4 #include <SDL2/SDL_mixer.h>
7 #include "./platforms.h"
11 #include "./sound_medium.h"
14 typedef enum game_state_t {
15 GAME_STATE_RUNNING = 0,
22 typedef struct game_t {
27 char *level_file_path;
30 game_t *create_game(const char *level_file_path)
32 assert(level_file_path);
34 lt_t *const lt = create_lt();
39 game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
41 throw_error(ERROR_TYPE_LIBC);
45 game->level = PUSH_LT(
47 create_level_from_file(level_file_path),
49 if (game->level == NULL) {
53 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
54 if (game->level_file_path == NULL) {
55 throw_error(ERROR_TYPE_LIBC);
59 strcpy(game->level_file_path, level_file_path);
61 game->state = GAME_STATE_RUNNING;
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_update(game_t *game, Uint32 delta_time)
94 assert(delta_time > 0);
96 if (game->state == GAME_STATE_QUIT) {
100 if (game->state == GAME_STATE_RUNNING) {
101 return level_update(game->level, delta_time);
108 static int game_event_pause(game_t *game, const SDL_Event *event)
113 switch (event->type) {
115 game->state = GAME_STATE_QUIT;
119 switch (event->key.keysym.sym) {
121 game->state = GAME_STATE_RUNNING;
122 level_toggle_pause_mode(game->level);
125 level_toggle_debug_mode(game->level);
131 return level_event(game->level, event);
134 static int game_event_running(game_t *game, const SDL_Event *event)
139 switch (event->type) {
141 game->state = GAME_STATE_QUIT;
145 switch (event->key.keysym.sym) {
147 printf("Reloading the level from '%s'...\n", game->level_file_path);
149 game->level = RESET_LT(
152 create_level_from_file(
153 game->level_file_path));
155 if (game->level == NULL) {
156 print_current_error_msg("Could not reload the level");
157 game->state = GAME_STATE_QUIT;
163 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
164 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
165 print_current_error_msg("Could not reload the level");
166 game->state = GAME_STATE_QUIT;
172 game->state = GAME_STATE_PAUSE;
173 level_toggle_pause_mode(game->level);
177 level_toggle_debug_mode(game->level);
184 return level_event(game->level, event);
187 int game_event(game_t *game, const SDL_Event *event)
192 switch (game->state) {
193 case GAME_STATE_RUNNING:
194 return game_event_running(game, event);
196 case GAME_STATE_PAUSE:
197 return game_event_pause(game, event);
206 int game_input(game_t *game,
207 const Uint8 *const keyboard_state,
208 SDL_Joystick *the_stick_of_joy)
211 assert(keyboard_state);
213 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
217 return level_input(game->level, keyboard_state, the_stick_of_joy);
220 int game_over_check(const game_t *game)
222 return game->state == GAME_STATE_QUIT;