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, &tex_unkown };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons };
// AUDIO
// ===========================================================================================================
""
"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 );"
"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 );"
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)
{
SHADER_INIT( shader_ball );
SHADER_INIT( shader_background );
SHADER_INIT( shader_wire );
+ SHADER_INIT( shader_buttons );
}
/*
const char *title;
const char *description;
+ int unlocked;
int completed_score;
- int unlocks; // When completed, unlock this many levels
- int linked_unlocks; // When unlocked, unlock this many levels additionally
+ 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",
- .serial_id = 0,
- .unlocks = 1
+ ._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\n"
+ "the marble stream into two",
- .serial_id = 1,
- .unlocks = 1
+ ._unlock = 2,
+ .is_tutorial = 1,
},
+ // r1
{
+ .serial_id = 2,
.title = "PRINCIPLE 3",
.map_name = "cmp_t03",
.description = "Merge transport into one",
- .serial_id = 2,
- .unlocks = 1,
+ ._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\n"
+ "in order to pass",
- .serial_id = 12,
- .unlocks = 3
+ ._unlock = 3,
+ .is_tutorial = 1
}
};
-struct cmp_level cmp_levels_basic[] =
+static struct cmp_level cmp_levels_basic[] =
{
+ // r1
{
+ .serial_id = 3,
.title = "SUBDIVISION 1",
.map_name = "cmp_b01",
- .description = "Simple maths, branching required.",
+ .description = "Sometimes getting the desired amount takes\n"
+ "dividing up the input and recombining it.",
- .serial_id = 3,
- .unlocks = 1
+ ._linked = 4,
+ ._unlock = 6
},
+ // r1
{
+ .serial_id = 4,
.title = "SUBDIVISION 2",
.map_name = "cmp_b02",
- .description = "Simple maths. Futher.",
-
- .serial_id = 4,
- .unlocks = 1
+ .description = "",
+
+ ._linked = 5,
+ ._unlock = 7
},
+ // r1
{
+ .serial_id = 5,
.title = "RESTRUCTURE",
.map_name = "cmp_b03",
- .description = "Not so simple swap",
+ .description = "It is possible to swap these values using\n"
+ "simple division and addition.",
- .serial_id = 5,
- .unlocks = 1
+ ._unlock = 8
},
{
+ .serial_id = 6,
.title = "SERIALIZE",
.map_name = "cmp_b04",
.description = "Merge and sort",
- .serial_id = 6,
- .unlocks = 1
+ ._unlock = 7
},
{
+ .serial_id = 7,
.title = "PATTERNS 1",
.map_name = "cmp_b05",
.description = "Replicate",
- .serial_id = 7,
- .unlocks = 1
+ ._linked = 8
},
{
+ .serial_id = 8,
.title = "PATTERNS 2",
.map_name = "cmp_b06",
.description = "Replicate MORE",
- .serial_id = 8,
- .unlocks = 1
+ ._unlock = 9
},
{
+ .serial_id = 9,
.title = "MIGHTY CONSUMER",
.map_name = "cmp_b07",
.description = "Build a greedy system",
- .serial_id = 9,
- .unlocks = 1
+ ._linked = 10,
+ ._unlock = 11
},
{
+ .serial_id = 10,
.title = "ENCRYPTED 1",
.map_name = "cmp_b08",
.description = "Some configurations may not be valid",
- .serial_id = 10,
- .unlocks = 1
+ ._unlock = 15
},
{
+ .serial_id = 11,
.title = "REVERSE",
.map_name = "cmp_b09",
.description = "Reverse the incoming order. Always length 4",
- .serial_id = 11,
- .unlocks = 1
+ ._unlock = 15
},
+ // r2
{
+ .serial_id = 15,
.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"
+ "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",
- .serial_id = 15,
- .linked_unlocks = 1
+ ._unlock = 16,
+ .is_tutorial = 1
},
+ // r2
{
+ .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",
- .serial_id = 16,
- .unlocks = 1
+ ._unlock = 17
},
{
+ .serial_id = 17,
.title = "PRINCIPLE 6",
.map_name = "cmp_b11",
.description =
"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
+ ._unlock = 18,
+ .is_tutorial = 1
},
{
+ .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,
- .unlocks = 1
+ ._linked = 19,
+ ._unlock = 20
},
{
+ .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,
- .unlocks = 1
+ ._unlock = 20
},
{
+ .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,
- .unlocks = 3
+ ._unlock = 13
}
};
-struct cmp_level cmp_levels_grad[] =
+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.",
+ ._linked = 14
- .serial_id = 13
},
{
+ .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",
+ ._linked = 21
- .serial_id = 14
},
{
+ .serial_id = 21,
.title = "XOR CHIP",
.map_name = "cmp_xor",
.description =
"Significantly more complicated than an AND or NOT gate,\n"
"but possible.",
- .serial_id = 21
+ ._linked = 22
},
{
+ .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
+ "The code: 100110"
}
};
-struct
+#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
+
+/*
+static struct
{
- int total_unlocked;
}
career_local =
{
- .total_unlocked = 1
+};*/
+
+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;
+ }
+ }
+}