-               // Create texture coords
-               "aTexCoords = a_co;"
-               
-               // Vertex transform
-               "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
-               "gl_Position = vec4( uPv * worldpos, 1.0 );"
-       "}",
-       
-       // FRAGMENT
-       "out vec4 FragColor;"
-       ""
-       "uniform sampler2D uTexMain;"
-       "uniform vec3 uColour;"
-       ""
-       "in vec2 aTexCoords;"
-       ""
-       "void main()"
-       "{"
-               "vec4 glyph = texture( uTexMain, aTexCoords );"
-               "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
-       "}"
-       ,
-       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
-)
-*/
-
 SHADER_DEFINE( shader_ball,
        // VERTEX
        "layout (location=0) in vec2 a_co;"
-       "uniform vec2 uOffset;"
+       "uniform vec3 uOffset;"
        "uniform mat3 uPv;"
        ""
        "out vec4 aTexCoords;"
@@ -187,7 +185,7 @@ SHADER_DEFINE( shader_ball,
        "void main()"
        "{"
                // Vertex transform
-               "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
+               "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
                "gl_Position = vec4( uPv * worldpos, 1.0 );"
 
                // Create texture coords
@@ -217,7 +215,6 @@ SHADER_DEFINE( shader_ball,
                
                "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
                "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
-               //"float shadow = exp(-abs(shadow_coords_sqr.x+shadow_coords_sqr.y)*20.0);"
                "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;"
@@ -275,7 +272,7 @@ SHADER_DEFINE( shader_tile_main,
        ""
        "void main()"
        "{"
-               "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
+               "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
                "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
                "vec4 wood = texture( uTexWood, aTexCoords.zw );"
                "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
@@ -333,7 +330,7 @@ SHADER_DEFINE( shader_background,
                
                "ao_accum -= data_this_tile.r;"
                
-               "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
+               "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );"
                
                "vec2 square_coords = fract( aTexCoords * 64.0 );"
                "vec2 grid_coords = abs( square_coords - 0.5 );"
@@ -388,15 +385,63 @@ SHADER_DEFINE( shader_wire,
        ""
        "uniform sampler2D uTexMain;"
        "uniform vec4 uColour;"
+       "uniform float uTime;"
+       "uniform float uGlow;"
        ""
        "in vec2 aTexCoords;"
        ""
        "void main()"
        "{"
-               "FragColor = uColour;"
+               // Compute shadowing
+               "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
+               "float masking = smoothstep( 0.5, 0.8, shadow );"
+               
+               "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
+               
+               "float flow_thing = fract( aTexCoords.x + uTime );"
+               "vec3 final_comp = colour_comp + flow_thing * uGlow;"
+               
+               "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
        "}"
        ,
-       UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
+       UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
+)
+
+SHADER_DEFINE( shader_buttons,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec4 uOffset;" // Tile x/y, uv x/y
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
+               "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+               // Create texture coords
+               "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
+               "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"  
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec4 uColour;" // rgb, light amount
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
+               
+               "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
 )
 
 
@@ -407,6 +452,7 @@ void vg_register(void)
        SHADER_INIT( shader_ball );
        SHADER_INIT( shader_background );
        SHADER_INIT( shader_wire );
+       SHADER_INIT( shader_buttons );
 }
 
 /*
@@ -579,3 +625,348 @@ u32 const MESH_NUMBERS_OFFSETS[][2] =
                vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
        }
 };
+
+struct cmp_level
+{
+       const char *map_name;
+       const char *title;
+       const char *description;
+       
+       int unlocked;
+       int completed_score;
+       
+       int _unlock, _linked;   // When completed, unlock this level
+       struct cmp_level *unlock, *linked;
+       
+       int serial_id;
+       int is_tutorial;
+       
+       SteamLeaderboard_t steam_leaderboard;
+};
+
+static struct cmp_level cmp_levels_tutorials[] = 
+{
+       // r1
+       {
+               .serial_id = 0,
+               .title = "PRINCIPLE 1",
+               .map_name = "cmp_t01",
+               .description = 
+                       "Utilize basic transport methods",
+               
+               ._unlock = 1,
+               .is_tutorial = 1
+       },
+       // r1
+       {
+               .serial_id = 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,
+       },
+       // r1
+       {
+               .serial_id = 2,
+               .title = "PRINCIPLE 3",
+               .map_name = "cmp_t03",
+               .description = 
+                       "Merge transport into one",
+               
+               ._unlock = 12,
+               .is_tutorial = 1
+       },
+       // r1
+       {
+               .serial_id = 12,
+               .title = "PRINCIPLE 4",
+               .map_name = "cmp_t04",
+               .description = 
+                       "Some stages require multiple runs to succeed in order to\n" 
+                       "pass",
+               
+               ._unlock = 3,
+               .is_tutorial = 1
+       }
+};
+
+static struct cmp_level cmp_levels_basic[] =
+{
+       // r2 GM
+       {
+               .serial_id = 6,
+               .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
+       },
+       // r1 GM
+       {
+               .serial_id = 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
+       },
+       // r1 GM
+       {
+               .serial_id = 4,
+               .title = "SUBDIVISION 2",
+               .map_name = "cmp_b02",
+               .description = 
+                       "",
+               
+               ._unlock = 7
+       },
+       // r1 GM
+       {
+               .serial_id = 5,
+               .title = "RESTRUCTURE",
+               .map_name = "cmp_b03",
+               .description = 
+                       "It is possible to swap these values using simple\n"
+                       "division and addition.",
+               
+               ._unlock = 8
+       },
+       // r2 GM
+       {
+               .serial_id = 7,
+               .title = "PATTERNS 1",
+               .map_name = "cmp_b05",
+               .description = 
+                       "Replicate",
+               
+               ._linked = 8
+       },
+       // r2 GM
+       {
+               .serial_id = 8,
+               .title = "PATTERNS 2",
+               .map_name = "cmp_b06",
+               .description = 
+                       "Replicate MORE",
+               
+               ._unlock = 15
+       },
+       // r2 GM
+       {
+               .serial_id = 15,
+               .title = "PRINCIPLE 5",
+               .map_name = "cmp_b10",
+               .description = 
+                       "The eager engineers among you may have already spotted\n" 
+                       "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",
+
+               ._unlock = 16,
+               .is_tutorial = 1
+       },
+       // r2 GM
+       {
+               .serial_id = 16,
+               .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
+       },
+       // r2 GM
+       {
+               .serial_id = 9,
+               .title = "MIGHTY CONSUMER",
+               .map_name = "cmp_b07",
+               .description = 
+                       "Build a greedy system",
+               
+               ._linked = 10,
+               ._unlock = 11
+       },
+       {
+               .serial_id = 10,
+               .title = "SHIFT",
+               .map_name = "cmp_b08",
+               .description = 
+                       "",
+
+               ._unlock = 17
+       },
+       // r2 GM
+       {
+               .serial_id = 11,
+               .title = "REVERSE",
+               .map_name = "cmp_b09",
+               .description = 
+                       "Reverse the incoming order. Always length 4",
+               
+               ._unlock = 17
+       },
+       // r2 GM
+       {
+               .serial_id = 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.",
+
+               ._unlock = 18,
+               .is_tutorial = 1
+       },
+       // r2 GM
+       {
+               .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.",
+               
+               ._linked = 19,
+               ._unlock = 20
+       },
+       // r2 GM
+       {
+               .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.",
+               
+               ._unlock = 20
+       },
+       // r2 GM
+       {
+               .serial_id = 20,
+               .title = "QUALIFICATION PROJECT",
+               .map_name = "cmp_xor",
+               .description =  
+                       "Significantly more complicated than an AND or NOT gate,\n"
+                       "but possible.",
+
+               ._unlock = 13
+       }
+};
+
+static struct cmp_level cmp_levels_grad[] =
+{
+       // r2
+       {
+               .serial_id = 13,
+               .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.",
+               ._linked = 14
+               
+       },
+       // r2
+       {
+               .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",
+               ._linked = 21
+               
+       },
+       // r2 GM
+       {
+               .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.",
+
+               ._linked = 22
+       },
+       // r2 GM
+       {
+               .serial_id = 22,
+               .title = "SECRET CODE",
+               .map_name = "cmp_secret",
+               .description = 
+                       ""
+       }
+};
+
+#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
+
+static struct serializable_set 
+{
+       struct cmp_level *pack;
+       int count;
+} 
+career_serializable[] =
+{
+       {
+               .pack = cmp_levels_tutorials,
+               .count = vg_list_size( cmp_levels_tutorials )
+       },
+       {
+               .pack = cmp_levels_basic,
+               .count = vg_list_size( cmp_levels_basic )
+       },
+       {
+               .pack = cmp_levels_grad,
+               .count = vg_list_size( cmp_levels_grad )
+       }
+};
+
+// Setup pointers and that
+static void career_local_data_init(void)
+{
+       struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
+       
+       // COllect pointers
+       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       {
+               struct serializable_set *set = &career_serializable[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 ++ )
+       {
+               struct serializable_set *set = &career_serializable[i];
+               
+               for( int j = 0; j < set->count; j ++ )
+               {
+                       struct cmp_level *lvl = &set->pack[j];
+                       lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
+                       lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+               }
+       }
+}