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_metadata.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/line_stream.h"
23 #include "system/log.h"
24 #include "system/lt.h"
25 #include "system/nth_alloc.h"
26 #include "system/str.h"
27 #include "game/level/level_editor.h"
28 #include "ui/console.h"
30 #define LEVEL_GRAVITY 1500.0f
31 #define JOYSTICK_THRESHOLD 1000
43 LevelMetadata *metadata;
44 Background background;
45 RigidBodies *rigid_bodies;
50 Platforms *back_platforms;
56 Level *create_level_from_level_editor(const LevelEditor *level_editor)
58 trace_assert(level_editor);
62 Level *level = PUSH_LT(
64 nth_calloc(1, sizeof(Level)),
71 level->background = create_background(
73 &level_editor->background_layer.color_picker));
75 level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
76 if (level->rigid_bodies == NULL) {
80 level->player = PUSH_LT(
82 create_player_from_player_layer(
83 &level_editor->player_layer,
86 if (level->player == NULL) {
90 level->platforms = PUSH_LT(
92 create_platforms_from_rect_layer(level_editor->platforms_layer),
94 if (level->platforms == NULL) {
98 level->goals = PUSH_LT(
100 create_goals_from_point_layer(level_editor->goals_layer),
102 if (level->goals == NULL) {
106 level->lava = PUSH_LT(
108 create_lava_from_rect_layer(level_editor->lava_layer),
110 if (level->lava == NULL) {
114 level->back_platforms = PUSH_LT(
116 create_platforms_from_rect_layer(level_editor->back_platforms_layer),
118 if (level->back_platforms == NULL) {
122 level->boxes = PUSH_LT(
124 create_boxes_from_rect_layer(level_editor->boxes_layer, level->rigid_bodies),
126 if (level->boxes == NULL) {
130 level->labels = PUSH_LT(
132 create_labels_from_label_layer(level_editor->label_layer),
134 if (level->labels == NULL) {
138 level->regions = PUSH_LT(
140 create_regions_from_rect_layer(
141 level_editor->regions_layer,
145 if (level->regions == NULL) {
152 void destroy_level(Level *level)
155 RETURN_LT0(level->lt);
158 int level_render(const Level *level, const Camera *camera)
162 if (background_render(&level->background, camera) < 0) {
166 if (platforms_render(level->back_platforms, camera) < 0) {
170 if (player_render(level->player, camera) < 0) {
174 if (boxes_render(level->boxes, camera) < 0) {
178 if (lava_render(level->lava, camera) < 0) {
182 if (platforms_render(level->platforms, camera) < 0) {
186 if (goals_render(level->goals, camera) < 0) {
190 if (labels_render(level->labels, camera) < 0) {
194 if (regions_render(level->regions, camera) < 0) {
201 int level_update(Level *level, float delta_time)
204 trace_assert(delta_time > 0);
206 if (level->state == LEVEL_STATE_PAUSE) {
210 boxes_float_in_lava(level->boxes, level->lava);
211 rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
213 boxes_update(level->boxes, delta_time);
214 player_update(level->player, delta_time);
216 rigid_bodies_collide(level->rigid_bodies, level->platforms);
218 player_die_from_lava(level->player, level->lava);
219 regions_player_enter(level->regions, level->player);
220 regions_player_leave(level->regions, level->player);
222 goals_update(level->goals, delta_time);
223 lava_update(level->lava, delta_time);
224 labels_update(level->labels, delta_time);
230 int level_event_idle(Level *level, const SDL_Event *event,
231 Camera *camera, Sound_samples *sound_samples)
235 switch (event->type) {
237 switch (event->key.keysym.sym) {
241 player_jump(level->player);
245 level->state = LEVEL_STATE_PAUSE;
246 camera->blackwhite_mode = true;
247 sound_samples_toggle_pause(sound_samples);
251 camera_toggle_debug_mode(camera);
256 case SDL_JOYBUTTONDOWN:
257 if (event->jbutton.button == 1) {
258 player_jump(level->player);
267 int level_event_pause(Level *level, const SDL_Event *event,
268 Camera *camera, Sound_samples *sound_samples)
272 switch (event->type) {
274 switch (event->key.keysym.sym) {
276 level->state = LEVEL_STATE_IDLE;
277 camera->blackwhite_mode = false;
278 sound_samples_toggle_pause(sound_samples);
287 int level_event(Level *level, const SDL_Event *event,
288 Camera *camera, Sound_samples *sound_samples)
293 switch (level->state) {
294 case LEVEL_STATE_IDLE: {
295 return level_event_idle(level, event, camera, sound_samples);
298 case LEVEL_STATE_PAUSE: {
299 return level_event_pause(level, event, camera, sound_samples);
306 int level_input(Level *level,
307 const Uint8 *const keyboard_state,
308 SDL_Joystick *the_stick_of_joy)
311 trace_assert(keyboard_state);
313 if (level->state == LEVEL_STATE_PAUSE) {
317 if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
318 player_move_left(level->player);
319 } else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
320 player_move_right(level->player);
321 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
322 player_move_left(level->player);
323 } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
324 player_move_right(level->player);
326 player_stop(level->player);
332 int level_sound(Level *level, Sound_samples *sound_samples)
334 if (level->state == LEVEL_STATE_PAUSE) {
338 if (goals_sound(level->goals, sound_samples) < 0) {
342 if (player_sound(level->player, sound_samples) < 0) {
349 int level_enter_camera_event(Level *level, Camera *camera)
351 if (level->state == LEVEL_STATE_PAUSE) {
355 player_focus_camera(level->player, camera);
356 camera_scale(camera, 1.0f);
358 goals_cue(level->goals, camera);
359 goals_checkpoint(level->goals, level->player);
360 labels_enter_camera_event(level->labels, camera);
364 void level_disable_pause_mode(Level *level, Camera *camera,
365 Sound_samples *sound_samples)
368 trace_assert(camera);
369 trace_assert(sound_samples);
370 level->state = LEVEL_STATE_IDLE;
371 camera->blackwhite_mode = false;
372 sound_samples_toggle_pause(sound_samples);