6 #include "./platforms.h"
12 typedef enum game_state_t {
13 GAME_STATE_RUNNING = 0,
20 typedef struct game_t {
25 char *level_file_path;
28 game_t *create_game(const char *level_file_path)
30 assert(level_file_path);
32 lt_t *const lt = create_lt();
37 game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
39 throw_error(ERROR_TYPE_LIBC);
43 game->level = PUSH_LT(
45 create_level_from_file(level_file_path),
47 if (game->level == NULL) {
51 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
52 if (game->level_file_path == NULL) {
53 throw_error(ERROR_TYPE_LIBC);
57 strcpy(game->level_file_path, level_file_path);
59 game->state = GAME_STATE_RUNNING;
65 void destroy_game(game_t *game)
71 int game_render(const game_t *game, SDL_Renderer *renderer)
76 if (game->state == GAME_STATE_QUIT) {
80 if (level_render(game->level, renderer) < 0) {
84 SDL_RenderPresent(renderer);
89 int game_update(game_t *game, Uint32 delta_time)
92 assert(delta_time > 0);
94 if (game->state == GAME_STATE_QUIT) {
98 if (game->state == GAME_STATE_RUNNING) {
99 return level_update(game->level, delta_time);
106 static int game_event_pause(game_t *game, const SDL_Event *event)
111 switch (event->type) {
113 game->state = GAME_STATE_QUIT;
117 switch (event->key.keysym.sym) {
119 game->state = GAME_STATE_RUNNING;
120 level_toggle_pause_mode(game->level);
123 level_toggle_debug_mode(game->level);
129 return level_event(game->level, event);
132 static int game_event_running(game_t *game, const SDL_Event *event)
137 switch (event->type) {
139 game->state = GAME_STATE_QUIT;
143 switch (event->key.keysym.sym) {
145 printf("Reloading the level from '%s'...\n", game->level_file_path);
147 game->level = RESET_LT(
150 create_level_from_file(game->level_file_path));
152 if (game->level == NULL) {
153 print_current_error_msg("Could not reload the level");
154 game->state = GAME_STATE_QUIT;
160 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
161 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
162 print_current_error_msg("Could not reload the level");
163 game->state = GAME_STATE_QUIT;
169 game->state = GAME_STATE_PAUSE;
170 level_toggle_pause_mode(game->level);
174 level_toggle_debug_mode(game->level);
181 return level_event(game->level, event);
184 int game_event(game_t *game, const SDL_Event *event)
189 switch (game->state) {
190 case GAME_STATE_RUNNING:
191 return game_event_running(game, event);
193 case GAME_STATE_PAUSE:
194 return game_event_pause(game, event);
203 int game_input(game_t *game,
204 const Uint8 *const keyboard_state,
205 SDL_Joystick *the_stick_of_joy)
208 assert(keyboard_state);
210 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
214 return level_input(game->level, keyboard_state, the_stick_of_joy);
217 int game_over_check(const game_t *game)
219 return game->state == GAME_STATE_QUIT;