run indicator
[fishladder.git] / fishladder_resources.h
index f5b392a898648b6fd43eac60af963ce490decbd8..5851b5e3bb282485c95e9464cde07804c8932536 100644 (file)
@@ -64,6 +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 =
 {
@@ -92,6 +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,
@@ -119,6 +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)
@@ -129,6 +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
@@ -161,7 +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;"
@@ -169,7 +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
@@ -665,7 +681,20 @@ static struct cmp_level cmp_levels_tutorials[] =
 
 static struct cmp_level cmp_levels_basic[] =
 {
-       // r1
+       // 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",
@@ -674,19 +703,18 @@ static struct cmp_level cmp_levels_basic[] =
                                                        "dividing up the input and recombining it.",
                
                ._linked = 4,
-               ._unlock = 6
+               ._unlock = 5
        },
-       // r1
+       // r1 GM
        {
                .serial_id = 4,
                .title = "SUBDIVISION 2",
                .map_name = "cmp_b02",
                .description = "",
                
-               ._linked = 5,
                ._unlock = 7
        },
-       // r1
+       // r1 GM
        {
                .serial_id = 5,
                .title = "RESTRUCTURE",
@@ -696,14 +724,7 @@ static struct cmp_level cmp_levels_basic[] =
                
                ._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",
@@ -712,40 +733,16 @@ 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
-       },
-       {
-               .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",
-               
                ._unlock = 15
        },
-       // r2
+       // r2 GM
        {
                .serial_id = 15,
                .title = "PRINCIPLE 5",
@@ -761,7 +758,7 @@ static struct cmp_level cmp_levels_basic[] =
                ._unlock = 16,
                .is_tutorial = 1
        },
-       // r2
+       // r2 GM
        {
                .serial_id = 16,
                .title = "ROUTING PROBLEM",
@@ -770,33 +767,54 @@ static struct cmp_level cmp_levels_basic[] =
                        "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 = "ENCRYPTED 1",
+               .map_name = "cmp_b08",
+               .description = "Some configurations may not be valid",
+
+               ._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"
-                       "\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"
+                       "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"
-                       "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,
                .is_tutorial = 1
        },
+       // r2 GM
        {
                .serial_id = 18,
                .title = "NOT GATE",