#include #include #include #include #include #include "./game/level/player.h" #include "./platforms.h" #include "./error.h" #include "./game.h" #include "./lt.h" #include "./path.h" #include "./point.h" #include "./game/sound_medium.h" #define SCREEN_WIDTH 800 #define SCREEN_HEIGHT 600 #define GAME_FPS 60 /* LT module adapter for Mix_CloseAudio */ static void Mix_CloseAudio_lt(void* ignored) { (void) ignored; Mix_CloseAudio(); } /* LT module adapter for SDL_Quit */ static void SDL_Quit_lt(void* ignored) { (void) ignored; SDL_Quit(); } static void print_usage(FILE *stream) { fprintf(stream, "Usage: nothing \n"); } int main(int argc, char *argv[]) { srand((unsigned int) time(NULL)); lt_t *const lt = create_lt(); if (argc < 2) { print_usage(stderr); RETURN_LT(lt, -1); } if (SDL_Init(SDL_INIT_EVERYTHING) < 0) { print_error_msg(ERROR_TYPE_SDL2, "Could not initialize SDL"); RETURN_LT(lt, -1); } PUSH_LT(lt, 42, SDL_Quit_lt); SDL_Window *const window = PUSH_LT( lt, SDL_CreateWindow( "Nothing", 100, 100, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE), SDL_DestroyWindow); if (window == NULL) { print_error_msg(ERROR_TYPE_SDL2, "Could not create SDL window"); RETURN_LT(lt, -1); } SDL_Renderer *const renderer = PUSH_LT( lt, SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC), SDL_DestroyRenderer); if (renderer == NULL) { print_error_msg(ERROR_TYPE_SDL2, "Could not create SDL renderer"); RETURN_LT(lt, -1); } if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) < 0) { print_error_msg(ERROR_TYPE_SDL2, "Could not set up blending mode for the renderer"); RETURN_LT(lt, -1); } SDL_Joystick *the_stick_of_joy = NULL; if (SDL_NumJoysticks() > 0) { the_stick_of_joy = PUSH_LT(lt, SDL_JoystickOpen(0), SDL_JoystickClose); if (the_stick_of_joy == NULL) { print_error_msg(ERROR_TYPE_SDL2, "Could not open 0th Stick of the Joy: %s\n"); RETURN_LT(lt, -1); } printf("Opened Joystick 0\n"); printf("Name: %s\n", SDL_JoystickNameForIndex(0)); printf("Number of Axes: %d\n", SDL_JoystickNumAxes(the_stick_of_joy)); printf("Number of Buttons: %d\n", SDL_JoystickNumButtons(the_stick_of_joy)); printf("Number of Balls: %d\n", SDL_JoystickNumBalls(the_stick_of_joy)); SDL_JoystickEventState(SDL_ENABLE); } else { fprintf(stderr, "[WARNING] Could not find any Sticks of the Joy\n"); } if (Mix_OpenAudio( MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024) < 0) { print_error_msg(ERROR_TYPE_SDL2_MIXER, "Could not initialize the audio\n"); RETURN_LT(lt, -1); } PUSH_LT(lt, 42, Mix_CloseAudio_lt); Mix_Chunk * sound_samples[] = { PUSH_LT(lt, Mix_LoadWAV("./sounds/nothing.wav"), Mix_FreeChunk), PUSH_LT(lt, Mix_LoadWAV("./sounds/something.wav"), Mix_FreeChunk) }; const size_t sound_samples_count = sizeof(sound_samples) / sizeof(Mix_Chunk*); sound_medium_t *sound_medium = PUSH_LT( lt, create_sound_medium(sound_samples, sound_samples_count, 0, MIX_CHANNELS - 1), destroy_sound_medium); if (sound_medium == NULL) { print_current_error_msg("Could not create sound medium"); RETURN_LT(lt, -1); } // ------------------------------ char *sounds_folder = PUSH_LT(lt, base_path_folder("sounds"), free); if (sounds_folder == NULL) { print_current_error_msg("Could not get the sounds folder"); RETURN_LT(lt, -1); } game_t *const game = PUSH_LT(lt, create_game(argv[1], sound_medium), destroy_game); if (game == NULL) { print_current_error_msg("Could not create the game object"); RETURN_LT(lt, -1); } const Uint8 *const keyboard_state = SDL_GetKeyboardState(NULL); const float delay_ms = 1.0f / GAME_FPS; printf("delay_ms: %f", delay_ms); SDL_Event e; while (!game_over_check(game)) { while (!game_over_check(game) && SDL_PollEvent(&e)) { if (game_event(game, &e) < 0) { print_current_error_msg("Failed handling event"); RETURN_LT(lt, -1); } } if (game_input(game, keyboard_state, the_stick_of_joy) < 0) { print_current_error_msg("Failed handling input"); RETURN_LT(lt, -1); } if (game_render(game, renderer) < 0) { print_current_error_msg("Failed rendering the game"); RETURN_LT(lt, -1); } if (game_update(game, delay_ms) < 0) { print_current_error_msg("Failed handling updating"); RETURN_LT(lt, -1); } if (game_sound(game) < 0) { print_current_error_msg("Failed handling the sound"); RETURN_LT(lt, -1); } } RETURN_LT(lt, 0); }