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;
30 game_t *create_game(const char *level_file_path,
31 const char *sound_sample_files[],
32 size_t sound_sample_files_count,
33 SDL_Renderer *renderer)
35 assert(level_file_path);
37 lt_t *const lt = create_lt();
42 game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
44 throw_error(ERROR_TYPE_LIBC);
48 game->level = PUSH_LT(
50 create_level_from_file(level_file_path),
52 if (game->level == NULL) {
56 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
57 if (game->level_file_path == NULL) {
58 throw_error(ERROR_TYPE_LIBC);
61 strcpy(game->level_file_path, level_file_path);
63 game->camera = PUSH_LT(lt, create_camera_from_renderer(renderer), destroy_camera);
64 if (game->camera == NULL) {
68 game->sound_samples = PUSH_LT(
72 sound_sample_files_count),
73 destroy_sound_samples);
74 if (game->sound_samples == NULL) {
78 game->state = GAME_STATE_RUNNING;
84 void destroy_game(game_t *game)
90 int game_render(const game_t *game)
94 if (game->state == GAME_STATE_QUIT) {
98 if (level_render(game->level, game->camera) < 0) {
102 camera_present(game->camera);
107 int game_sound(game_t *game)
109 return level_sound(game->level, game->sound_samples);
112 int game_update(game_t *game, float delta_time)
115 assert(delta_time > 0.0f);
117 if (game->state == GAME_STATE_QUIT) {
121 if (game->state == GAME_STATE_RUNNING) {
122 return level_update(game->level, delta_time);
129 static int game_event_pause(game_t *game, const SDL_Event *event)
134 switch (event->type) {
136 game->state = GAME_STATE_QUIT;
140 switch (event->key.keysym.sym) {
142 game->state = GAME_STATE_RUNNING;
143 camera_toggle_blackwhite_mode(game->camera);
144 sound_samples_toggle_pause(game->sound_samples);
147 camera_toggle_debug_mode(game->camera);
148 level_toggle_debug_mode(game->level);
154 return level_event(game->level, event);
157 static int game_event_running(game_t *game, const SDL_Event *event)
162 switch (event->type) {
164 game->state = GAME_STATE_QUIT;
168 switch (event->key.keysym.sym) {
170 printf("Reloading the level from '%s'...\n", game->level_file_path);
172 game->level = RESET_LT(
175 create_level_from_file(
176 game->level_file_path));
178 if (game->level == NULL) {
179 print_current_error_msg("Could not reload the level");
180 game->state = GAME_STATE_QUIT;
184 camera_disable_debug_mode(game->camera);
189 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
190 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
191 print_current_error_msg("Could not reload the level");
192 game->state = GAME_STATE_QUIT;
198 game->state = GAME_STATE_PAUSE;
199 camera_toggle_blackwhite_mode(game->camera);
200 sound_samples_toggle_pause(game->sound_samples);
204 camera_toggle_debug_mode(game->camera);
205 level_toggle_debug_mode(game->level);
212 return level_event(game->level, event);
215 int game_event(game_t *game, const SDL_Event *event)
220 switch (game->state) {
221 case GAME_STATE_RUNNING:
222 return game_event_running(game, event);
224 case GAME_STATE_PAUSE:
225 return game_event_pause(game, event);
234 int game_input(game_t *game,
235 const Uint8 *const keyboard_state,
236 SDL_Joystick *the_stick_of_joy)
239 assert(keyboard_state);
241 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
245 return level_input(game->level, keyboard_state, the_stick_of_joy);
248 int game_over_check(const game_t *game)
250 return game->state == GAME_STATE_QUIT;