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;
31 game_t *create_game(const char *level_file_path,
32 const char *sound_sample_files[],
33 size_t sound_sample_files_count,
34 SDL_Renderer *renderer)
36 assert(level_file_path);
38 lt_t *const lt = create_lt();
43 game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
45 throw_error(ERROR_TYPE_LIBC);
49 game->level = PUSH_LT(
51 create_level_from_file(level_file_path),
53 if (game->level == NULL) {
57 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
58 if (game->level_file_path == NULL) {
59 throw_error(ERROR_TYPE_LIBC);
62 strcpy(game->level_file_path, level_file_path);
66 create_sprite_font_from_file("fonts/charmap-oldschool_white.bmp",
67 color(1.0f, 0.0f, 0.0f, 1.0f),
70 if (game->font == NULL) {
74 game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
75 if (game->camera == NULL) {
79 game->sound_samples = PUSH_LT(
83 sound_sample_files_count),
84 destroy_sound_samples);
85 if (game->sound_samples == NULL) {
89 game->state = GAME_STATE_RUNNING;
95 void destroy_game(game_t *game)
101 int game_render(const game_t *game)
105 if (game->state == GAME_STATE_QUIT) {
109 if (level_render(game->level, game->camera) < 0) {
113 if (camera_render_text(game->camera, "hello world", vec(-30.0f, 0.0f)) < 0) {
120 int game_sound(game_t *game)
122 return level_sound(game->level, game->sound_samples);
125 int game_update(game_t *game, float delta_time)
128 assert(delta_time > 0.0f);
130 if (game->state == GAME_STATE_QUIT) {
134 if (game->state == GAME_STATE_RUNNING) {
135 if (level_update(game->level, delta_time) < 0) {
139 if (level_enter_camera_event(game->level, game->camera) < 0) {
148 static int game_event_pause(game_t *game, const SDL_Event *event)
153 switch (event->type) {
155 game->state = GAME_STATE_QUIT;
159 switch (event->key.keysym.sym) {
161 game->state = GAME_STATE_RUNNING;
162 camera_toggle_blackwhite_mode(game->camera);
163 sound_samples_toggle_pause(game->sound_samples);
166 camera_toggle_debug_mode(game->camera);
167 level_toggle_debug_mode(game->level);
173 return level_event(game->level, event);
176 static int game_event_running(game_t *game, const SDL_Event *event)
181 switch (event->type) {
183 game->state = GAME_STATE_QUIT;
187 switch (event->key.keysym.sym) {
189 printf("Reloading the level from '%s'...\n", game->level_file_path);
191 game->level = RESET_LT(
194 create_level_from_file(
195 game->level_file_path));
197 if (game->level == NULL) {
198 print_current_error_msg("Could not reload the level");
199 game->state = GAME_STATE_QUIT;
203 camera_disable_debug_mode(game->camera);
208 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
209 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
210 print_current_error_msg("Could not reload the level");
211 game->state = GAME_STATE_QUIT;
217 game->state = GAME_STATE_PAUSE;
218 camera_toggle_blackwhite_mode(game->camera);
219 sound_samples_toggle_pause(game->sound_samples);
223 camera_toggle_debug_mode(game->camera);
224 level_toggle_debug_mode(game->level);
231 return level_event(game->level, event);
234 int game_event(game_t *game, const SDL_Event *event)
239 switch (game->state) {
240 case GAME_STATE_RUNNING:
241 return game_event_running(game, event);
243 case GAME_STATE_PAUSE:
244 return game_event_pause(game, event);
253 int game_input(game_t *game,
254 const Uint8 *const keyboard_state,
255 SDL_Joystick *the_stick_of_joy)
258 assert(keyboard_state);
260 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
264 return level_input(game->level, keyboard_state, the_stick_of_joy);
267 int game_over_check(const game_t *game)
269 return game->state == GAME_STATE_QUIT;