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
UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
)
+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" })
+)
+
void vg_register(void)
{
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",
._unlock = 1,
.is_tutorial = 1
},
+ // r1
{
.serial_id = 1,
.title = "PRINCIPLE 2",
._unlock = 2,
.is_tutorial = 1,
},
+ // r1
{
.serial_id = 2,
.title = "PRINCIPLE 3",
._unlock = 12,
.is_tutorial = 1
},
+ // r1
{
.serial_id = 12,
.title = "PRINCIPLE 4",
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\n"
+ "intern built for us is sending twice as many\n"
+ "yellows as needed. We need to send the\n"
+ "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\n"
+ "dividing up 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\n"
+ "simple 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",
._linked = 8
},
+ // r2 GM
{
.serial_id = 8,
.title = "PATTERNS 2",
.map_name = "cmp_b06",
.description = "Replicate MORE",
- ._unlock = 9
+ ._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_b08",
.description = "Some configurations may not be valid",
- ._unlock = 15
+ ._unlock = 17
},
+ // r2 GM
{
.serial_id = 11,
.title = "REVERSE",
.map_name = "cmp_b09",
.description = "Reverse the incoming order. Always length 4",
- ._unlock = 15
- },
- {
- .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"
- "\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
- },
- {
- .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",
-
._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",