]> git.lizzy.rs Git - shadowclad.git/blobdiff - src/game/level.c
Fix typo causing defective level scene tree
[shadowclad.git] / src / game / level.c
index 21275dd797cbd40e8e7a664fed17c5b748398cdf..0dd1d6146ee20416bc159faf3a5bfcc26c4d57cf 100644 (file)
@@ -2,14 +2,15 @@
 #include <stdlib.h>
 
 #include "engine/logger.h"
+#include "engine/scene.h"
 
 #include "level.h"
 #include "player.h"
 
 static Block blockEmpty = { .type = BLOCKTYPE_SPACE,
-                            .asset3D = NULL };
+                            .solid = NULL };
 static Block blockWall01 = { .type = BLOCKTYPE_OBSTACLE,
-                             .asset3D = NULL };
+                             .solid = NULL };
 
 static Block* testBlocks[9] = { &blockWall01, &blockWall01, &blockWall01,
                                 &blockEmpty, &blockEmpty, &blockEmpty,
@@ -25,9 +26,24 @@ Vector3D playerSpawnPos = DEFAULT_PLAYER_SPAWN_POS;
 
 
 void initLevel() {
-       blockWall01.asset3D = importAsset("assets/wall01.3ds");
+       blockWall01.solid = importSolid("assets/wall01.3ds");
        
        buildLevelFromImage(readTga("assets/level01.tga"));
+       
+       Scene* levelScene = newScene();
+       
+       for (size_t z = 0; z < levelGrid.depth; ++z) {
+               for (size_t x = 0; x < levelGrid.width; ++x) {
+                       Scene* blockScene = newScene();
+                       translate(&blockScene->transform, (Vector3D) { .x = x * BLOCKGRID_CELL_SIZE,
+                                                                      .y = 0.0f,
+                                                                      .z = z * BLOCKGRID_CELL_SIZE });
+                       blockScene->solid = getBlockFromGrid(levelGrid, x, z)->solid;
+                       insertChildScene(levelScene, blockScene);
+               }
+       }
+
+       currentScene = levelScene;
 }
 
 void buildLevelFromImage(TgaImage* image) {
@@ -48,10 +64,10 @@ void buildLevelFromImage(TgaImage* image) {
                                               * sizeof(Block*)) };
        playerSpawnPos = (Vector3D) DEFAULT_PLAYER_SPAWN_POS;
        
-       for (int row = 0; row < newGrid.depth; ++row) {
-               for (int x = 0; x < newGrid.width; ++x) {
+       for (size_t row = 0; row < newGrid.depth; ++row) {
+               for (size_t x = 0; x < newGrid.width; ++x) {
                        // Flip the image vertically due to (0, 0) being bottom left
-                       int z = newGrid.depth - row - 1;
+                       size_t z = newGrid.depth - row - 1;
                        
                        uint32_t pixelColorARGB = ((uint32_t*) image->bytes)[(row * newGrid.width) + x];
                        Block* block;