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/line_stream.h"
22 #include "system/log.h"
23 #include "system/lt.h"
24 #include "system/nth_alloc.h"
25 #include "system/str.h"
26 #include "game/level/level_editor.h"
27 #include "ui/console.h"
29 #define LEVEL_GRAVITY 1500.0f
30 #define JOYSTICK_THRESHOLD 1000
42 Background background;
43 RigidBodies *rigid_bodies;
48 Platforms *back_platforms;
54 Level *create_level_from_level_editor(const LevelEditor *level_editor)
56 trace_assert(level_editor);
60 Level *level = PUSH_LT(
62 nth_calloc(1, sizeof(Level)),
69 level->background = create_background(
71 &level_editor->background_layer.color_picker));
73 level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
74 if (level->rigid_bodies == NULL) {
78 level->player = PUSH_LT(
80 create_player_from_player_layer(
81 &level_editor->player_layer,
84 if (level->player == NULL) {
88 level->platforms = PUSH_LT(
90 create_platforms_from_rect_layer(level_editor->platforms_layer),
92 if (level->platforms == NULL) {
96 level->goals = PUSH_LT(
98 create_goals_from_point_layer(level_editor->goals_layer),
100 if (level->goals == NULL) {
104 level->lava = PUSH_LT(
106 create_lava_from_rect_layer(level_editor->lava_layer),
108 if (level->lava == NULL) {
112 level->back_platforms = PUSH_LT(
114 create_platforms_from_rect_layer(level_editor->back_platforms_layer),
116 if (level->back_platforms == NULL) {
120 level->boxes = PUSH_LT(
122 create_boxes_from_rect_layer(level_editor->boxes_layer, level->rigid_bodies),
124 if (level->boxes == NULL) {
128 level->labels = PUSH_LT(
130 create_labels_from_label_layer(level_editor->label_layer),
132 if (level->labels == NULL) {
136 level->regions = PUSH_LT(
138 create_regions_from_rect_layer(
139 level_editor->regions_layer,
143 if (level->regions == NULL) {
150 void destroy_level(Level *level)
153 RETURN_LT0(level->lt);
156 int level_render(const Level *level, const Camera *camera)
160 if (background_render(&level->background, camera) < 0) {
164 if (platforms_render(level->back_platforms, camera) < 0) {
168 if (player_render(level->player, camera) < 0) {
172 if (boxes_render(level->boxes, camera) < 0) {
176 if (lava_render(level->lava, camera) < 0) {
180 if (platforms_render(level->platforms, camera) < 0) {
184 if (goals_render(level->goals, camera) < 0) {
188 if (labels_render(level->labels, camera) < 0) {
192 if (regions_render(level->regions, camera) < 0) {
199 int level_update(Level *level, float delta_time)
202 trace_assert(delta_time > 0);
204 if (level->state == LEVEL_STATE_PAUSE) {
208 boxes_float_in_lava(level->boxes, level->lava);
209 rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
211 boxes_update(level->boxes, delta_time);
212 player_update(level->player, delta_time);
214 rigid_bodies_collide(level->rigid_bodies, level->platforms);
216 player_die_from_lava(level->player, level->lava);
217 regions_player_enter(level->regions, level->player);
218 regions_player_leave(level->regions, level->player);
220 goals_update(level->goals, delta_time);
221 lava_update(level->lava, delta_time);
222 labels_update(level->labels, delta_time);
228 int level_event_idle(Level *level, const SDL_Event *event,
229 Camera *camera, Sound_samples *sound_samples)
233 switch (event->type) {
235 switch (event->key.keysym.sym) {
239 player_jump(level->player);
243 level->state = LEVEL_STATE_PAUSE;
244 camera->blackwhite_mode = true;
245 sound_samples_toggle_pause(sound_samples);
249 camera_toggle_debug_mode(camera);
254 case SDL_JOYBUTTONDOWN:
255 if (event->jbutton.button == 1) {
256 player_jump(level->player);
265 int level_event_pause(Level *level, const SDL_Event *event,
266 Camera *camera, Sound_samples *sound_samples)
270 switch (event->type) {
272 switch (event->key.keysym.sym) {
274 level->state = LEVEL_STATE_IDLE;
275 camera->blackwhite_mode = false;
276 sound_samples_toggle_pause(sound_samples);
285 int level_event(Level *level, const SDL_Event *event,
286 Camera *camera, Sound_samples *sound_samples)
291 switch (level->state) {
292 case LEVEL_STATE_IDLE: {
293 return level_event_idle(level, event, camera, sound_samples);
296 case LEVEL_STATE_PAUSE: {
297 return level_event_pause(level, event, camera, sound_samples);
304 int level_input(Level *level,
305 const Uint8 *const keyboard_state,
306 SDL_Joystick *the_stick_of_joy)
309 trace_assert(keyboard_state);
311 if (level->state == LEVEL_STATE_PAUSE) {
315 if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
316 player_move_left(level->player);
317 } else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
318 player_move_right(level->player);
319 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
320 player_move_left(level->player);
321 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
322 player_move_right(level->player);
324 player_stop(level->player);
330 int level_sound(Level *level, Sound_samples *sound_samples)
332 if (level->state == LEVEL_STATE_PAUSE) {
336 if (goals_sound(level->goals, sound_samples) < 0) {
340 if (player_sound(level->player, sound_samples) < 0) {
347 int level_enter_camera_event(Level *level, Camera *camera)
349 if (level->state == LEVEL_STATE_PAUSE) {
353 player_focus_camera(level->player, camera);
354 camera_scale(camera, 1.0f);
356 goals_cue(level->goals, camera);
357 goals_checkpoint(level->goals, level->player);
358 labels_enter_camera_event(level->labels, camera);
362 void level_disable_pause_mode(Level *level, Camera *camera,
363 Sound_samples *sound_samples)
366 trace_assert(camera);
367 trace_assert(sound_samples);
368 level->state = LEVEL_STATE_IDLE;
369 camera->blackwhite_mode = false;
370 sound_samples_toggle_pause(sound_samples);