run indicator
[fishladder.git] / fishladder_resources.h
index 8c8ee3b64e32417ece53df146b67ab9fb2da9e7c..5851b5e3bb282485c95e9464cde07804c8932536 100644 (file)
@@ -8,8 +8,9 @@ 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_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
 // ===========================================================================================================
@@ -63,6 +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 =
 {
@@ -91,6 +100,12 @@ 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,
@@ -118,6 +133,7 @@ static void resource_load_main(void)
        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)
@@ -128,6 +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
@@ -160,7 +177,7 @@ SHADER_DEFINE( shader_tile_colour,
 SHADER_DEFINE( shader_ball,
        // VERTEX
        "layout (location=0) in vec2 a_co;"
-       "uniform vec2 uOffset;"
+       "uniform vec3 uOffset;"
        "uniform mat3 uPv;"
        ""
        "out vec4 aTexCoords;"
@@ -168,7 +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
@@ -379,6 +396,43 @@ SHADER_DEFINE( shader_wire,
        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)
 {
@@ -387,6 +441,7 @@ void vg_register(void)
        SHADER_INIT( shader_ball );
        SHADER_INIT( shader_background );
        SHADER_INIT( shader_wire );
+       SHADER_INIT( shader_buttons );
 }
 
 /*
@@ -580,6 +635,7 @@ struct cmp_level
 
 static struct cmp_level cmp_levels_tutorials[] = 
 {
+       // r1
        {
                .serial_id = 0,
                .title = "PRINCIPLE 1",
@@ -589,6 +645,7 @@ static struct cmp_level cmp_levels_tutorials[] =
                ._unlock = 1,
                .is_tutorial = 1
        },
+       // r1
        {
                .serial_id = 1,
                .title = "PRINCIPLE 2",
@@ -599,6 +656,7 @@ static struct cmp_level cmp_levels_tutorials[] =
                ._unlock = 2,
                .is_tutorial = 1,
        },
+       // r1
        {
                .serial_id = 2,
                .title = "PRINCIPLE 3",
@@ -608,6 +666,7 @@ static struct cmp_level cmp_levels_tutorials[] =
                ._unlock = 12,
                .is_tutorial = 1
        },
+       // r1
        {
                .serial_id = 12,
                .title = "PRINCIPLE 4",
@@ -622,40 +681,50 @@ static struct cmp_level cmp_levels_tutorials[] =
 
 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",
@@ -664,14 +733,43 @@ static struct cmp_level cmp_levels_basic[] =
                
                ._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",
@@ -687,64 +785,36 @@ static struct cmp_level cmp_levels_basic[] =
                .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",