// ===========================================================================================================
vg_tex2d tex_tile_data = { .path = "textures/tileset.qoi" };
+vg_tex2d tex_tile_glow = { .path = "textures/lineset.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 *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background };
+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_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_tile_glow,
+ &tex_tiles_wood,
+ &tex_tiles_min,
+ &tex_tiles_lab,
+ &tex_ball_noise,
+ &tex_unkown,
+ &tex_buttons,
+ &tex_sprites
+};
+
+#include "sprites_autocombine.h"
// AUDIO
// ===========================================================================================================
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"
+};
+
+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"
+};
+
+sfx_set audio_music =
+{
+ .sources = "sound/mccompt2.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"
};
+sfx_system audio_system_ui =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "UI"
+};
+
+sfx_system audio_system_music =
+{
+ .vol = 1.0f,
+ .ch = 2,
+ .vol_src = &audio_volume_music,
+ .name = "music",
+ .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT | SFX_FLAG_STEREO
+};
+
+static void *load_and_play_bgm( void *_inf )
+{
+ sfx_set_init( &audio_music, NULL );
+ sfx_set_play( &audio_music, &audio_system_music, 0 );
+ return NULL;
+}
+
static void resource_load_main(void)
{
- // Textures
+ // Textures // UI
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
// Audio
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 );
+
+ vg_thread_run( load_and_play_bgm, NULL );
}
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 );
+ sfx_set_free( &audio_tones );
}
// SHADERS
SHADER_DEFINE( shader_ball,
// VERTEX
"layout (location=0) in vec2 a_co;"
- "uniform vec2 uOffset;"
+ "uniform vec3 uOffset;"
"uniform mat3 uPv;"
""
- "out vec2 aTexCoords;"
+ "out vec4 aTexCoords;"
""
"void main()"
"{"
- // Create texture coords
- "aTexCoords = a_co;"
-
// 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
+ "aTexCoords = vec4( a_co, worldpos.xy );"
"}",
// FRAGMENT
""
"uniform sampler2D uTexMain;"
"uniform vec3 uColour;"
+ "uniform vec2 uTexOffset;"
""
- "in vec2 aTexCoords;"
+ "in vec4 aTexCoords;"
""
"void main()"
"{"
- "vec4 glyph = texture( uTexMain, aTexCoords );"
- "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
+ "vec2 center_coords = aTexCoords.xy - 0.5;"
+ "vec2 center_coords_sqr = center_coords*center_coords;"
+ "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
+
+ "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
+ "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
+ "vec4 noise_sample = texture( uTexMain, warped_coords );"
+
+ "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
+
+ "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
+ "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
+ "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
+
+ "vec3 marble_comp = uColour*0.6 + (noise_sample.x*2.7+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(0.0,0.0,0.0,shadow), vec4(marble_comp,1.0), circle_factor );"
+
+ "FragColor = colour_comp;"
"}"
,
- UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+ UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
)
SHADER_DEFINE( shader_tile_main,
"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;"
"out vec4 FragColor;"
""
"uniform sampler2D uTexGlyphs;"
+ "uniform sampler2D uTexGlow;"
"uniform sampler2D uTexWood;"
"uniform float uGhost;"
"uniform float uForeground;"
"uniform vec2 uMousePos;"
"uniform vec4 uColour;"
+ "uniform vec3 uShadowing;"
+ "uniform vec3 uGlowA;"
+ "uniform vec3 uGlowB;"
""
"in vec4 aTexCoords;"
"in vec2 aWorldCoords;"
""
"void main()"
"{"
- "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
+ //"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 glyph_glow = texture( uTexGlow, 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 ) );"
"float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
- "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
+ "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g*ghost_dist );"
+ "vec4 glow_comp = vec4(glyph_glow.b*uGlowA+glyph_glow.g*uGlowB,0.0);"
- "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
+ "FragColor = mix( output_regular, output_ghost, uGhost )*uColour + glow_comp;"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos",
+ "uColour", "uForeground", "uVisibility", "uShadowing", "uTexGlow",
+ "uGlowA", "uGlowB" })
)
SHADER_DEFINE( shader_background,
"uniform sampler2D uTexMain;"
"uniform sampler2D uSamplerNoise;"
"uniform float uVariance;"
+ "uniform float uVisibility;"
""
"in vec2 aTexCoords;"
""
"void main()"
"{"
+ "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+
"float ao_accum = 0.0;"
+
+ "vec2 random_noise;"
+
"for( int i=0; i<10; ++i )"
"{"
- "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
+ "random_noise = (texture( uSamplerNoise, aTexCoords * 10.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
"vec4 background = texture( uTexMain, aTexCoords + random_noise );"
- "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
+ "float height_diff = min(data_this_tile.r - background.r,0.0);"
+
+ "ao_accum += height_diff * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
"}"
"ao_accum *= 0.15;"
- "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+#if 0
+ "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
+#endif
+
+ "vec2 square_coords = fract( aTexCoords * 64.0 );"
+ "vec2 grid_coords = abs( square_coords - 0.5 );"
+ "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
+
+ "vec3 colour_main = mix( vec3( 0.14 ) + random_noise.x*0.5, vec3( 0.1 ) + gridline*0.02, data_this_tile.g * uVisibility );"
+ "FragColor = vec4( colour_main + ao_accum*0.05, 1.0 );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
+)
+
+SHADER_DEFINE( shader_wire,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec3 uStart;"
+ "uniform vec3 uEnd;"
+ "uniform mat3 uPv;"
+ "uniform float uCurve;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "vec3 sample_curve_time( float t )"
+ "{"
+ "vec3 line_coord = mix( uStart, uEnd, t );"
+
+ "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
+ "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
+ "}"
+ ""
+ "void main()"
+ "{"
+ // Vertex transform
+ "vec3 p0 = sample_curve_time( a_co.x );"
+ "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
- "ao_accum -= data_this_tile.r;"
+ "vec2 line_tangent = normalize(p1.xy-p0.xy);"
+ "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
- "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
+ "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
- "vec2 square_coords = fract( aTexCoords * 64.0 );"
- "vec2 grid_coords = abs( square_coords - 0.5 );"
- "float edge_contrast = (1.0-ao_accum*0.2);"
+ "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
+
+ // Create texture coords (todo: include stretch adjusted coords?)
+ "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ "uniform float uTime;"
+ "uniform float uGlow;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ // 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 gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
- "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
+ "float flow_thing = fract( aTexCoords.x + uTime );"
+ "vec3 final_comp = colour_comp + flow_thing * uGlow;"
- "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
+ "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
+ UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
+)
+
+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" })
+)
+
+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" })
+)
+
+SHADER_DEFINE( shader_post_darken,
+ "layout (location=0) in vec2 a_co;"
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+ "aTexCoords = a_co;"
+ "}",
+
+ "uniform sampler2D uTexMain;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+ "FragColor = vec4(pow(texture_sample.rgb,vec3(2.2)), 1.0);"
+ "}"
+ ,
+ UNIFORMS({"uTexMain"})
+)
+
+SHADER_DEFINE( shader_post_blur,
+ "layout (location=0) in vec2 a_co;"
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+ "aTexCoords = a_co;"
+ "}",
+
+ "uniform sampler2D uTexMain;"
+ "uniform vec2 uDir;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 colour = vec4(0.0);"
+
+ "vec2 off1 = vec2(1.411764705882353) * uDir;"
+ "vec2 off2 = vec2(3.2941176470588234) * uDir;"
+ "vec2 off3 = vec2(5.176470588235294) * uDir;"
+ "colour += texture2D( uTexMain, aTexCoords ) * 0.1964825501511404;"
+ "colour += texture2D( uTexMain, aTexCoords + off1 ) * 0.2969069646728344;"
+ "colour += texture2D( uTexMain, aTexCoords - off1 ) * 0.2969069646728344;"
+ "colour += texture2D( uTexMain, aTexCoords + off2 ) * 0.09447039785044732;"
+ "colour += texture2D( uTexMain, aTexCoords - off2 ) * 0.09447039785044732;"
+ "colour += texture2D( uTexMain, aTexCoords + off3 ) * 0.010381362401148057;"
+ "colour += texture2D( uTexMain, aTexCoords - off3 ) * 0.010381362401148057;"
+ "FragColor = colour;"
+ "}"
+ ,
+ UNIFORMS({"uTexMain","uDir"})
+)
+
+SHADER_DEFINE( shader_post_comp,
+ "layout (location=0) in vec2 a_co;"
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+ "aTexCoords = a_co;"
+ "}",
+
+ "uniform sampler2D uTexMain;"
+ "uniform sampler2D uTexBloom;"
+ "uniform vec2 uComp;" /* x: bloom, y: vignette */
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+ "vec4 bloom_sample = texture( uTexBloom, aTexCoords );"
+
+ "vec2 vigCoord = aTexCoords - 0.5;"
+ "float vig = pow(1.0 - dot( vigCoord, vigCoord ), 2.0);"
+
+ "FragColor = (texture_sample + bloom_sample*0.3*uComp.x)"
+ " * max(uComp.y, vig);"
+ "}"
+ ,
+ UNIFORMS({"uTexMain", "uTexBloom", "uComp"})
)
void vg_register(void)
SHADER_INIT( shader_tile_main );
SHADER_INIT( shader_ball );
SHADER_INIT( shader_background );
+ SHADER_INIT( shader_wire );
+ SHADER_INIT( shader_buttons );
+ SHADER_INIT( shader_sprite );
+ SHADER_INIT( shader_post_darken );
+ SHADER_INIT( shader_post_comp );
+ SHADER_INIT( shader_post_blur );
}
/*
| | | | | | |
*/
-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"
-};
+struct cmp_level
+{
+ // Basic info
+ int serial_id;
-float const MESH_NUMBER_3[] = {
- #include "fonts/numbers/n3.h"
-};
+ const char *map_name;
+ const char *title;
+ const char *description;
+
+ const char *achievement;
+
+ int _unlock, _linked; // When completed, unlock this level
+ int is_tutorial;
-float const MESH_NUMBER_4[] = {
- #include "fonts/numbers/n4.h"
-};
+ // Aesthetic
+ struct world_string
+ {
+ enum placement
+ {
+ k_placement_top,
+ k_placement_bottom
+ }
+ placement;
-float const MESH_NUMBER_5[] = {
- #include "fonts/numbers/n5.h"
-};
+ const char *str;
+ }
+ strings[2];
-float const MESH_NUMBER_6[] = {
- #include "fonts/numbers/n6.h"
-};
+ // Persistent stats
+ int unlocked;
+ int completed_score;
-float const MESH_NUMBER_7[] = {
- #include "fonts/numbers/n7.h"
-};
+ // Runtime
+ struct world_button btn;
+ struct cmp_level *unlock, *linked;
-float const MESH_NUMBER_8[] = {
- #include "fonts/numbers/n8.h"
+ #ifdef VG_STEAM
+ SteamLeaderboard_t steam_leaderboard;
+ #endif
};
-float const MESH_NUMBER_9[] = {
- #include "fonts/numbers/n9.h"
+static struct cmp_level cmp_levels_tutorials[] =
+{
+ {
+ 0, "cmp_t01", "PRINCIPLE 1", "",
+ ._unlock = 1,
+ .is_tutorial = 1
+ },
+ {
+ 1, "cmp_t02", "PRINCIPLE 2", "",
+ ._unlock = 2,
+ .is_tutorial = 1,
+ },
+ {
+ 2, "cmp_t03", "PRINCIPLE 3", "",
+ ._unlock = 12,
+ .is_tutorial = 1
+ },
+ {
+ 12, "cmp_t04", "PRINCIPLE 4", "",
+ ._unlock = 6,
+ .is_tutorial = 1,
+ .achievement = "TUTORIALS"
+ },
+ {
+ 15, "cmp_b10", "PRINCIPLE 5", "",
+ ._unlock = 16,
+ .is_tutorial = 1
+ },
+ {
+ 17, "cmp_b11", "PRINCIPLE 6", "(Right click)",
+ ._unlock = 18,
+ .is_tutorial = 1
+ },
+ {
+ 26, "cmp_p7", "PRINCIPLE 7", "Emitters",
+ ._unlock = 27,
+ ._linked = 13,
+ .is_tutorial = 1
+ }
};
-float const MESH_NUMBERS_BUFFER[] =
+static struct cmp_level cmp_levels_basic[] =
{
- #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"
+ {
+ 6, "cmp_b04", "PATCH", "",
+ ._unlock = 7,
+ ._linked = 3
+ },
+ {
+ 3, "cmp_b01", "SUBDIVISION 1", "",
+ ._linked = 4,
+ ._unlock = 5
+ },
+ {
+ 4, "cmp_b02", "SUBDIVISION 2", "",
+ ._unlock = 7
+ },
+ {
+ 5, "cmp_b03", "RESTRUCTURE", "",
+ ._unlock = 8,
+ ._linked = 31
+ },
+ {
+ 31, "cmp_121", "1-2-1", "",
+ ._unlock = 8
+ },
+ {
+ 7, "cmp_b05", "PATTERNS 1", "",
+ ._unlock = 15,
+ ._linked = 8
+ },
+ {
+ 8, "cmp_b06", "PATTERNS 2", "",
+ ._unlock = 15
+ },
+ {
+ 16, "cmp_routing", "ROUTING PROBLEM", "",
+ ._linked = 9
+ },
+ {
+ 9, "cmp_b07", "MIGHTY CONSUMER", "",
+ ._linked = 10,
+ ._unlock = 11,
+ .achievement = "MIGHTY_CONSUMER"
+ },
+ {
+ 10, "cmp_b08", "SHIFT", "",
+ ._unlock = 17
+ },
+ {
+ 11, "cmp_b09", "REVERSE", "",
+ ._unlock = 17
+ },
+ {
+ 18, "cmp_not", "NOT GATE", "",
+ ._linked = 19,
+ ._unlock = 20
+ },
+ {
+ 19, "cmp_and", "AND GATE", "",
+ ._unlock = 20
+ },
+ {
+ 20, "cmp_xor", "QUALIFICATION PROJECT", "",
+ ._unlock = 26,
+ .achievement = "GRADUATE"
+ },
+ {
+ 27, "cmp_expander", "EXPAND", "",
+ ._unlock = 28
+ },
+ {
+ 28, "cmp_pattern3", "PATTERNS 3", "",
+ ._linked = 29
+ },
+ {
+ 29, "cmp_routing2", "ROUTING PROBLEM 2", "Spaghetti!",
+ ._linked = 30,
+ ._unlock = 32
+ },
+ {
+ 30, "cmp_exact5", "EXACTLY 5", "",
+ ._unlock = 32
+ },
+ {
+ 32, "cmp_3and2", "THREE AND FOUR", "",
+ ._linked = 34
+ },
+ {
+ 34, "doublex2", "DOUBLE DOUBLE", "Delay & repeat",
+ ._linked = 35
+ },
+ {
+ 35, "oddoreven", "ODD OR EVEN", ""
+ }
};
-#define MESH_NUMBER_DIVISOR 6
-
-u32 const MESH_NUMBERS_OFFSETS[][2] =
+static struct cmp_level cmp_levels_grad[] =
{
{
- 0,
- vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
+ 13, "cmp_i01", "SORT", "",
+ ._linked = 14
},
{
- vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
+ 14, "cmp_i02", "THIRDS", "",
+ ._linked = 21
},
{
- (
- vg_list_size( MESH_NUMBER_0 ) +
- vg_list_size( MESH_NUMBER_1 )
- ) / MESH_NUMBER_DIVISOR,
- vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
+ 21, "cmp_grad", "SIMPLE ADDITION", "",
+ ._linked = 22,
+ ._unlock = 23
},
{
- (
- 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
+ 22, "cmp_secret", "SECRET CODE", "",
+ ._unlock = 23
+ }
+};
+
+static struct cmp_level cmp_levels_computer[] =
+{
+ {
+ 23, "cmp_binary", "3 BIT BINARY", "Convert amount to binary",
+ ._unlock = 24,
+ .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"
+ }
+ }
},
{
- (
- 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
+ 24, "cmp_add3b", "3 BIT ADDER", "Binary addition",
+ ._unlock = 25,
+ .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"
+ }
+ }
},
{
- (
- 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
+ 25, "cmp_plot3x3", "3x3 PLOT", "2 bit x/y",
+ ._unlock = 33,
+ .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"
+ }
+ }
},
{
- (
- 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
+ 33, "compactxor", "Compact XOR", "",
+ .strings =
+ {
+ {
+ .placement = k_placement_top,
+ .str=
+"\t\t\t\t\x8A \x8B \x8A \x8B\n"
+"\t\t\t\t\x83 \x84""A B\x83 \x84\n"
+"\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 xor b\n"
+"\t\t\t\x83 \x84"
+ }
+ }
+ }
+};
+
+#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;
+ const char *title;
+ int count;
+
+ v3f primary_colour;
+ v2i origin;
+ v2i dims;
+}
+career_packs[] =
+{
+ {
+ .pack = cmp_levels_tutorials,
+ .title = "",
+ .count = vg_list_size( cmp_levels_tutorials ),
+ .primary_colour = { 0.204f, 0.345f, 0.553f },
+ .origin = { -4, -2 },
+ .dims = { 1, 7 }
},
{
- (
- 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
+ .pack = cmp_levels_basic,
+ .title = "\x8C\x8D"" Core",
+ .count = vg_list_size( cmp_levels_basic ),
+ .primary_colour = { 0.304f, 0.245f, 0.553f },
+ .origin = { -3, -2 },
+ .dims = { 3, 7 }
},
{
- (
- 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
+ .pack = cmp_levels_grad,
+ .title = "\x8C\x8E"" Challenge",
+ .count = vg_list_size( cmp_levels_grad ),
+ .primary_colour = { 0.75f, 0.23f, 0.39f },
+ .origin = { -4, 5 },
+ .dims = { 4, 1 }
},
{
- (
- 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
+ .pack = cmp_levels_computer,
+ .title = "\x8C\x8F"" 3 Bit computer\n\n (preview)",
+ .count = vg_list_size( cmp_levels_computer ),
+ .primary_colour = { 0.75f, 0.14f, 0.1f },
+ .origin = { -4, 6 },
+ .dims = { 4, 1 }
}
};
+
+// Setup pointers and that
+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_packs ); i ++ )
+ {
+ struct career_level_pack *set = &career_packs[i];
+
+ for( int j = 0; j < set->count; 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_packs ); i ++ )
+ {
+ struct career_level_pack *set = &career_packs[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+
+ 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;
+ }
+ }
+ }
+}