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) {
105 int game_sound(game_t *game)
107 return level_sound(game->level, game->sound_samples);
110 int game_update(game_t *game, float delta_time)
113 assert(delta_time > 0.0f);
115 if (game->state == GAME_STATE_QUIT) {
119 if (game->state == GAME_STATE_RUNNING) {
120 return level_update(game->level, delta_time);
127 static int game_event_pause(game_t *game, const SDL_Event *event)
132 switch (event->type) {
134 game->state = GAME_STATE_QUIT;
138 switch (event->key.keysym.sym) {
140 game->state = GAME_STATE_RUNNING;
141 camera_toggle_blackwhite_mode(game->camera);
142 sound_samples_toggle_pause(game->sound_samples);
145 camera_toggle_debug_mode(game->camera);
146 level_toggle_debug_mode(game->level);
152 return level_event(game->level, event);
155 static int game_event_running(game_t *game, const SDL_Event *event)
160 switch (event->type) {
162 game->state = GAME_STATE_QUIT;
166 switch (event->key.keysym.sym) {
168 printf("Reloading the level from '%s'...\n", game->level_file_path);
170 game->level = RESET_LT(
173 create_level_from_file(
174 game->level_file_path));
176 if (game->level == NULL) {
177 print_current_error_msg("Could not reload the level");
178 game->state = GAME_STATE_QUIT;
182 camera_disable_debug_mode(game->camera);
187 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
188 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
189 print_current_error_msg("Could not reload the level");
190 game->state = GAME_STATE_QUIT;
196 game->state = GAME_STATE_PAUSE;
197 camera_toggle_blackwhite_mode(game->camera);
198 sound_samples_toggle_pause(game->sound_samples);
202 camera_toggle_debug_mode(game->camera);
203 level_toggle_debug_mode(game->level);
210 return level_event(game->level, event);
213 int game_event(game_t *game, const SDL_Event *event)
218 switch (game->state) {
219 case GAME_STATE_RUNNING:
220 return game_event_running(game, event);
222 case GAME_STATE_PAUSE:
223 return game_event_pause(game, event);
232 int game_input(game_t *game,
233 const Uint8 *const keyboard_state,
234 SDL_Joystick *the_stick_of_joy)
237 assert(keyboard_state);
239 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
243 return level_input(game->level, keyboard_state, the_stick_of_joy);
246 int game_over_check(const game_t *game)
248 return game->state == GAME_STATE_QUIT;