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_background, &tex_ball_noise, &tex_monofur, &tex_unkown };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons };
// AUDIO
// ===========================================================================================================
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 =
{
.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,
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)
sfx_set_free( &audio_splitter );
sfx_set_free( &audio_rolls );
sfx_set_free( &audio_random );
+ sfx_set_free( &audio_clicks );
}
// SHADERS
SHADER_DEFINE( shader_ball,
// VERTEX
"layout (location=0) in vec2 a_co;"
- "uniform vec2 uOffset;"
+ "uniform vec3 uOffset;"
"uniform mat3 uPv;"
""
"out vec4 aTexCoords;"
"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
""
"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" })
)
SHADER_INIT( shader_ball );
SHADER_INIT( shader_background );
SHADER_INIT( shader_wire );
+ SHADER_INIT( shader_buttons );
}
/*
static struct cmp_level cmp_levels_tutorials[] =
{
+ // r1
{
.serial_id = 0,
.title = "PRINCIPLE 1",
.map_name = "cmp_t01",
- .description = "Utilize basic transport methods",
+ .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\n"
- "the marble stream into two",
+ .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",
+ .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\n"
- "in order to pass",
+ .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 = "Simple maths, branching required.",
+ .description =
+ "Sometimes getting the desired amount takes dividing up\n"
+ "the input and recombining it.",
._linked = 4,
- ._unlock = 6
+ ._unlock = 5
},
+ // r1 GM
{
.serial_id = 4,
.title = "SUBDIVISION 2",
.map_name = "cmp_b02",
- .description = "Simple maths, except more.",
+ .description =
+ "",
- ._linked = 5,
._unlock = 7
},
+ // r1 GM
{
.serial_id = 5,
.title = "RESTRUCTURE",
.map_name = "cmp_b03",
- .description = "Not so simple swap",
+ .description =
+ "It is possible to swap these values using simple\n"
+ "division and addition.",
._unlock = 8
},
- {
- .serial_id = 6,
- .title = "SERIALIZE",
- .map_name = "cmp_b04",
- .description = "Merge and sort",
-
- ._unlock = 7
- },
+ // r2 GM
{
.serial_id = 7,
.title = "PATTERNS 1",
.map_name = "cmp_b05",
- .description = "Replicate",
+ .description =
+ "Replicate",
._linked = 8
},
+ // r2 GM
{
.serial_id = 8,
.title = "PATTERNS 2",
.map_name = "cmp_b06",
- .description = "Replicate MORE",
-
- ._unlock = 9
- },
- {
- .serial_id = 9,
- .title = "MIGHTY CONSUMER",
- .map_name = "cmp_b07",
- .description = "Build a greedy system",
-
- ._linked = 10,
- ._unlock = 11
- },
- {
- .serial_id = 10,
- .title = "ENCRYPTED 1",
- .map_name = "cmp_b08",
- .description = "Some configurations may not be valid",
-
- ._unlock = 15
- },
- {
- .serial_id = 11,
- .title = "REVERSE",
- .map_name = "cmp_b09",
- .description = "Reverse the incoming order. Always length 4",
+ .description =
+ "Replicate MORE",
._unlock = 15
},
+ // r2 GM
{
.serial_id = 15,
.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"
+ "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
+ ._unlock = 16,
+ .is_tutorial = 1
},
+ // r2 GM
{
.serial_id = 16,
.title = "ROUTING PROBLEM",
"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 =
- "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"
+ "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"
- "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",
+ "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
+ ._unlock = 18,
+ .is_tutorial = 1
},
+ // r2 GM
{
.serial_id = 18,
.title = "NOT GATE",
._linked = 19,
._unlock = 20
},
+ // r2 GM
{
.serial_id = 19,
.title = "AND GATE",
._unlock = 20
},
+ // r2 GM
{
.serial_id = 20,
.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",
+ .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",
._linked = 14
},
+ // r2
{
.serial_id = 14,
.title = "THIRDS",
._linked = 21
},
+ // r2 GM
{
.serial_id = 21,
- .title = "XOR CHIP",
- .map_name = "cmp_xor",
+ .title = "SIMPLE ADDITION",
+ .map_name = "cmp_grad",
.description =
- "Significantly more complicated than an AND or NOT gate,\n"
- "but possible.",
+ "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 =
- "Only one input should send an unlock signal marble to\n"
- "the output.\n"
- "The code: 100110"
+ ""
}
};
#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
-/*
-static struct
-{
-}
-career_local =
-{
-};*/
-
static struct serializable_set
{
struct cmp_level *pack;