vg_tex2d tex_tile_data = { .path = "textures/tileset.qoi" };
vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" };
-vg_tex2d tex_wood = { .path = "textures/wood.qoi" };
-vg_tex2d tex_background = { .path = "textures/background.qoi" };
+
+vg_tex2d tex_tiles_wood = { .path = "textures/tile_wood.qoi" };
+vg_tex2d tex_tiles_min = { .path = "textures/tile_minimal.qoi" };
+vg_tex2d tex_tiles_lab = { .path = "textures/tile_lab.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 tex_sprites = { .path = "textures/autocombine.qoi" };
+
+vg_tex2d *texture_list[] = {
+ &tex_tile_detail,
+ &tex_tile_data,
+ &tex_tiles_wood,
+ &tex_tiles_min,
+ &tex_tiles_lab,
+ &tex_ball_noise,
+ &tex_monofur,
+ &tex_unkown,
+ &tex_buttons,
+ &tex_sprites
+};
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons };
+#include "sprites_autocombine.h"
// AUDIO
// ===========================================================================================================
sound/click_c.ogg\0"
};
+sfx_set audio_tones =
+{
+ .sources = "\
+sound/y0.ogg\0\
+sound/y1.ogg\0\
+sound/y2.ogg\0\
+sound/y3.ogg\0\
+sound/y4.ogg\0\
+sound/y5.ogg\0\
+sound/y6.ogg\0\
+sound/y7.ogg\0\
+sound/y8.ogg\0\
+sound/win.ogg\0"
+};
+
// One two or three layers of rolling noise
sfx_system audio_system_balls_rolling =
{
- .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
- .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT
+ .vol = 0.7f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
};
// Various oneshots
sfx_system audio_system_balls_switching =
{
- .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .vol = 0.2f, .ch = 1, .vol_src = &audio_volume_sfx,
.name = "Balls Switching"
};
// Suplemental sounds
sfx_system audio_system_balls_extra =
{
- .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .vol = 0.27f, .ch = 1, .vol_src = &audio_volume_sfx,
.name = "Balls Extra"
};
.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
+ // Textures // UI
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 );
+ sfx_set_init( &audio_tones, NULL );
}
static void resource_free_main(void)
sfx_set_free( &audio_rolls );
sfx_set_free( &audio_random );
sfx_set_free( &audio_clicks );
+ sfx_set_free( &audio_tones );
}
// SHADERS
"float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
"vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
- "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+ //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+ "vec4 colour_comp = mix( vec4(0.2,0.2,0.2,shadow), vec4(marble_comp,1.0), circle_factor );"
"FragColor = colour_comp;"
"}"
"uniform vec4 uOffset;" // Tile x/y, uv x/y
"uniform mat3 uPv;"
"uniform mat2 uSubTransform;"
+ "uniform float uVisibility;"
""
"out vec4 aTexCoords;"
"out vec2 aWorldCoords;"
""
"void main()"
"{"
+ "vec2 hash_val = hash22(uOffset.xy);"
+ "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
+
// Vertex transform
- "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
+ "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;"
"vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
"gl_Position = vec4( uPv * worldpos, 1.0 );"
// Create texture coords
- "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
+ "vec2 random_offset = floor(hash_val * 4.0) * 0.25;"
"vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
"aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
"aWorldCoords = worldpos.xy;"
"uniform float uForeground;"
"uniform vec2 uMousePos;"
"uniform vec4 uColour;"
+ "uniform vec3 uShadowing;"
""
"in vec4 aTexCoords;"
"in vec2 aWorldCoords;"
""
"void main()"
"{"
- "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
+ //"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
+ //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );"
+
"vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
"vec4 wood = texture( uTexWood, aTexCoords.zw );"
"vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
- "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
+ "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );"
- "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+ //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+ "vec3 shadows = mix( uShadowing, vec3(1.0,1.0,1.0), glyph.r );"
"vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
"FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos",
+ "uColour", "uForeground", "uVisibility", "uShadowing" })
)
SHADER_DEFINE( shader_background,
"uniform sampler2D uTexMain;"
"uniform sampler2D uSamplerNoise;"
"uniform float uVariance;"
+ "uniform float uVisibility;"
""
"in vec2 aTexCoords;"
""
"vec4 data_this_tile = texture( uTexMain, aTexCoords );"
"ao_accum -= data_this_tile.r;"
+ "ao_accum *= uVisibility;"
- "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );"
+ "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
"vec2 square_coords = fract( aTexCoords * 64.0 );"
"vec2 grid_coords = abs( square_coords - 0.5 );"
"FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
+ UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
)
SHADER_DEFINE( shader_wire,
""
"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,
UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
)
+SHADER_DEFINE( shader_sprite,
+
+ // VERTEX
+ "layout (location=0) in vec2 a_co;" // quad mesh
+ "uniform vec4 uUv;"
+ "uniform vec3 uPos;"
+ ""
+ "uniform mat3 uPv;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;"
+ "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );"
+ "aTexCoords = uUv.xy + a_co*uUv.zw;"
+ "}",
+
+ // FRAGMENT
+ "uniform sampler2D uTexMain;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+ "FragColor = texture_sample;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" })
+)
void vg_register(void)
{
SHADER_INIT( shader_background );
SHADER_INIT( shader_wire );
SHADER_INIT( shader_buttons );
+ SHADER_INIT( shader_sprite );
}
/*
| | | | | | |
*/
-float const MESH_NUMBER_0[] = {
- #include "fonts/numbers/n0.h"
-};
-
-float const MESH_NUMBER_1[] = {
- #include "fonts/numbers/n1.h"
-};
-
-float const MESH_NUMBER_2[] = {
- #include "fonts/numbers/n2.h"
-};
-
-float const MESH_NUMBER_3[] = {
- #include "fonts/numbers/n3.h"
-};
-
-float const MESH_NUMBER_4[] = {
- #include "fonts/numbers/n4.h"
-};
-
-float const MESH_NUMBER_5[] = {
- #include "fonts/numbers/n5.h"
-};
-
-float const MESH_NUMBER_6[] = {
- #include "fonts/numbers/n6.h"
-};
-
-float const MESH_NUMBER_7[] = {
- #include "fonts/numbers/n7.h"
-};
-
-float const MESH_NUMBER_8[] = {
- #include "fonts/numbers/n8.h"
-};
-
-float const MESH_NUMBER_9[] = {
- #include "fonts/numbers/n9.h"
-};
-
-float const MESH_NUMBERS_BUFFER[] =
-{
- #include "fonts/numbers/n0.h"
- #include "fonts/numbers/n1.h"
- #include "fonts/numbers/n2.h"
- #include "fonts/numbers/n3.h"
- #include "fonts/numbers/n4.h"
- #include "fonts/numbers/n5.h"
- #include "fonts/numbers/n6.h"
- #include "fonts/numbers/n7.h"
- #include "fonts/numbers/n8.h"
- #include "fonts/numbers/n9.h"
-};
-
-#define MESH_NUMBER_DIVISOR 6
-
-u32 const MESH_NUMBERS_OFFSETS[][2] =
-{
- {
- 0,
- vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
- },
- {
- vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 ) +
- vg_list_size( MESH_NUMBER_5 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 ) +
- vg_list_size( MESH_NUMBER_5 ) +
- vg_list_size( MESH_NUMBER_6 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 ) +
- vg_list_size( MESH_NUMBER_5 ) +
- vg_list_size( MESH_NUMBER_6 ) +
- vg_list_size( MESH_NUMBER_7 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR
- },
- {
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 ) +
- vg_list_size( MESH_NUMBER_2 ) +
- vg_list_size( MESH_NUMBER_3 ) +
- vg_list_size( MESH_NUMBER_4 ) +
- vg_list_size( MESH_NUMBER_5 ) +
- vg_list_size( MESH_NUMBER_6 ) +
- vg_list_size( MESH_NUMBER_7 ) +
- vg_list_size( MESH_NUMBER_8 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
- }
-};
-
struct cmp_level
{
const char *map_name;
const char *title;
const char *description;
+ const char *achievement;
int unlocked;
int completed_score;
int _unlock, _linked; // When completed, unlock this level
struct cmp_level *unlock, *linked;
+
+ struct world_string
+ {
+ enum placement
+ {
+ k_placement_top,
+ k_placement_bottom
+ }
+ placement;
+
+ const char *str;
+ }
+ strings[2];
int serial_id;
int is_tutorial;
-
+
+ struct world_button btn;
+
+ #ifdef VG_STEAM
SteamLeaderboard_t steam_leaderboard;
+ #endif
};
static struct cmp_level cmp_levels_tutorials[] =
{
- // r1
{
.serial_id = 0,
.title = "PRINCIPLE 1",
.map_name = "cmp_t01",
.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 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",
+ "",
._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\n"
- "pass",
+ "",
- ._unlock = 3,
+ ._unlock = 6,
+ .is_tutorial = 1,
+ .achievement = "TUTORIALS"
+ },
+ {
+ .serial_id = 15,
+ .title = "PRINCIPLE 5",
+ .map_name = "cmp_b10",
+ .description =
+ "",
+
+ ._unlock = 16,
.is_tutorial = 1
- }
+ },
+ {
+ .serial_id = 17,
+ .title = "PRINCIPLE 6",
+ .map_name = "cmp_b11",
+ .description =
+ "(Right click)",
+
+ ._unlock = 18,
+ .is_tutorial = 1
+ },
+ {
+ .serial_id = 26,
+ .title = "PRINCIPLE 7",
+ .map_name = "cmp_p7",
+ .description = "Emitters",
+ ._unlock = 27,
+ .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 =
- "Sometimes getting the desired amount takes dividing up\n"
- "the input and recombining it.",
+ "",
._linked = 4,
._unlock = 5
},
- // r1 GM
{
.serial_id = 4,
.title = "SUBDIVISION 2",
._unlock = 7
},
- // r1 GM
{
.serial_id = 5,
.title = "RESTRUCTURE",
.map_name = "cmp_b03",
.description =
- "It is possible to swap these values using simple\n"
- "division and addition.",
+ "",
._unlock = 8
},
- // r2 GM
{
.serial_id = 7,
.title = "PATTERNS 1",
.map_name = "cmp_b05",
.description =
- "Replicate",
+ "",
+ ._unlock = 15,
._linked = 8
},
- // r2 GM
{
.serial_id = 8,
.title = "PATTERNS 2",
.map_name = "cmp_b06",
.description =
- "Replicate MORE",
+ "",
._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_b07",
.description =
- "Build a greedy system",
+ "",
._linked = 10,
- ._unlock = 11
+ ._unlock = 11,
+ .achievement = "MIGHTY_CONSUMER"
},
{
.serial_id = 10,
._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 =
- "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"
- "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",
.map_name = "cmp_not",
- .description =
- "Test your knowledge of triggers, build an 'NOT GATE'\n"
- "emulated by marble logic.",
+ .description = "",
._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.",
+ .description = "",
._unlock = 20
},
- // r2 GM
{
.serial_id = 20,
.title = "QUALIFICATION PROJECT",
.map_name = "cmp_xor",
- .description =
- "Significantly more complicated than an AND or NOT gate,\n"
- "but possible.",
+ .description = "",
- ._unlock = 13
- }
+ ._unlock = 25,
+ .achievement = "GRADUATE"
+ },
+ {
+ .serial_id = 27,
+ .title = "EXPAND",
+ .map_name = "cmp_expander",
+ .description = "",
+
+ ._unlock = 28
+ },
+ {
+ .serial_id = 28,
+ .title = "PATTERNS 3",
+ .map_name = "cmp_pattern3",
+ .description = "",
+ ._linked = 29
+ },
+ {
+ .serial_id = 29,
+ .title = "ROUTING PROBLEM 2",
+ .map_name = "cmp_routing2",
+ .description = "Spaghetti!",
+ ._linked = 30
+ },
+ {
+ .serial_id = 30,
+ .title = "EXACTLY 5",
+ .map_name = "cmp_exact5",
+ .description = ""
+ }
};
static struct cmp_level cmp_levels_grad[] =
.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.",
+ .description = "",
._linked = 14
},
.serial_id = 14,
.title = "THIRDS",
.map_name = "cmp_i02",
- .description =
- "Split the inputs up into a third of their values\n"
- "\n"
- "Is this possible? -HG",
+ .description = "",
._linked = 21
},
- // r2 GM
{
.serial_id = 21,
.title = "SIMPLE ADDITION",
.map_name = "cmp_grad",
- .description =
- "Take the amount of yellows coming in, and add them\n"
- "together. Send your result using the stream of blues.",
+ .description = "",
- ._linked = 22
+ ._linked = 22,
+ ._unlock = 23
},
- // r2 GM
{
.serial_id = 22,
.title = "SECRET CODE",
.map_name = "cmp_secret",
- .description =
- ""
+ .description = "",
+
+ ._unlock = 23
}
};
-#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
+static struct cmp_level cmp_levels_computer[] =
+{
+ {
+ .serial_id = 23,
+ .title = "3 BIT BINARY",
+ .map_name = "cmp_binary",
+ .description = "convert amount to binary",
+ .strings =
+ {
+ {
+ .placement = k_placement_bottom,
+ .str =
+"\t\t\t\t\t\t\t\t\t\t\x83 \x84\n"
+"\t\t\t\t\t\t\t\t\t\t\x83 \x84 Binary\n"
+"\t\t\t\t\t\t\t\t\t\t\x83 4 2 1 \x84"
+ },
+ {
+ .placement = k_placement_top,
+ .str =
+"\n"
+"\t\t\t\t\t\t\t\t\t\t\t Count"
+ }
+ },
+
+ ._unlock = 24
+ },
+ {
+ .serial_id = 24,
+ .title = "3 BIT ADDER",
+ .map_name = "cmp_add3b",
+ .description = "binary addition",
+ .strings =
+ {
+ {
+ .placement = k_placement_top,
+ //.str ="\t\t\t\t\t\t\t\t\t| NUMBER A | | NUMBER B |\n"
+ .str =""
+"\t\t\t\t\t\t\t\t\t\x8A 4 2 1 \x8B \x8A 4 2 1 \x8B\n"
+"\t\t\t\t\t\t\t\t\t\x83 \x84 add \x83 \x84\n"
+"\t\t\t\t\t\t\t\t\t\x83 \x84 \x83 \x84"
+ },
+ {
+ .placement = k_placement_bottom,
+ .str =
+"\t\t\t\x83 \x84\n"
+"\t\t\t\x83 \x84 result a+b\n"
+"\t\t\t\x83 8 4 2 1 \x84"
+ }
+ },
+
+ ._unlock = 25
+ },
+ {
+ .serial_id = 25,
+ .title = "3x3 PLOT",
+ .map_name = "cmp_plot3x3",
+ .description = "2 bit x/y",
+
+ .strings =
+ {
+ {
+ .placement = k_placement_top,
+ .str=
+"\t\t\t\t\t\t\t\t\x8A 2 1 \x8B \x8A 2 1 \x8B\n"
+"\t\t\t\t\t\t\t\t\x83 \x84 X Y \x83 \x84\n"
+"\t\t\t\t\t\t\t\t\x83 \x84 \x83 \x84"
+ }
+ }
+ }
+};
-static struct serializable_set
+#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ) + vg_list_size( cmp_levels_computer ) )
+
+static struct career_level_pack
{
struct cmp_level *pack;
int count;
+
+ v3f primary_colour;
+ v2i origin;
+ v2i dims;
}
-career_serializable[] =
+career_packs[] =
{
{
.pack = cmp_levels_tutorials,
- .count = vg_list_size( cmp_levels_tutorials )
+ .count = vg_list_size( cmp_levels_tutorials ),
+ .primary_colour = { 0.204f, 0.345f, 0.553f },
+ .origin = { -5, -2 },
+ .dims = { 1, 7 }
},
{
.pack = cmp_levels_basic,
- .count = vg_list_size( cmp_levels_basic )
+ .count = vg_list_size( cmp_levels_basic ),
+ .primary_colour = { 0.304f, 0.245f, 0.553f },
+ .origin = { -3, -2 },
+ .dims = { 3, 7 }
},
{
.pack = cmp_levels_grad,
- .count = vg_list_size( cmp_levels_grad )
+ .count = vg_list_size( cmp_levels_grad ),
+ .primary_colour = { 0.553f, 0.345f, 0.204f },
+ .origin = { -5, 6 },
+ .dims = { 5, 1 }
+ },
+ {
+ .pack = cmp_levels_computer,
+ .count = vg_list_size( cmp_levels_computer ),
+ .primary_colour = { 0.75f, 0.23f, 0.39f },
+ .origin = { -5, 8 },
+ .dims = { 5, 2 }
}
};
static void career_local_data_init(void)
{
struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
-
+ for( int i = 0; i < NUM_CAMPAIGN_LEVELS; i ++ )
+ level_ptrs[i] = NULL;
+
// COllect pointers
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[i];
for( int j = 0; j < set->count; j ++ )
- level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
+ {
+ int id = set->pack[j].serial_id;
+
+ if( level_ptrs[ id ] )
+ vg_error( "Serial id %u already used!\n", id );
+ else
+ level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
+ }
}
// Apply
- for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
- struct serializable_set *set = &career_serializable[i];
+ struct career_level_pack *set = &career_packs[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;
+
+ if( lvl->_unlock >= NUM_CAMPAIGN_LEVELS ||
+ lvl->_linked >= NUM_CAMPAIGN_LEVELS )
+ {
+ vg_error( "_unlock / _linked out of range (%d, %d)\n",
+ lvl->_unlock, lvl->_linked );
+ }
+ else
+ {
+ lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
+ lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+ }
}
}
}