-#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) {
.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;
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;
}
levelGrid = newGrid;
- spawnPlayer();
}