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, float delta_time)
101 assert(delta_time > 0.0f);
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);
130 sound_medium_toggle_pause(game->sound_medium);
133 level_toggle_debug_mode(game->level);
139 return level_event(game->level, event);
142 static int game_event_running(game_t *game, const SDL_Event *event)
147 switch (event->type) {
149 game->state = GAME_STATE_QUIT;
153 switch (event->key.keysym.sym) {
155 printf("Reloading the level from '%s'...\n", game->level_file_path);
157 game->level = RESET_LT(
160 create_level_from_file(
161 game->level_file_path));
163 if (game->level == NULL) {
164 print_current_error_msg("Could not reload the level");
165 game->state = GAME_STATE_QUIT;
171 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
172 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
173 print_current_error_msg("Could not reload the level");
174 game->state = GAME_STATE_QUIT;
180 game->state = GAME_STATE_PAUSE;
181 level_toggle_pause_mode(game->level);
182 sound_medium_toggle_pause(game->sound_medium);
186 level_toggle_debug_mode(game->level);
193 return level_event(game->level, event);
196 int game_event(game_t *game, const SDL_Event *event)
201 switch (game->state) {
202 case GAME_STATE_RUNNING:
203 return game_event_running(game, event);
205 case GAME_STATE_PAUSE:
206 return game_event_pause(game, event);
215 int game_input(game_t *game,
216 const Uint8 *const keyboard_state,
217 SDL_Joystick *the_stick_of_joy)
220 assert(keyboard_state);
222 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
226 return level_input(game->level, keyboard_state, the_stick_of_joy);
229 int game_over_check(const game_t *game)
231 return game->state == GAME_STATE_QUIT;