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_ball = { .path = "textures/ball.qoi", .flags = VG_TEXTURE_CLAMP };
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 *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background, &tex_ball_noise };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur };
// AUDIO
// ===========================================================================================================
.name = "Balls Extra"
};
+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 );
UNIFORMS({ "uPv", "uOffset", "uColour" })
)
-/*
-SHADER_DEFINE( shader_ball,
- // VERTEX
- "layout (location=0) in vec2 a_co;"
- "uniform vec2 uOffset;"
- "uniform mat3 uPv;"
- ""
- "out vec2 aTexCoords;"
- ""
- "void main()"
- "{"
- // Create texture coords
- "aTexCoords = a_co;"
-
- // Vertex transform
- "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
- "gl_Position = vec4( uPv * worldpos, 1.0 );"
- "}",
-
- // FRAGMENT
- "out vec4 FragColor;"
- ""
- "uniform sampler2D uTexMain;"
- "uniform vec3 uColour;"
- ""
- "in vec2 aTexCoords;"
- ""
- "void main()"
- "{"
- "vec4 glyph = texture( uTexMain, aTexCoords );"
- "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
- "}"
- ,
- UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
-)
-*/
-
SHADER_DEFINE( shader_ball,
// VERTEX
"layout (location=0) in vec2 a_co;"
"vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
"vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
- //"float shadow = exp(-abs(shadow_coords_sqr.x+shadow_coords_sqr.y)*20.0);"
"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;"
vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
}
};
+
+struct cmp_level
+{
+ const char *map_name;
+ const char *title;
+ const char *description;
+
+ int completed_score;
+
+ int unlocks; // When completed, unlock this many levels
+ int linked_unlocks; // When unlocked, unlock this many levels additionally
+
+ int serial_id;
+};
+
+struct cmp_level cmp_levels_tutorials[] =
+{
+ {
+ .title = "PRINCIPLE 1",
+ .map_name = "cmp_t01",
+ .description = "Utilize basic transport methods",
+
+ .serial_id = 0,
+ .unlocks = 1
+ },
+ {
+ .title = "PRINCIPLE 2",
+ .map_name = "cmp_t02",
+ .description = "Utilize the twisty turny(TM) piece",
+
+ .serial_id = 1,
+ .unlocks = 1
+ },
+ {
+ .title = "PRINCIPLE 3",
+ .map_name = "cmp_t03",
+ .description = "Merge transport into one",
+
+ .serial_id = 2,
+ .unlocks = 1,
+ },
+ {
+ .title = "PRINCIPLE 4",
+ .map_name = "cmp_t04",
+ .description = "Some stages require multiple runs to succeed in order to pass",
+
+ .serial_id = 12,
+ .unlocks = 3
+ }
+};
+
+struct cmp_level cmp_levels_basic[] =
+{
+ {
+ .title = "SUBDIVISION 1",
+ .map_name = "cmp_b01",
+ .description = "Simple maths, branching required.",
+
+ .serial_id = 3,
+ .unlocks = 1
+ },
+ {
+ .title = "SUBDIVISION 2",
+ .map_name = "cmp_b02",
+ .description = "Simple maths. Futher.",
+
+ .serial_id = 4,
+ .unlocks = 1
+ },
+ {
+ .title = "RESTRUCTURE",
+ .map_name = "cmp_b03",
+ .description = "Not so simple swap",
+
+ .serial_id = 5,
+ .unlocks = 1
+ },
+ {
+ .title = "SERIALIZE",
+ .map_name = "cmp_b04",
+ .description = "Merge and sort",
+
+ .serial_id = 6,
+ .unlocks = 1
+ },
+ {
+ .title = "PATTERNS 1",
+ .map_name = "cmp_b05",
+ .description = "Replicate",
+
+ .serial_id = 7,
+ .unlocks = 1
+ },
+ {
+ .title = "PATTERNS 2",
+ .map_name = "cmp_b06",
+ .description = "Replicate MORE",
+
+ .serial_id = 8,
+ .unlocks = 1
+ },
+ {
+ .title = "MIGHTY CONSUMER",
+ .map_name = "cmp_b07",
+ .description = "Build a greedy system",
+
+ .serial_id = 9,
+ .unlocks = 1
+ },
+ {
+ .title = "ENCRYPTED 1",
+ .map_name = "cmp_b08",
+ .description = "Some configurations may not be valid",
+
+ .serial_id = 10,
+ .unlocks = 1
+ },
+ {
+ .title = "REVERSE",
+ .map_name = "cmp_b09",
+ .description = "Reverse the incoming order. Always length 4",
+
+ .serial_id = 11,
+ .unlocks = 1
+ },
+ {
+ .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",
+
+ .serial_id = 15,
+ .linked_unlocks = 1
+ },
+ {
+ .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",
+
+ .serial_id = 16,
+ .unlocks = 1
+ },
+ {
+ .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"
+ "\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",
+
+ .serial_id = 17,
+ .linked_unlocks = 1
+ },
+ {
+ .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,
+ .unlocks = 1
+ },
+ {
+ .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,
+ .unlocks = 1
+ },
+ {
+ .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,
+ .unlocks = 3
+ }
+};
+
+struct cmp_level cmp_levels_grad[] =
+{
+ {
+ .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.",
+
+ .serial_id = 13
+ },
+ {
+ .title = "THIRDS",
+ .map_name = "cmp_i02",
+ .description =
+ "Split the inputs up into a third of their values\n"
+ "\n"
+ "Is this possible? -HG",
+
+ .serial_id = 14
+ },
+ {
+ .title = "XOR CHIP",
+ .map_name = "cmp_xor",
+ .description =
+ "Significantly more complicated than an AND or NOT gate,\n"
+ "but possible.",
+ .serial_id = 21
+ },
+ {
+ .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
+ }
+};
+
+struct
+{
+ int total_unlocked;
+}
+career_local =
+{
+ .total_unlocked = 1
+};