X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=c06c17de94edf307c635bb00ea0134c4dc3662b8;hb=638d6ecd580b58ee2fc35d24e8af46b28fd9d675;hp=841cf93ffb366d43a16aaa09f9e4d25290edb3f1;hpb=e0e759c11d13aa83b2621268fb3f41b2dfc5033d;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index 841cf93..c06c17d 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -1,12 +1,15 @@ // TEXTURES // =========================================================================================================== -vg_tex2d tex_tile_data = { .path = "textures/tileset.png" }; -vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.png" }; -vg_tex2d tex_wood = { .path = "textures/wood.png" }; -vg_tex2d tex_ball = { .path = "textures/ball.png", .flags = VG_TEXTURE_CLAMP }; +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_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 *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball }; +vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur, &tex_unkown }; // AUDIO // =========================================================================================================== @@ -19,7 +22,6 @@ sfx_system audio_system_sfx = .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, - .fadeout_length = FADEOUT_LENGTH, .name = "sfx" }; @@ -35,19 +37,97 @@ sound/mod_06.ogg\0", .flags = 0 }; +sfx_set audio_splitter = +{ + .sources = "\ +sound/splitter_01.ogg\0" +}; + +sfx_set audio_rolls = +{ + .sources = "\ +sound/rolling_01.ogg\0\ +sound/rolling_02.ogg\0" +}; + +sfx_set audio_random = +{ + .sources = "\ +sound/random_01.ogg\0\ +sound/random_02.ogg\0\ +sound/random_03.ogg\0\ +sound/random_04.ogg\0\ +sound/random_05.ogg\0\ +sound/random_06.ogg\0\ +sound/random_07.ogg\0\ +sound/random_08.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 +}; + +// Various oneshots +sfx_system audio_system_balls_switching = +{ + .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, + .name = "Balls Switching" +}; + +// Gameplay critical sounds eg. splitter sound rocking +sfx_system audio_system_balls_important = +{ + .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, + .name = "Balls Gameplay" +}; + +// Suplemental sounds +sfx_system audio_system_balls_extra = +{ + .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, + .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 ); + sfx_set_init( &audio_rolls, NULL ); + sfx_set_init( &audio_random, NULL ); } static void resource_free_main(void) { - vg_tex2d_free( texture_list, vg_list_size( texture_list ) ); + vg_tex2d_free( texture_list, vg_list_size( texture_list ) ); + sfx_set_free( &audio_tile_mod ); + sfx_set_free( &audio_splitter ); + sfx_set_free( &audio_rolls ); + sfx_set_free( &audio_random ); } // SHADERS @@ -83,16 +163,16 @@ SHADER_DEFINE( shader_ball, "uniform vec2 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 );" "gl_Position = vec4( uPv * worldpos, 1.0 );" + + // Create texture coords + "aTexCoords = vec4( a_co, worldpos.xy );" "}", // FRAGMENT @@ -100,16 +180,33 @@ SHADER_DEFINE( shader_ball, "" "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*0.9 + (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 );" + + "FragColor = colour_comp;" "}" , - UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" }) + UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" }) ) SHADER_DEFINE( shader_tile_main, @@ -149,6 +246,7 @@ SHADER_DEFINE( shader_tile_main, "uniform sampler2D uTexGlyphs;" "uniform sampler2D uTexWood;" "uniform float uGhost;" + "uniform float uForeground;" "uniform vec2 uMousePos;" "uniform vec4 uColour;" "" @@ -157,7 +255,7 @@ 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 );" @@ -165,7 +263,7 @@ SHADER_DEFINE( shader_tile_main, "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );" - "vec4 output_regular = vec4( wood_comp * shadows, glyph.b );" + "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 );" @@ -173,12 +271,571 @@ SHADER_DEFINE( shader_tile_main, "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;" "}" , - UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour" }) + UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" }) ) +SHADER_DEFINE( shader_background, + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform mat3 uPv;" + "uniform vec3 uOffset;" + "" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + "vec2 world_pos = a_co * uOffset.z + uOffset.xy;" + "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );" + "aTexCoords = a_co;" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "" + "uniform sampler2D uTexMain;" + "uniform sampler2D uSamplerNoise;" + "uniform float uVariance;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "float ao_accum = 0.0;" + "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;" + "vec4 background = texture( uTexMain, aTexCoords + random_noise );" + "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);" + "}" + "ao_accum *= 0.15;" + + "vec4 data_this_tile = texture( uTexMain, aTexCoords );" + + "ao_accum -= data_this_tile.r;" + + "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 );" + "float edge_contrast = (1.0-ao_accum*0.2);" + + "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);" + + "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );" + "}" + , + UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" }) +) + +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 );" + + "vec2 line_tangent = normalize(p1.xy-p0.xy);" + "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );" + + "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;" + + "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;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "FragColor = uColour;" + "}" + , + UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" }) +) + + void vg_register(void) { SHADER_INIT( shader_tile_colour ); SHADER_INIT( shader_tile_main ); SHADER_INIT( shader_ball ); + SHADER_INIT( shader_background ); + SHADER_INIT( shader_wire ); +} + +/* + 0000 0 | 0001 1 | 0010 2 | 0011 3 + | | | | | + X | X= | X | X= + | | | + 0100 4 | 0101 5 | 0110 6 | 0111 7 + | | | | | + =X | =X= | =X | =X= + | | | + 1000 8 | 1001 9 | 1010 10 | 1011 11 + | | | | | + X | X= | X | X= + | | | | | | | + 1100 12 | 1101 13 | 1110 14 | 1111 15 + | | | | | + =X | =X= | =X | =X= + | | | | | | | +*/ + +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; + + int completed_score; + + int unlocks; // When completed, unlock this many levels + int linked_unlocks; // When unlocked, unlock this many levels additionally + + int serial_id; + + SteamLeaderboard_t steam_leaderboard; +}; + +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 to split\n" + "the marble stream into two", + + .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\n" + "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, except more.", + + .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 + } +}; + +#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad )) + +struct +{ + int total_unlocked; } +career_local = +{ + .total_unlocked = 1 +}; + +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 ) + } +};