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;
28 sound_medium_t *sound_medium;
31 game_t *create_game(const char *level_file_path, sound_medium_t *sound_medium)
33 assert(level_file_path);
35 lt_t *const lt = create_lt();
40 game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
42 throw_error(ERROR_TYPE_LIBC);
46 game->level = PUSH_LT(
48 create_level_from_file(level_file_path),
50 if (game->level == NULL) {
54 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
55 if (game->level_file_path == NULL) {
56 throw_error(ERROR_TYPE_LIBC);
60 strcpy(game->level_file_path, level_file_path);
62 game->state = GAME_STATE_RUNNING;
63 game->sound_medium = sound_medium;
69 void destroy_game(game_t *game)
75 int game_render(const game_t *game, SDL_Renderer *renderer)
80 if (game->state == GAME_STATE_QUIT) {
84 if (level_render(game->level, renderer) < 0) {
88 SDL_RenderPresent(renderer);
93 int game_sound(game_t *game)
95 return level_sound(game->level, game->sound_medium);
98 int game_update(game_t *game, Uint32 delta_time)
101 assert(delta_time > 0);
103 if (game->state == GAME_STATE_QUIT) {
107 if (game->state == GAME_STATE_RUNNING) {
108 return level_update(game->level, delta_time);
115 static int game_event_pause(game_t *game, const SDL_Event *event)
120 switch (event->type) {
122 game->state = GAME_STATE_QUIT;
126 switch (event->key.keysym.sym) {
128 game->state = GAME_STATE_RUNNING;
129 level_toggle_pause_mode(game->level);
132 level_toggle_debug_mode(game->level);
138 return level_event(game->level, event);
141 static int game_event_running(game_t *game, const SDL_Event *event)
146 switch (event->type) {
148 game->state = GAME_STATE_QUIT;
152 switch (event->key.keysym.sym) {
154 printf("Reloading the level from '%s'...\n", game->level_file_path);
156 game->level = RESET_LT(
159 create_level_from_file(
160 game->level_file_path));
162 if (game->level == NULL) {
163 print_current_error_msg("Could not reload the level");
164 game->state = GAME_STATE_QUIT;
170 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
171 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
172 print_current_error_msg("Could not reload the level");
173 game->state = GAME_STATE_QUIT;
179 game->state = GAME_STATE_PAUSE;
180 level_toggle_pause_mode(game->level);
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;