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/phantom_platforms.h"
14 #include "game/level/player.h"
15 #include "game/level/regions.h"
16 #include "game/level/rigid_bodies.h"
17 #include "game/level/level_editor/rect_layer.h"
18 #include "game/level/level_editor/point_layer.h"
19 #include "game/level/level_editor/player_layer.h"
20 #include "game/level/level_editor/label_layer.h"
21 #include "game/level/level_editor/background_layer.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;
55 Level *create_level_from_level_editor(const LevelEditor *level_editor)
57 trace_assert(level_editor);
61 Level *level = PUSH_LT(
63 nth_calloc(1, sizeof(Level)),
70 level->background = create_background(
72 &level_editor->background_layer.color_picker));
74 level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
75 if (level->rigid_bodies == NULL) {
79 level->player = PUSH_LT(
81 create_player_from_player_layer(
82 &level_editor->player_layer,
85 if (level->player == NULL) {
89 level->platforms = PUSH_LT(
91 create_platforms_from_rect_layer(level_editor->platforms_layer),
93 if (level->platforms == NULL) {
97 level->goals = PUSH_LT(
99 create_goals_from_point_layer(level_editor->goals_layer),
101 if (level->goals == NULL) {
105 level->lava = PUSH_LT(
107 create_lava_from_rect_layer(level_editor->lava_layer),
109 if (level->lava == NULL) {
113 level->back_platforms = PUSH_LT(
115 create_platforms_from_rect_layer(level_editor->back_platforms_layer),
117 if (level->back_platforms == NULL) {
121 level->boxes = PUSH_LT(
123 create_boxes_from_rect_layer(level_editor->boxes_layer, level->rigid_bodies),
125 if (level->boxes == NULL) {
129 level->labels = PUSH_LT(
131 create_labels_from_label_layer(level_editor->label_layer),
133 if (level->labels == NULL) {
137 level->regions = PUSH_LT(
139 create_regions_from_rect_layer(
140 level_editor->regions_layer,
144 if (level->regions == NULL) {
148 level->pp = create_phantom_platforms(level_editor->pp_layer);
153 void destroy_level(Level *level)
156 destroy_phantom_platforms(level->pp);
157 RETURN_LT0(level->lt);
160 int level_render(const Level *level, const Camera *camera)
164 if (background_render(&level->background, camera) < 0) {
168 if (platforms_render(level->back_platforms, camera) < 0) {
172 phantom_platforms_render(&level->pp, camera);
174 if (player_render(level->player, camera) < 0) {
178 if (boxes_render(level->boxes, camera) < 0) {
182 if (lava_render(level->lava, camera) < 0) {
186 if (platforms_render(level->platforms, camera) < 0) {
190 if (goals_render(level->goals, camera) < 0) {
194 if (labels_render(level->labels, camera) < 0) {
198 if (regions_render(level->regions, camera) < 0) {
205 int level_update(Level *level, float delta_time)
208 trace_assert(delta_time > 0);
210 if (level->state == LEVEL_STATE_PAUSE) {
214 boxes_float_in_lava(level->boxes, level->lava);
215 rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
217 boxes_update(level->boxes, delta_time);
218 player_update(level->player, delta_time);
220 rigid_bodies_collide(level->rigid_bodies, level->platforms);
222 player_die_from_lava(level->player, level->lava);
223 regions_player_enter(level->regions, level->player);
224 regions_player_leave(level->regions, level->player);
226 goals_update(level->goals, delta_time);
227 lava_update(level->lava, delta_time);
228 labels_update(level->labels, delta_time);
230 Rect hitbox = player_hitbox(level->player);
231 phantom_platforms_hide_at(&level->pp, vec(hitbox.x, hitbox.y));
232 phantom_platforms_update(&level->pp, delta_time);
238 int level_event_idle(Level *level, const SDL_Event *event,
239 Camera *camera, Sound_samples *sound_samples)
243 switch (event->type) {
245 switch (event->key.keysym.sym) {
249 player_jump(level->player);
253 level->state = LEVEL_STATE_PAUSE;
254 camera->blackwhite_mode = true;
255 sound_samples_toggle_pause(sound_samples);
259 camera_toggle_debug_mode(camera);
264 case SDL_JOYBUTTONDOWN:
265 if (event->jbutton.button == 1) {
266 player_jump(level->player);
275 int level_event_pause(Level *level, const SDL_Event *event,
276 Camera *camera, Sound_samples *sound_samples)
280 switch (event->type) {
282 switch (event->key.keysym.sym) {
284 level->state = LEVEL_STATE_IDLE;
285 camera->blackwhite_mode = false;
286 sound_samples_toggle_pause(sound_samples);
295 int level_event(Level *level, const SDL_Event *event,
296 Camera *camera, Sound_samples *sound_samples)
301 switch (level->state) {
302 case LEVEL_STATE_IDLE: {
303 return level_event_idle(level, event, camera, sound_samples);
306 case LEVEL_STATE_PAUSE: {
307 return level_event_pause(level, event, camera, sound_samples);
314 int level_input(Level *level,
315 const Uint8 *const keyboard_state,
316 SDL_Joystick *the_stick_of_joy)
319 trace_assert(keyboard_state);
321 if (level->state == LEVEL_STATE_PAUSE) {
325 if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
326 player_move_left(level->player);
327 } else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
328 player_move_right(level->player);
329 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
330 player_move_left(level->player);
331 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
332 player_move_right(level->player);
334 player_stop(level->player);
340 int level_sound(Level *level, Sound_samples *sound_samples)
342 if (level->state == LEVEL_STATE_PAUSE) {
346 if (goals_sound(level->goals, sound_samples) < 0) {
350 if (player_sound(level->player, sound_samples) < 0) {
357 int level_enter_camera_event(Level *level, Camera *camera)
359 if (level->state == LEVEL_STATE_PAUSE) {
363 player_focus_camera(level->player, camera);
364 camera_scale(camera, 1.0f);
366 goals_cue(level->goals, camera);
367 goals_checkpoint(level->goals, level->player);
368 labels_enter_camera_event(level->labels, camera);
372 void level_disable_pause_mode(Level *level, Camera *camera,
373 Sound_samples *sound_samples)
376 trace_assert(camera);
377 trace_assert(sound_samples);
378 level->state = LEVEL_STATE_IDLE;
379 camera->blackwhite_mode = false;
380 sound_samples_toggle_pause(sound_samples);