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assets.c
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assets.c
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#include <jo/jo.h>
#include "assets.h"
#include "util.h"
jo_palette g_GamePalette = {0};
static void loadSpriteAssets(void);
static jo_palette* setGamePalette(void);
// loads PCMs from the CD to the g_Assets struct
void loadPCMAssets(void)
{
jo_audio_load_pcm("CRACK.PCM", JoSoundMono16Bit, &g_Assets.crackPCM);
g_Assets.crackPCM.sample_rate = 27086;
jo_audio_load_pcm("EXPLODE.PCM", JoSoundMono16Bit, &g_Assets.explodePCM);
g_Assets.explodePCM.sample_rate = 27086;
return;
}
void playCDTrack(int track)
{
jo_audio_play_cd_track(track, track, false);
}
// callback when an image is loaded
// Used to set the single palette shared by all of the game sprites
static jo_palette* setGamePalette(void)
{
jo_create_palette(&g_GamePalette);
// Not quite sure why I need to return the palette
return &g_GamePalette;
}
// loads audio and graphic assets
void loadAssets(void)
{
loadPCMAssets();
// performance optimization by ReyeMe
jo_fs_cd("TEX");
loadSpriteAssets();
for(unsigned int i = 0; i < COUNTOF(g_Assets.randomizedColors); i++)
{
g_Assets.randomizedColors[i] = i;
}
shuffleArray((unsigned int*)&g_Assets.randomizedColors, COUNTOF(g_Assets.randomizedColors));
// back to root dir
jo_fs_cd("..");
}
static void initTileset(jo_tile* tileset, unsigned int numSprites, unsigned int spritesPerRow, int width, int height)
{
unsigned int col = 0;
unsigned int row = 0;
for(unsigned int i = 0; i < numSprites; i++)
{
col = i % spritesPerRow;
row = i / spritesPerRow;
tileset[i].x = col * width;
tileset[i].y = row * height;
tileset[i].height = height;
tileset[i].width = width;
}
}
// loads each sprite
// we are already CDed into the "TEX" directory
// each sprite is a 8 bpp paletted TGA
// each sprite uses the same palette
static void loadSpriteAssets(void)
{
#define NUM_CURSORS_SPRITES 12
#define NUM_FLAGS_SPRITES 12
#define NUM_GRID_SPRITES 10
#define NUM_MINE_SPRITES 5
#define NUM_TEAM_SELECT_SPRITES 2
#define NUM_PAUSE_LETTERS_SPRITES 6
#define NUM_SCORE_DIGITS_SPRITES 10
#define NUM_CRACKS_SPRITES 4
#define NUM_SCORES_SPRITES 120
#define NUM_TITLE_TEXT_SPRITES 10
#define NUM_SHADOW_TITLE_TEXT_SPRITES 10
#define NUM_PAUSE_TEXT_SPRITES 3
#define NUM_EXPLOSION_SPRITES 6
jo_tile cursors_tileset[NUM_CURSORS_SPRITES] = {0};
jo_tile flags_tileset[NUM_FLAGS_SPRITES] = {0};
jo_tile grid_tileset[NUM_GRID_SPRITES] = {0};
jo_tile mines_tileset[NUM_MINE_SPRITES] = {0};
jo_tile team_select_tileset[NUM_TEAM_SELECT_SPRITES] = {0};
jo_tile pause_letters_tileset[NUM_PAUSE_LETTERS_SPRITES] = {0};
jo_tile score_digits_tileset[NUM_SCORE_DIGITS_SPRITES] = {0};
jo_tile scores_digits_tileset[NUM_SCORES_SPRITES] = {0};
jo_tile cracks_tileset[NUM_CRACKS_SPRITES] = {0};
jo_tile title_text_tileset[NUM_TITLE_TEXT_SPRITES] = {0};
jo_tile title_shadow_text_tileset[NUM_SHADOW_TITLE_TEXT_SPRITES] = {0};
jo_tile pause_text_tileset[NUM_PAUSE_TEXT_SPRITES] = {0};
jo_tile explosion_tileset[NUM_EXPLOSION_SPRITES] = {0};
int palette_transparent_index = 2;
// Set the global palette shared by all sprites in the game
jo_set_tga_palette_handling(setGamePalette);
g_Assets.title = jo_sprite_add_tga(NULL, "TITLE.TGA", palette_transparent_index);
jo_set_tga_palette_handling(JO_NULL);
//g_Assets.closed = jo_sprite_add_tga(NULL, "CLOSED.TGA", palette_transparent_index);
//g_Assets.open = jo_sprite_add_tga(NULL, "OPEN.TGA", palette_transparent_index);
initTileset(cursors_tileset, COUNTOF(cursors_tileset), 12, 16, 16);
initTileset(flags_tileset, COUNTOF(flags_tileset), 12, 24, 22);
initTileset(grid_tileset, COUNTOF(grid_tileset), 10, 24, 22);
initTileset(mines_tileset, COUNTOF(mines_tileset), 5, 24, 22);
initTileset(team_select_tileset, COUNTOF(team_select_tileset), 2, 48, 28);
initTileset(pause_letters_tileset, COUNTOF(pause_letters_tileset), 6, 8, 8);
initTileset(score_digits_tileset, COUNTOF(score_digits_tileset), 10, 16, 16);
initTileset(scores_digits_tileset, COUNTOF(scores_digits_tileset), 10, 16, 16);
initTileset(cracks_tileset, COUNTOF(cracks_tileset), 4, 32, 32);
initTileset(title_text_tileset, COUNTOF(title_text_tileset), 1, 224, 22);
initTileset(title_shadow_text_tileset, COUNTOF(title_shadow_text_tileset), 1, 224, 22);
initTileset(pause_text_tileset, COUNTOF(pause_text_tileset), 1, 72, 12);
initTileset(explosion_tileset, COUNTOF(explosion_tileset), 6, 72, 72);
g_Assets.cursors[0] = jo_sprite_add_tga_tileset(NULL, "CURSORS.TGA", palette_transparent_index, cursors_tileset, COUNTOF(cursors_tileset));
for(unsigned int i = 0; i < 12; i++)
{
g_Assets.cursors[i] = g_Assets.cursors[0] + i;
}
g_Assets.flags[0] = jo_sprite_add_tga_tileset(NULL, "FLAGS.TGA", palette_transparent_index, flags_tileset, COUNTOF(flags_tileset));
for(unsigned int i = 0; i < 12; i++)
{
g_Assets.flags[i] = g_Assets.flags[0] + i;
}
g_Assets.flags2[0] = jo_sprite_add_tga_tileset(NULL, "FLAGS2.TGA", palette_transparent_index, flags_tileset, COUNTOF(flags_tileset));
for(unsigned int i = 0; i < 12; i++)
{
g_Assets.flags2[i] = g_Assets.flags2[0] + i;
}
g_Assets.scores[0][0] = jo_sprite_add_tga_tileset(NULL, "SCORE.TGA", palette_transparent_index, scores_digits_tileset, COUNTOF(scores_digits_tileset));
for(unsigned int i = 0; i < 12; i++)
{
for(unsigned int j = 0; j < 10; j++)
{
g_Assets.scores[i][j] = g_Assets.scores[0][0] + (i*10) + j;
}
}
//TODO: document
g_Assets.closed = jo_sprite_add_tga_tileset(NULL, "GRID.TGA", palette_transparent_index, grid_tileset, COUNTOF(grid_tileset));
for(unsigned int i = 0; i < 9; i++)
{
g_Assets.digits[i] = g_Assets.closed + i + 1;
}
g_Assets.mine = jo_sprite_add_tga_tileset(NULL, "MINES.TGA", palette_transparent_index, mines_tileset, COUNTOF(mines_tileset));
g_Assets.mine_exploded = g_Assets.mine + 1;
g_Assets.mine_first = g_Assets.mine + 2;
g_Assets.mine_wrong = g_Assets.mine + 3;
g_Assets.mine_wrong_ts = g_Assets.mine + 4;
g_Assets.open_select = jo_sprite_add_tga_tileset(NULL, "TS_GRID.TGA", palette_transparent_index, team_select_tileset, COUNTOF(team_select_tileset));
g_Assets.mine_exploded_select = g_Assets.open_select + 1;
g_Assets.pause_c = jo_sprite_add_tga_tileset(NULL, "TABLEH.TGA", palette_transparent_index, pause_letters_tileset, COUNTOF(pause_letters_tileset));
g_Assets.pause_d = g_Assets.pause_c + 1;
g_Assets.pause_p = g_Assets.pause_c + 2;
g_Assets.pause_r = g_Assets.pause_c + 3;
g_Assets.pause_s = g_Assets.pause_c + 4;
g_Assets.pause_t = g_Assets.pause_c + 5;
g_Assets.horizontal_seperator = jo_sprite_add_tga(NULL, "SEPH.TGA", palette_transparent_index);
g_Assets.vertical_seperator = jo_sprite_add_tga(NULL, "SEPV.TGA", palette_transparent_index);
g_Assets.cracks[0] = jo_sprite_add_tga_tileset(NULL, "CRACKS.TGA", palette_transparent_index, cracks_tileset, COUNTOF(cracks_tileset));
for(unsigned int i = 0; i < 4; i++)
{
g_Assets.cracks[i] = g_Assets.cracks[0] + i;
}
// title screen text
g_Assets.mode = jo_sprite_add_tga_tileset(NULL, "TEXT.TGA", palette_transparent_index, title_text_tileset, COUNTOF(title_text_tileset));
g_Assets.mode_s = jo_sprite_add_tga_tileset(NULL, "TEXTS.TGA", palette_transparent_index, title_shadow_text_tileset, COUNTOF(title_shadow_text_tileset));
g_Assets.difficulty = g_Assets.mode + 1;
g_Assets.difficulty_s = g_Assets.mode_s + 1;
g_Assets.start = g_Assets.mode + 2;
g_Assets.start_s = g_Assets.mode_s + 2;
for(unsigned int i = 0; i < 3; i++)
{
g_Assets.difficulties[i] = g_Assets.mode + 3 + i;
g_Assets.difficulties_s[i] = g_Assets.mode_s + 3 + i;
}
for(unsigned int i = 0; i < 4; i++)
{
g_Assets.modes[i] = g_Assets.mode + 6 + i;
g_Assets.modes_s[i] = g_Assets.mode_s + 6 + i;
}
g_Assets.resume = jo_sprite_add_tga_tileset(NULL, "STEXT.TGA", palette_transparent_index, pause_text_tileset, COUNTOF(pause_text_tileset));
g_Assets.retry = g_Assets.resume + 1;
g_Assets.exit = g_Assets.resume + 2;
g_Assets.explosions[0] = jo_sprite_add_tga_tileset(NULL, "EXPLOS.TGA", palette_transparent_index, explosion_tileset, COUNTOF(explosion_tileset));
for(unsigned int i = 0; i < COUNTOF(g_Assets.explosions); i++)
{
g_Assets.explosions[i] = g_Assets.explosions[0] + i;
}
g_Assets.horizontal_line = jo_sprite_add_tga(NULL, "TS_HOR.TGA", palette_transparent_index);
g_Assets.vertical_line = jo_sprite_add_tga(NULL, "TS_VER.TGA", palette_transparent_index);
}