X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=5851b5e3bb282485c95e9464cde07804c8932536;hb=5293bf2e9c4f30d5b01f1e1638c00509c1674768;hp=e3abf07bd3da513c1a24328f5244fc3829468b97;hpb=313de221328d756742ddc6f52386d9ddae067e7c;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index e3abf07..5851b5e 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -4,11 +4,13 @@ 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 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_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, &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 = { @@ -90,16 +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) @@ -110,6 +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 @@ -139,47 +174,10 @@ SHADER_DEFINE( shader_tile_colour, 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;" - "uniform vec2 uOffset;" + "uniform vec3 uOffset;" "uniform mat3 uPv;" "" "out vec4 aTexCoords;" @@ -187,7 +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 @@ -217,7 +215,6 @@ SHADER_DEFINE( shader_ball, "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;" @@ -275,7 +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 );" @@ -333,7 +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 );" @@ -399,6 +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) { @@ -407,6 +441,7 @@ void vg_register(void) SHADER_INIT( shader_ball ); SHADER_INIT( shader_background ); SHADER_INIT( shader_wire ); + SHADER_INIT( shader_buttons ); } /* @@ -579,3 +614,338 @@ u32 const MESH_NUMBERS_OFFSETS[][2] = vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR } }; + +struct cmp_level +{ + const char *map_name; + 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; +}; + +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\n" + "the marble 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\n" + "in order to pass", + + ._unlock = 3, + .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\n" + "intern built for us is sending twice as many\n" + "yellows as needed. We need to send the\n" + "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\n" + "dividing up the input and recombining it.", + + ._linked = 4, + ._unlock = 5 + }, + // r1 GM + { + .serial_id = 4, + .title = "SUBDIVISION 2", + .map_name = "cmp_b02", + .description = "", + + ._unlock = 7 + }, + // r1 GM + { + .serial_id = 5, + .title = "RESTRUCTURE", + .map_name = "cmp_b03", + .description = "It is possible to swap these values using\n" + "simple division and addition.", + + ._unlock = 8 + }, + // r2 GM + { + .serial_id = 7, + .title = "PATTERNS 1", + .map_name = "cmp_b05", + .description = "Replicate", + + ._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 + }, + { + .serial_id = 10, + .title = "ENCRYPTED 1", + .map_name = "cmp_b08", + .description = "Some configurations may not be valid", + + ._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.", + + ._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.", + + ._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", + ._unlock = 13 + } +}; + +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 = 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 = 21, + .title = "XOR CHIP", + .map_name = "cmp_xor", + .description = + "Significantly more complicated than an AND or NOT gate,\n" + "but possible.", + ._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" + } +}; + +#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad )) + +/* +static struct +{ +} +career_local = +{ +};*/ + +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; + } + } +}