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 = PUSH_LT(
89 create_platforms_from_rect_layer(&level_editor->platforms_layer),
91 if (level->platforms == NULL) {
95 level->goals = PUSH_LT(
97 create_goals_from_point_layer(&level_editor->goals_layer),
99 if (level->goals == NULL) {
103 level->lava = PUSH_LT(
105 create_lava_from_rect_layer(&level_editor->lava_layer),
107 if (level->lava == NULL) {
111 level->back_platforms = PUSH_LT(
113 create_platforms_from_rect_layer(&level_editor->back_platforms_layer),
115 if (level->back_platforms == NULL) {
119 level->boxes = PUSH_LT(
121 create_boxes_from_rect_layer(&level_editor->boxes_layer, level->rigid_bodies),
123 if (level->boxes == NULL) {
127 level->labels = PUSH_LT(
129 create_labels_from_label_layer(&level_editor->label_layer),
131 if (level->labels == NULL) {
135 level->regions = PUSH_LT(
137 create_regions_from_rect_layer(
138 &level_editor->regions_layer,
142 if (level->regions == NULL) {
149 void destroy_level(Level *level)
152 RETURN_LT0(level->lt);
155 int level_render(const Level *level, const Camera *camera)
159 if (background_render(&level->background, camera) < 0) {
163 if (platforms_render(level->back_platforms, camera) < 0) {
167 if (player_render(level->player, camera) < 0) {
171 if (boxes_render(level->boxes, camera) < 0) {
175 if (lava_render(level->lava, camera) < 0) {
179 if (platforms_render(level->platforms, camera) < 0) {
183 if (goals_render(level->goals, camera) < 0) {
187 if (labels_render(level->labels, camera) < 0) {
191 if (regions_render(level->regions, camera) < 0) {
198 int level_update(Level *level, float delta_time)
201 trace_assert(delta_time > 0);
203 if (level->state == LEVEL_STATE_PAUSE) {
207 boxes_float_in_lava(level->boxes, level->lava);
208 rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
210 boxes_update(level->boxes, delta_time);
211 player_update(level->player, delta_time);
213 rigid_bodies_collide(level->rigid_bodies, level->platforms);
215 player_die_from_lava(level->player, level->lava);
216 regions_player_enter(level->regions, level->player);
217 regions_player_leave(level->regions, level->player);
219 goals_update(level->goals, delta_time);
220 lava_update(level->lava, delta_time);
221 labels_update(level->labels, delta_time);
227 int level_event_idle(Level *level, const SDL_Event *event,
228 Camera *camera, Sound_samples *sound_samples)
232 switch (event->type) {
234 switch (event->key.keysym.sym) {
238 player_jump(level->player);
242 level->state = LEVEL_STATE_PAUSE;
243 camera->blackwhite_mode = true;
244 sound_samples_toggle_pause(sound_samples);
248 camera_toggle_debug_mode(camera);
253 case SDL_JOYBUTTONDOWN:
254 if (event->jbutton.button == 1) {
255 player_jump(level->player);
264 int level_event_pause(Level *level, const SDL_Event *event,
265 Camera *camera, Sound_samples *sound_samples)
269 switch (event->type) {
271 switch (event->key.keysym.sym) {
273 level->state = LEVEL_STATE_IDLE;
274 camera->blackwhite_mode = false;
275 sound_samples_toggle_pause(sound_samples);
284 int level_event(Level *level, const SDL_Event *event,
285 Camera *camera, Sound_samples *sound_samples)
290 switch (level->state) {
291 case LEVEL_STATE_IDLE: {
292 return level_event_idle(level, event, camera, sound_samples);
295 case LEVEL_STATE_PAUSE: {
296 return level_event_pause(level, event, camera, sound_samples);
303 int level_input(Level *level,
304 const Uint8 *const keyboard_state,
305 SDL_Joystick *the_stick_of_joy)
308 trace_assert(keyboard_state);
310 if (level->state == LEVEL_STATE_PAUSE) {
314 if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
315 player_move_left(level->player);
316 } else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
317 player_move_right(level->player);
318 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
319 player_move_left(level->player);
320 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
321 player_move_right(level->player);
323 player_stop(level->player);
329 int level_sound(Level *level, Sound_samples *sound_samples)
331 if (level->state == LEVEL_STATE_PAUSE) {
335 if (goals_sound(level->goals, sound_samples) < 0) {
339 if (player_sound(level->player, sound_samples) < 0) {
346 int level_enter_camera_event(Level *level, Camera *camera)
348 if (level->state == LEVEL_STATE_PAUSE) {
352 player_focus_camera(level->player, camera);
353 camera_scale(camera, 1.0f);
355 goals_cue(level->goals, camera);
356 goals_checkpoint(level->goals, level->player);
357 labels_enter_camera_event(level->labels, camera);
361 void level_disable_pause_mode(Level *level, Camera *camera,
362 Sound_samples *sound_samples)
365 trace_assert(camera);
366 trace_assert(sound_samples);
367 level->state = LEVEL_STATE_IDLE;
368 camera->blackwhite_mode = false;
369 sound_samples_toggle_pause(sound_samples);