X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=f5b392a898648b6fd43eac60af963ce490decbd8;hb=fd38181c04912e86aeb757603ca08041ce2e6f69;hp=da8b8ea2052b31275b22735697b7924168351468;hpb=42fc2b14afbe5a37bdd469b9bac5f642bc50ccc4;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index da8b8ea..f5b392a 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -7,8 +7,10 @@ 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 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 }; +vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons }; // AUDIO // =========================================================================================================== @@ -90,12 +92,27 @@ sfx_system audio_system_balls_extra = .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 ); @@ -239,7 +256,7 @@ 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 );" @@ -297,7 +314,7 @@ 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 );" @@ -363,6 +380,43 @@ 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) { @@ -371,6 +425,7 @@ void vg_register(void) SHADER_INIT( shader_ball ); SHADER_INIT( shader_background ); SHADER_INIT( shader_wire ); + SHADER_INIT( shader_buttons ); } /* @@ -550,217 +605,329 @@ struct cmp_level 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; }; -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 + ._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 + ._unlock = 2, + .is_tutorial = 1, }, + // r1 { + .serial_id = 2, .title = "PRINCIPLE 3", .map_name = "cmp_t03", .description = "Merge transport into one", - .serial_id = 2 + ._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 + ._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 + ._linked = 4, + ._unlock = 6 }, + // r1 { + .serial_id = 4, .title = "SUBDIVISION 2", .map_name = "cmp_b02", - .description = "Simple maths. Futher.", - - .serial_id = 4 + .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 + ._unlock = 8 }, { + .serial_id = 6, .title = "SERIALIZE", .map_name = "cmp_b04", .description = "Merge and sort", - .serial_id = 6 + ._unlock = 7 }, { + .serial_id = 7, .title = "PATTERNS 1", .map_name = "cmp_b05", .description = "Replicate", - .serial_id = 7 + ._linked = 8 }, { + .serial_id = 8, .title = "PATTERNS 2", .map_name = "cmp_b06", .description = "Replicate MORE", - .serial_id = 8 + ._unlock = 9 }, { + .serial_id = 9, .title = "MIGHTY CONSUMER", .map_name = "cmp_b07", .description = "Build a greedy system", - .serial_id = 9 + ._linked = 10, + ._unlock = 11 }, { + .serial_id = 10, .title = "ENCRYPTED 1", .map_name = "cmp_b08", .description = "Some configurations may not be valid", - .serial_id = 10 + ._unlock = 15 }, { + .serial_id = 11, .title = "REVERSE", .map_name = "cmp_b09", .description = "Reverse the incoming order. Always length 4", - .serial_id = 11 + ._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\n" - "as part of your training package, you will now be\n" - "tasked to complete them", + "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 + ._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,\n" - "Do your best to utilize principle 5 to get the job\n" - "done.", + "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 + ._unlock = 17 }, { + .serial_id = 17, .title = "PRINCIPLE 6", .map_name = "cmp_b11", .description = - "While hovering over a simple tile peice, right click\n" - "and drag to start creating a wire. These can be\n" - "connected to the left, or right recieving pins of a\n" - "Twisty Turny(TM) peice.\n" + "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\n" - "be set to left or right rotating only. As indicated\n" - "by the status arrow beneath them\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\n" - "the left and right inputs are recieved at the same\n" - "time, this results in no operation being performed,\n" - "and no state changes take place in the Twisty Turny(TM)\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 + ._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 + ._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 + ._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 + ._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 = - "Spit your inputs up into a third of its value\n" + "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" + } +}; + +#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; + } + } +}