4 #include <SDL2/SDL_mixer.h>
8 #include "./game/level.h"
9 #include "./game/sound_medium.h"
12 typedef enum game_state_t {
13 GAME_STATE_RUNNING = 0,
20 typedef struct game_t {
25 char *level_file_path;
26 sound_medium_t *sound_medium;
29 game_t *create_game(const char *level_file_path, sound_medium_t *sound_medium)
31 assert(level_file_path);
33 lt_t *const lt = create_lt();
38 game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
40 throw_error(ERROR_TYPE_LIBC);
44 game->level = PUSH_LT(
46 create_level_from_file(level_file_path),
48 if (game->level == NULL) {
52 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
53 if (game->level_file_path == NULL) {
54 throw_error(ERROR_TYPE_LIBC);
58 strcpy(game->level_file_path, level_file_path);
60 game->state = GAME_STATE_RUNNING;
61 game->sound_medium = sound_medium;
67 void destroy_game(game_t *game)
73 int game_render(const game_t *game, SDL_Renderer *renderer)
78 if (game->state == GAME_STATE_QUIT) {
82 if (level_render(game->level, renderer) < 0) {
86 SDL_RenderPresent(renderer);
91 int game_sound(game_t *game)
93 return level_sound(game->level, game->sound_medium);
96 int game_update(game_t *game, float delta_time)
99 assert(delta_time > 0.0f);
101 if (game->state == GAME_STATE_QUIT) {
105 if (game->state == GAME_STATE_RUNNING) {
106 return level_update(game->level, delta_time);
113 static int game_event_pause(game_t *game, const SDL_Event *event)
118 switch (event->type) {
120 game->state = GAME_STATE_QUIT;
124 switch (event->key.keysym.sym) {
126 game->state = GAME_STATE_RUNNING;
127 level_toggle_pause_mode(game->level);
128 sound_medium_toggle_pause(game->sound_medium);
131 level_toggle_debug_mode(game->level);
137 return level_event(game->level, event);
140 static int game_event_running(game_t *game, const SDL_Event *event)
145 switch (event->type) {
147 game->state = GAME_STATE_QUIT;
151 switch (event->key.keysym.sym) {
153 printf("Reloading the level from '%s'...\n", game->level_file_path);
155 game->level = RESET_LT(
158 create_level_from_file(
159 game->level_file_path));
161 if (game->level == NULL) {
162 print_current_error_msg("Could not reload the level");
163 game->state = GAME_STATE_QUIT;
169 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
170 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
171 print_current_error_msg("Could not reload the level");
172 game->state = GAME_STATE_QUIT;
178 game->state = GAME_STATE_PAUSE;
179 level_toggle_pause_mode(game->level);
180 sound_medium_toggle_pause(game->sound_medium);
184 level_toggle_debug_mode(game->level);
191 return level_event(game->level, event);
194 int game_event(game_t *game, const SDL_Event *event)
199 switch (game->state) {
200 case GAME_STATE_RUNNING:
201 return game_event_running(game, event);
203 case GAME_STATE_PAUSE:
204 return game_event_pause(game, event);
213 int game_input(game_t *game,
214 const Uint8 *const keyboard_state,
215 SDL_Joystick *the_stick_of_joy)
218 assert(keyboard_state);
220 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
224 return level_input(game->level, keyboard_state, the_stick_of_joy);
227 int game_over_check(const game_t *game)
229 return game->state == GAME_STATE_QUIT;