#include #include #include "level.h" #include "logger.h" #include "player.h" static Block blockEmpty = { .type = BLOCKTYPE_SPACE, .asset3D = NULL }; static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE, .asset3D = NULL }; static Block* testBlocks[9] = { &blockWall01, &blockWall01, &blockWall01, &blockEmpty, &blockEmpty, &blockEmpty, &blockWall01, &blockEmpty, &blockWall01 }; BlockGrid levelGrid = { .width = 3, .depth = 3, .blocks = testBlocks }; #define DEFAULT_PLAYER_SPAWN_POS { -BLOCKGRID_CELL_SIZE, 0.0f, -BLOCKGRID_CELL_SIZE } Vector3D playerSpawnPos = DEFAULT_PLAYER_SPAWN_POS; void initLevel() { blockWall01.asset3D = importAsset("assets/wall01.3ds"); buildLevelFromImage(readTga("assets/level01.tga")); } void buildLevelFromImage(TgaImage* image) { if (image == NULL) { logError("Null image received, cannot build level"); return; } if (image->header.imageBpp != 32) { logError("Invalid level image format (%d bpp)", image->header.imageBpp); return; } BlockGrid newGrid = { .width = image->header.imageWidth, .depth = image->header.imageHeight, .blocks = malloc(image->header.imageWidth * image->header.imageHeight * sizeof(Block*)) }; playerSpawnPos = (Vector3D) DEFAULT_PLAYER_SPAWN_POS; for (int row = 0; row < newGrid.depth; ++row) { for (int x = 0; x < newGrid.width; ++x) { // Flip the image vertically due to (0, 0) being bottom left int z = newGrid.depth - row - 1; uint32_t pixelColorARGB = ((uint32_t*) image->bytes)[(row * newGrid.width) + x]; Block* block; switch (pixelColorARGB) { case 0xFFFF0000: block = &blockWall01; break; case 0xFF00FFFF: block = &blockEmpty; playerSpawnPos = (Vector3D) { x * BLOCKGRID_CELL_SIZE, 0.0f, z * BLOCKGRID_CELL_SIZE }; break; default: block = &blockEmpty; break; } setBlockInGrid(newGrid, x, z, block); } } levelGrid = newGrid; spawnPlayer(); }