4 #include "game/camera.h"
5 #include "game/level.h"
6 #include "game/level/background.h"
7 #include "game/level/boxes.h"
8 #include "game/level/goals.h"
9 #include "game/level/lava.h"
10 #include "game/level/platforms.h"
11 #include "game/level/player.h"
12 #include "system/error.h"
13 #include "system/lt.h"
14 #include "system/lt/lt_adapters.h"
16 #define LEVEL_GRAVITY 1500.0f
22 platforms_t *platforms;
25 color_t background_color;
26 platforms_t *back_platforms;
27 background_t *background;
31 level_t *create_level_from_file(const char *file_name)
35 lt_t *const lt = create_lt();
40 level_t *const level = PUSH_LT(lt, malloc(sizeof(level_t)), free);
42 throw_error(ERROR_TYPE_LIBC);
46 FILE *level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose_lt);
47 if (level_file == NULL) {
48 throw_error(ERROR_TYPE_LIBC);
53 if (fscanf(level_file, "%6s", color) == EOF) {
54 throw_error(ERROR_TYPE_LIBC);
57 level->background_color = color_from_hexstr(color);
59 level->player = PUSH_LT(lt, create_player_from_stream(level_file), destroy_player);
60 if (level->player == NULL) {
64 level->platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
65 if (level->platforms == NULL) {
69 level->goals = PUSH_LT(lt, create_goals_from_stream(level_file), destroy_goals);
70 if (level->goals == NULL) {
74 level->lava = PUSH_LT(lt, create_lava_from_stream(level_file), destroy_lava);
75 if (level->lava == NULL) {
79 level->back_platforms = PUSH_LT(lt, create_platforms_from_stream(level_file), destroy_platforms);
80 if (level->back_platforms == NULL) {
84 level->boxes = PUSH_LT(lt, create_boxes_from_stream(level_file), destroy_boxes);
85 if (level->boxes == NULL) {
89 level->background = PUSH_LT(lt, create_background(level->background_color), destroy_background);
90 if (level->background == NULL) {
96 fclose(RELEASE_LT(lt, level_file));
101 void destroy_level(level_t *level)
104 RETURN_LT0(level->lt);
107 int level_render(const level_t *level, camera_t *camera)
111 player_focus_camera(level->player, camera);
113 if (camera_clear_background(camera, level->background_color) < 0) {
117 if (background_render(level->background, camera) < 0) {
121 if (platforms_render(level->back_platforms, camera) < 0) {
125 if (player_render(level->player, camera) < 0) {
129 if (boxes_render(level->boxes, camera) < 0) {
133 if (lava_render(level->lava, camera) < 0) {
137 if (platforms_render(level->platforms, camera) < 0) {
141 if (goals_render(level->goals, camera) < 0) {
145 /* TODO(#157): goals_cue is not supposed to be invoked in level_render
147 * But I simply couldn't find a better place for it.
149 goals_cue(level->goals, camera);
154 int level_update(level_t *level, float delta_time)
157 assert(delta_time > 0);
159 player_apply_force(level->player, vec(0.0f, LEVEL_GRAVITY));
160 boxes_apply_force(level->boxes, vec(0.0f, LEVEL_GRAVITY));
162 boxes_update(level->boxes, delta_time);
163 player_update(level->player, delta_time);
165 /* TODO(#202): it is diffcult to introduce more kinds of object into the physics engine */
166 boxes_collide_with_solid(level->boxes, platforms_as_solid(level->platforms));
167 player_collide_with_solid(level->player, platforms_as_solid(level->platforms));
169 boxes_collide_with_lava(level->boxes, level->lava);
170 boxes_collide_with_solid(level->boxes, boxes_as_solid(level->boxes));
171 boxes_collide_with_solid(level->boxes, player_as_solid(level->player));
173 player_collide_with_solid(level->player, boxes_as_solid(level->boxes));
175 boxes_collide_with_solid(level->boxes, platforms_as_solid(level->platforms));
176 player_collide_with_solid(level->player, platforms_as_solid(level->platforms));
178 boxes_collide_with_solid(level->boxes, boxes_as_solid(level->boxes));
179 player_collide_with_solid(level->player, boxes_as_solid(level->boxes));
181 player_hide_goals(level->player, level->goals);
182 player_die_from_lava(level->player, level->lava);
184 goals_update(level->goals, delta_time);
185 goals_checkpoint(level->goals, level->player);
186 lava_update(level->lava, delta_time);
191 int level_event(level_t *level, const SDL_Event *event)
196 switch (event->type) {
198 switch (event->key.keysym.sym) {
200 player_jump(level->player);
205 case SDL_JOYBUTTONDOWN:
206 if (event->jbutton.button == 1) {
207 player_jump(level->player);
215 int level_input(level_t *level,
216 const Uint8 *const keyboard_state,
217 SDL_Joystick *the_stick_of_joy)
220 assert(keyboard_state);
221 (void) the_stick_of_joy;
223 if (keyboard_state[SDL_SCANCODE_A]) {
224 player_move_left(level->player);
225 } else if (keyboard_state[SDL_SCANCODE_D]) {
226 player_move_right(level->player);
227 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
228 player_move_left(level->player);
229 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
230 player_move_right(level->player);
232 player_stop(level->player);
238 int level_reload_preserve_player(level_t *level, const char *file_name)
240 lt_t * const lt = create_lt();
245 /* TODO(#104): duplicate code in create_level_from_file and level_reload_preserve_player */
247 FILE * const level_file = PUSH_LT(lt, fopen(file_name, "r"), fclose_lt);
248 if (level_file == NULL) {
249 throw_error(ERROR_TYPE_LIBC);
254 if (fscanf(level_file, "%6s", color) == EOF) {
255 throw_error(ERROR_TYPE_LIBC);
258 level->background_color = color_from_hexstr(color);
260 player_t * const skipped_player = create_player_from_stream(level_file);
261 if (skipped_player == NULL) {
264 destroy_player(skipped_player);
266 platforms_t * const platforms = create_platforms_from_stream(level_file);
267 if (platforms == NULL) {
270 level->platforms = RESET_LT(level->lt, level->platforms, platforms);
272 goals_t * const goals = create_goals_from_stream(level_file);
276 level->goals = RESET_LT(level->lt, level->goals, goals);
278 lava_t * const lava = create_lava_from_stream(level_file);
282 level->lava = RESET_LT(level->lt, level->lava, lava);
284 platforms_t * const back_platforms = create_platforms_from_stream(level_file);
285 if (back_platforms == NULL) {
288 level->back_platforms = RESET_LT(level->lt, level->back_platforms, back_platforms);
290 boxes_t * const boxes = create_boxes_from_stream(level_file);
291 if (level->boxes == NULL) {
294 level->boxes = RESET_LT(level->lt, level->boxes, boxes);
299 int level_sound(level_t *level, sound_samples_t *sound_samples)
301 if (goals_sound(level->goals, sound_samples) < 0) {
305 if (player_sound(level->player, sound_samples) < 0) {
312 void level_toggle_debug_mode(level_t *level)
314 background_toggle_debug_mode(level->background);