]> git.lizzy.rs Git - shadowclad.git/blobdiff - src/game/level.c
Implement transform math to rotate movement direction
[shadowclad.git] / src / game / level.c
index a16061ab0b3e4167a14569366499f8ace8f2c6be..2b45eecdc2839a9dbb480e79ffea548b4f3e428b 100644 (file)
@@ -1,32 +1,52 @@
-#include <GL/gl.h>
+#include "level.h"
+
 #include <stdlib.h>
+#include <GL/gl.h>
+
+#include "engine/logger.h"
+#include "engine/scene.h"
 
-#include "level.h"
-#include "logger.h"
 #include "player.h"
 
+BlockGrid levelGrid;
+
 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,
-                                &blockWall01, &blockEmpty, &blockWall01 };
+static Transform playerSpawnTransform;
 
-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() {
+       playerSpawnTransform = identity();
+       translate(&playerSpawnTransform, (Vector3D) { .x = -BLOCKGRID_CELL_SIZE,
+                                                     .y = 0.0f,
+                                                     .z = -BLOCKGRID_CELL_SIZE });
 
+       blockWall01.solid = importSolid("assets/wall01.3ds");
 
-void initLevel() {
-       blockWall01.asset3D = importAsset("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 startLevel() {
+       spawnPlayer(playerSpawnTransform);
 }
 
 void buildLevelFromImage(TgaImage* image) {
@@ -45,12 +65,11 @@ void buildLevelFromImage(TgaImage* image) {
                              .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) {
+       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;
@@ -60,7 +79,10 @@ void buildLevelFromImage(TgaImage* image) {
                                        break;
                                case 0xFF00FFFF:
                                        block = &blockEmpty;
-                                       playerSpawnPos = (Vector3D) { x * BLOCKGRID_CELL_SIZE, 0.0f, z * BLOCKGRID_CELL_SIZE };
+                                       playerSpawnTransform = identity();
+                                       translate(&playerSpawnTransform, (Vector3D) { .x = x * BLOCKGRID_CELL_SIZE,
+                                                                                     .y = 0.0f,
+                                                                                     .z = z * BLOCKGRID_CELL_SIZE });
                                        break;
                                default:
                                        block = &blockEmpty;
@@ -71,5 +93,4 @@ void buildLevelFromImage(TgaImage* image) {
        }
        
        levelGrid = newGrid;
-       spawnPlayer();
 }