2 #include "system/stacktrace.h"
5 #include "game/camera.h"
6 #include "game/level.h"
7 #include "game/level/background.h"
8 #include "game/level/boxes.h"
9 #include "game/level/goals.h"
10 #include "game/level/labels.h"
11 #include "game/level/lava.h"
12 #include "game/level/platforms.h"
13 #include "game/level/player.h"
14 #include "game/level/regions.h"
15 #include "game/level/rigid_bodies.h"
16 #include "game/level/level_editor/rect_layer.h"
17 #include "game/level/level_editor/point_layer.h"
18 #include "game/level/level_editor/player_layer.h"
19 #include "game/level/level_editor/label_layer.h"
20 #include "game/level/level_editor/background_layer.h"
21 #include "system/log.h"
22 #include "system/lt.h"
23 #include "system/nth_alloc.h"
24 #include "system/str.h"
25 #include "game/level/level_editor.h"
26 #include "ui/console.h"
28 #define LEVEL_GRAVITY 1500.0f
29 #define JOYSTICK_THRESHOLD 1000
41 Background background;
42 RigidBodies *rigid_bodies;
47 Platforms back_platforms;
53 Level *create_level_from_level_editor(const LevelEditor *level_editor)
55 trace_assert(level_editor);
59 Level *level = PUSH_LT(
61 nth_calloc(1, sizeof(Level)),
68 level->background = create_background(
70 &level_editor->background_layer.color_picker));
72 level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
73 if (level->rigid_bodies == NULL) {
77 level->player = PUSH_LT(
79 create_player_from_player_layer(
80 &level_editor->player_layer,
83 if (level->player == NULL) {
87 level->platforms = create_platforms_from_rect_layer(level_editor->platforms_layer);
89 level->goals = PUSH_LT(
91 create_goals_from_point_layer(level_editor->goals_layer),
93 if (level->goals == NULL) {
97 level->lava = PUSH_LT(
99 create_lava_from_rect_layer(level_editor->lava_layer),
101 if (level->lava == NULL) {
105 level->back_platforms =
106 create_platforms_from_rect_layer(level_editor->back_platforms_layer);
108 level->boxes = PUSH_LT(
110 create_boxes_from_rect_layer(level_editor->boxes_layer, level->rigid_bodies),
112 if (level->boxes == NULL) {
116 level->labels = PUSH_LT(
118 create_labels_from_label_layer(level_editor->label_layer),
120 if (level->labels == NULL) {
124 level->regions = PUSH_LT(
126 create_regions_from_rect_layer(
127 level_editor->regions_layer,
131 if (level->regions == NULL) {
138 void destroy_level(Level *level)
141 RETURN_LT0(level->lt);
144 int level_render(const Level *level, const Camera *camera)
148 if (background_render(&level->background, camera) < 0) {
152 if (platforms_render(&level->back_platforms, camera) < 0) {
156 if (player_render(level->player, camera) < 0) {
160 if (boxes_render(level->boxes, camera) < 0) {
164 if (lava_render(level->lava, camera) < 0) {
168 if (platforms_render(&level->platforms, camera) < 0) {
172 if (goals_render(level->goals, camera) < 0) {
176 if (labels_render(level->labels, camera) < 0) {
180 if (regions_render(level->regions, camera) < 0) {
187 int level_update(Level *level, float delta_time)
190 trace_assert(delta_time > 0);
192 if (level->state == LEVEL_STATE_PAUSE) {
196 boxes_float_in_lava(level->boxes, level->lava);
197 rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
199 boxes_update(level->boxes, delta_time);
200 player_update(level->player, delta_time);
202 rigid_bodies_collide(level->rigid_bodies, &level->platforms);
204 player_die_from_lava(level->player, level->lava);
205 regions_player_enter(level->regions, level->player);
206 regions_player_leave(level->regions, level->player);
208 goals_update(level->goals, delta_time);
209 lava_update(level->lava, delta_time);
210 labels_update(level->labels, delta_time);
216 int level_event_idle(Level *level, const SDL_Event *event,
217 Camera *camera, Sound_samples *sound_samples)
221 switch (event->type) {
223 switch (event->key.keysym.sym) {
227 player_jump(level->player);
231 level->state = LEVEL_STATE_PAUSE;
232 camera->blackwhite_mode = true;
233 sound_samples_toggle_pause(sound_samples);
237 camera_toggle_debug_mode(camera);
242 case SDL_JOYBUTTONDOWN:
243 if (event->jbutton.button == 1) {
244 player_jump(level->player);
253 int level_event_pause(Level *level, const SDL_Event *event,
254 Camera *camera, Sound_samples *sound_samples)
258 switch (event->type) {
260 switch (event->key.keysym.sym) {
262 level->state = LEVEL_STATE_IDLE;
263 camera->blackwhite_mode = false;
264 sound_samples_toggle_pause(sound_samples);
273 int level_event(Level *level, const SDL_Event *event,
274 Camera *camera, Sound_samples *sound_samples)
279 switch (level->state) {
280 case LEVEL_STATE_IDLE: {
281 return level_event_idle(level, event, camera, sound_samples);
284 case LEVEL_STATE_PAUSE: {
285 return level_event_pause(level, event, camera, sound_samples);
292 int level_input(Level *level,
293 const Uint8 *const keyboard_state,
294 SDL_Joystick *the_stick_of_joy)
297 trace_assert(keyboard_state);
299 if (level->state == LEVEL_STATE_PAUSE) {
303 if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
304 player_move_left(level->player);
305 } else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
306 player_move_right(level->player);
307 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
308 player_move_left(level->player);
309 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
310 player_move_right(level->player);
312 player_stop(level->player);
318 int level_sound(Level *level, Sound_samples *sound_samples)
320 if (level->state == LEVEL_STATE_PAUSE) {
324 if (goals_sound(level->goals, sound_samples) < 0) {
328 if (player_sound(level->player, sound_samples) < 0) {
335 int level_enter_camera_event(Level *level, Camera *camera)
337 if (level->state == LEVEL_STATE_PAUSE) {
341 player_focus_camera(level->player, camera);
342 camera_scale(camera, 1.0f);
344 goals_cue(level->goals, camera);
345 goals_checkpoint(level->goals, level->player);
346 labels_enter_camera_event(level->labels, camera);
350 void level_disable_pause_mode(Level *level, Camera *camera,
351 Sound_samples *sound_samples)
354 trace_assert(camera);
355 trace_assert(sound_samples);
356 level->state = LEVEL_STATE_IDLE;
357 camera->blackwhite_mode = false;
358 sound_samples_toggle_pause(sound_samples);