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);
153 return level_event(game->level, event);
156 static int game_event_running(game_t *game, const SDL_Event *event)
161 switch (event->type) {
163 game->state = GAME_STATE_QUIT;
167 switch (event->key.keysym.sym) {
169 printf("Reloading the level from '%s'...\n", game->level_file_path);
171 game->level = RESET_LT(
174 create_level_from_file(
175 game->level_file_path));
177 if (game->level == NULL) {
178 print_current_error_msg("Could not reload the level");
179 game->state = GAME_STATE_QUIT;
185 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
186 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
187 print_current_error_msg("Could not reload the level");
188 game->state = GAME_STATE_QUIT;
194 game->state = GAME_STATE_PAUSE;
195 camera_toggle_blackwhite_mode(game->camera);
196 sound_samples_toggle_pause(game->sound_samples);
200 camera_toggle_debug_mode(game->camera);
207 return level_event(game->level, event);
210 int game_event(game_t *game, const SDL_Event *event)
215 switch (game->state) {
216 case GAME_STATE_RUNNING:
217 return game_event_running(game, event);
219 case GAME_STATE_PAUSE:
220 return game_event_pause(game, event);
229 int game_input(game_t *game,
230 const Uint8 *const keyboard_state,
231 SDL_Joystick *the_stick_of_joy)
234 assert(keyboard_state);
236 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
240 return level_input(game->level, keyboard_state, the_stick_of_joy);
243 int game_over_check(const game_t *game)
245 return game->state == GAME_STATE_QUIT;