all campaign levels are done
[fishladder.git] / fishladder_resources.h
index da8b8ea2052b31275b22735697b7924168351468..7e78aa48ccad779c292d38dba09202f53d8f33dc 100644 (file)
@@ -7,8 +7,10 @@ vg_tex2d tex_wood =                    { .path = "textures/wood.qoi" };
 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 };
+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 =
 {
@@ -90,18 +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)
@@ -112,6 +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
@@ -144,7 +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;"
@@ -152,7 +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
@@ -239,7 +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 );"
@@ -297,7 +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 );"
@@ -363,6 +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)
 {
@@ -371,6 +441,7 @@ void vg_register(void)
        SHADER_INIT( shader_ball );
        SHADER_INIT( shader_background );
        SHADER_INIT( shader_wire );
+       SHADER_INIT( shader_buttons );
 }
 
 /*
@@ -550,217 +621,341 @@ struct cmp_level
        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;
 };
 
-struct cmp_level cmp_levels_tutorials[] = 
+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",
                
-               .serial_id = 0
+               ._unlock = 1,
+               .is_tutorial = 1
        },
+       // r1
        {
+               .serial_id = 1,
                .title = "PRINCIPLE 2",
                .map_name = "cmp_t02",
-               .description = "Utilize the twisty turny(TM) piece",
+               .description = 
+                       "Utilize the twisty turny(TM) piece to split the marble\n"
+                       "stream into two",
                
-               .serial_id = 1
+               ._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",
                
-               .serial_id = 2
+               ._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 pass",
+               .description = 
+                       "Some stages require multiple runs to succeed in order to\n" 
+                       "pass",
                
-               .serial_id = 12
+               ._unlock = 3,
+               .is_tutorial = 1
        }
 };
 
-struct cmp_level cmp_levels_basic[] =
+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.",
                
-               .serial_id = 3
+               ._linked = 4,
+               ._unlock = 5
        },
+       // r1 GM
        {
+               .serial_id = 4,
                .title = "SUBDIVISION 2",
                .map_name = "cmp_b02",
-               .description = "Simple maths. Futher.",
-
-               .serial_id = 4
+               .description = 
+                       "",
+               
+               ._unlock = 7
        },
+       // r1 GM
        {
+               .serial_id = 5,
                .title = "RESTRUCTURE",
                .map_name = "cmp_b03",
-               .description = "Not so simple swap",
-               
-               .serial_id = 5
-       },
-       {
-               .title = "SERIALIZE",
-               .map_name = "cmp_b04",
-               .description = "Merge and sort",
+               .description = 
+                       "It is possible to swap these values using simple\n"
+                       "division and addition.",
                
-               .serial_id = 6
+               ._unlock = 8
        },
+       // r2 GM
        {
+               .serial_id = 7,
                .title = "PATTERNS 1",
                .map_name = "cmp_b05",
-               .description = "Replicate",
+               .description = 
+                       "Replicate",
                
-               .serial_id = 7
+               ._linked = 8
        },
+       // r2 GM
        {
+               .serial_id = 8,
                .title = "PATTERNS 2",
                .map_name = "cmp_b06",
-               .description = "Replicate MORE",
+               .description = 
+                       "Replicate MORE",
                
-               .serial_id = 8
+               ._unlock = 15
        },
+       // r2 GM
        {
-               .title = "MIGHTY CONSUMER",
-               .map_name = "cmp_b07",
-               .description = "Build a greedy system",
-               
-               .serial_id = 9
+               .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
        {
-               .title = "ENCRYPTED 1",
-               .map_name = "cmp_b08",
-               .description = "Some configurations may not be valid",
-
-               .serial_id = 10
+               .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
        {
-               .title = "REVERSE",
-               .map_name = "cmp_b09",
-               .description = "Reverse the incoming order. Always length 4",
+               .serial_id = 9,
+               .title = "MIGHTY CONSUMER",
+               .map_name = "cmp_b07",
+               .description = 
+                       "Build a greedy system",
                
-               .serial_id = 11
+               ._linked = 10,
+               ._unlock = 11
        },
        {
-               .title = "PRINCIPLE 5",
-               .map_name = "cmp_b10",
+               .serial_id = 10,
+               .title = "SHIFT",
+               .map_name = "cmp_b08",
                .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\n"
-                       "as part of your training package, you will now be\n"
-                       "tasked to complete them",
+                       "",
 
-               .serial_id = 15
+               ._unlock = 17
        },
+       // r2 GM
        {
-               .title = "ROUTING PROBLEM",
-               .map_name = "cmp_routing",
+               .serial_id = 11,
+               .title = "REVERSE",
+               .map_name = "cmp_b09",
                .description = 
-                       "Things can get a little chaotic on tight boards,\n"
-                       "Do your best to utilize principle 5 to get the job\n"
-                       "done.",
+                       "Reverse the incoming order. Always length 4",
                
-               .serial_id = 16
+               ._unlock = 17
        },
+       // r2 GM
        {
+               .serial_id = 17,
                .title = "PRINCIPLE 6",
                .map_name = "cmp_b11",
                .description =
-                       "While hovering over a simple tile peice, right click\n"
-                       "and drag to start creating a wire. These can be\n"
-                       "connected to the left, or right recieving pins of a\n"
-                       "Twisty Turny(TM) peice.\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\n"
-                       "be set to left or right rotating only. As indicated\n"
-                       "by the 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\n"
-                       "the left and right inputs are recieved at the same\n"
-                       "time, this results in no operation being performed,\n"
-                       "and no 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.",
 
-                       .serial_id = 17
+               ._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.",
                
-               .serial_id = 18
+               ._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.",
                
-               .serial_id = 19
+               ._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",
-               .serial_id = 20
+               .map_name = "cmp_xor",
+               .description =  
+                       "Significantly more complicated than an AND or NOT gate,\n"
+                       "but possible.",
+
+               ._unlock = 13
        }
 };
 
-struct cmp_level cmp_levels_grad[] =
+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
                
-               .serial_id = 13
        },
+       // r2
        {
+               .serial_id = 14,
                .title = "THIRDS",
                .map_name = "cmp_i02",
                .description = 
-                       "Spit your inputs up into a third of its value\n"
+                       "Split the inputs up into a third of their values\n"
+                       "\n"
                        "Is this possible? -HG",
+               ._linked = 21
                
-               .serial_id = 14
        },
+       // r2 GM
        {
-               .title = "XOR CHIP",
-               .map_name = "cmp_xor",
+               .serial_id = 21,
+               .title = "SIMPLE ADDITION",
+               .map_name = "cmp_grad",
                .description = 
-                       "Significantly more complicated than an AND or NOT gate,\n"
-                       "but possible.",
-               .serial_id = 21
+                       "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",
-               .serial_id = 22
+                       ""
+       }
+};
+
+#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;
+               }
+       }
+}