2 #include <SDL2/SDL_mixer.h>
7 #include "game/level.h"
8 #include "game/sound_samples.h"
9 #include "system/error.h"
10 #include "system/lt.h"
12 typedef enum game_state_t {
13 GAME_STATE_RUNNING = 0,
20 typedef struct game_t {
25 char *level_file_path;
26 sound_samples_t *sound_samples;
31 game_t *create_game(const char *level_file_path,
32 const char *sound_sample_files[],
33 size_t sound_sample_files_count,
34 SDL_Renderer *renderer)
36 assert(level_file_path);
38 lt_t *const lt = create_lt();
43 game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
45 throw_error(ERROR_TYPE_LIBC);
49 game->level = PUSH_LT(
51 create_level_from_file(level_file_path),
53 if (game->level == NULL) {
57 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
58 if (game->level_file_path == NULL) {
59 throw_error(ERROR_TYPE_LIBC);
62 strcpy(game->level_file_path, level_file_path);
66 create_sprite_font_from_file("fonts/charmap-oldschool.bmp", renderer),
68 if (game->font == NULL) {
72 game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
73 if (game->camera == NULL) {
77 game->sound_samples = PUSH_LT(
81 sound_sample_files_count),
82 destroy_sound_samples);
83 if (game->sound_samples == NULL) {
87 game->state = GAME_STATE_RUNNING;
93 void destroy_game(game_t *game)
99 int game_render(const game_t *game)
103 if (game->state == GAME_STATE_QUIT) {
107 if (level_render(game->level, game->camera) < 0) {
111 if (camera_render_text(game->camera, "hello world", vec(8.0f, 4.0f), color(1.0f, 0.0f, 0.0f, 1.0f), vec(-30.0f, 0.0f)) < 0) {
118 int game_sound(game_t *game)
120 return level_sound(game->level, game->sound_samples);
123 int game_update(game_t *game, float delta_time)
126 assert(delta_time > 0.0f);
128 if (game->state == GAME_STATE_QUIT) {
132 if (game->state == GAME_STATE_RUNNING) {
133 if (level_update(game->level, delta_time) < 0) {
137 if (level_enter_camera_event(game->level, game->camera) < 0) {
146 static int game_event_pause(game_t *game, const SDL_Event *event)
151 switch (event->type) {
153 game->state = GAME_STATE_QUIT;
157 switch (event->key.keysym.sym) {
159 game->state = GAME_STATE_RUNNING;
160 camera_toggle_blackwhite_mode(game->camera);
161 sound_samples_toggle_pause(game->sound_samples);
164 camera_toggle_debug_mode(game->camera);
165 level_toggle_debug_mode(game->level);
171 return level_event(game->level, event);
174 static int game_event_running(game_t *game, const SDL_Event *event)
179 switch (event->type) {
181 game->state = GAME_STATE_QUIT;
185 switch (event->key.keysym.sym) {
187 printf("Reloading the level from '%s'...\n", game->level_file_path);
189 game->level = RESET_LT(
192 create_level_from_file(
193 game->level_file_path));
195 if (game->level == NULL) {
196 print_current_error_msg("Could not reload the level");
197 game->state = GAME_STATE_QUIT;
201 camera_disable_debug_mode(game->camera);
206 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
207 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
208 print_current_error_msg("Could not reload the level");
209 game->state = GAME_STATE_QUIT;
215 game->state = GAME_STATE_PAUSE;
216 camera_toggle_blackwhite_mode(game->camera);
217 sound_samples_toggle_pause(game->sound_samples);
221 camera_toggle_debug_mode(game->camera);
222 level_toggle_debug_mode(game->level);
229 return level_event(game->level, event);
232 int game_event(game_t *game, const SDL_Event *event)
237 switch (game->state) {
238 case GAME_STATE_RUNNING:
239 return game_event_running(game, event);
241 case GAME_STATE_PAUSE:
242 return game_event_pause(game, event);
251 int game_input(game_t *game,
252 const Uint8 *const keyboard_state,
253 SDL_Joystick *the_stick_of_joy)
256 assert(keyboard_state);
258 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
262 return level_input(game->level, keyboard_state, the_stick_of_joy);
265 int game_over_check(const game_t *game)
267 return game->state == GAME_STATE_QUIT;