2 #include <SDL2/SDL_mixer.h>
7 #include "game/level.h"
8 #include "game/sound_medium.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_medium_t *sound_medium;
30 game_t *create_game(const char *level_file_path,
31 sound_medium_t *sound_medium,
32 SDL_Renderer *renderer)
34 assert(level_file_path);
36 lt_t *const lt = create_lt();
41 game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
43 throw_error(ERROR_TYPE_LIBC);
47 game->level = PUSH_LT(
49 create_level_from_file(level_file_path),
51 if (game->level == NULL) {
55 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
56 if (game->level_file_path == NULL) {
57 throw_error(ERROR_TYPE_LIBC);
60 strcpy(game->level_file_path, level_file_path);
62 game->camera = PUSH_LT(lt, create_camera_from_renderer(renderer), destroy_camera);
63 if (game->camera == NULL) {
67 game->state = GAME_STATE_RUNNING;
68 game->sound_medium = sound_medium;
74 void destroy_game(game_t *game)
80 int game_render(const game_t *game)
84 if (game->state == GAME_STATE_QUIT) {
88 if (level_render(game->level, game->camera) < 0) {
92 camera_present(game->camera);
97 int game_sound(game_t *game)
99 return level_sound(game->level, game->sound_medium);
102 int game_update(game_t *game, float delta_time)
105 assert(delta_time > 0.0f);
107 if (game->state == GAME_STATE_QUIT) {
111 if (game->state == GAME_STATE_RUNNING) {
112 return level_update(game->level, delta_time);
119 static int game_event_pause(game_t *game, const SDL_Event *event)
124 switch (event->type) {
126 game->state = GAME_STATE_QUIT;
130 switch (event->key.keysym.sym) {
132 game->state = GAME_STATE_RUNNING;
133 camera_toggle_blackwhite_mode(game->camera);
134 sound_medium_toggle_pause(game->sound_medium);
137 camera_toggle_debug_mode(game->camera);
143 return level_event(game->level, event);
146 static int game_event_running(game_t *game, const SDL_Event *event)
151 switch (event->type) {
153 game->state = GAME_STATE_QUIT;
157 switch (event->key.keysym.sym) {
159 printf("Reloading the level from '%s'...\n", game->level_file_path);
161 game->level = RESET_LT(
164 create_level_from_file(
165 game->level_file_path));
167 if (game->level == NULL) {
168 print_current_error_msg("Could not reload the level");
169 game->state = GAME_STATE_QUIT;
175 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
176 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
177 print_current_error_msg("Could not reload the level");
178 game->state = GAME_STATE_QUIT;
184 game->state = GAME_STATE_PAUSE;
185 camera_toggle_blackwhite_mode(game->camera);
186 sound_medium_toggle_pause(game->sound_medium);
190 camera_toggle_debug_mode(game->camera);
197 return level_event(game->level, event);
200 int game_event(game_t *game, const SDL_Event *event)
205 switch (game->state) {
206 case GAME_STATE_RUNNING:
207 return game_event_running(game, event);
209 case GAME_STATE_PAUSE:
210 return game_event_pause(game, event);
219 int game_input(game_t *game,
220 const Uint8 *const keyboard_state,
221 SDL_Joystick *the_stick_of_joy)
224 assert(keyboard_state);
226 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
230 return level_input(game->level, keyboard_state, the_stick_of_joy);
233 int game_over_check(const game_t *game)
235 return game->state == GAME_STATE_QUIT;