#include #include #include #include #include #include #include "game.h" #include "game/level/platforms.h" #include "game/level/player.h" #include "game/sound_samples.h" #include "game/sprite_font.h" #include "math/point.h" #include "sdl/renderer.h" #include "system/error.h" #include "system/lt.h" #include "system/lt/lt_adapters.h" #define SCREEN_WIDTH 800 #define SCREEN_HEIGHT 600 static void print_usage(FILE *stream) { fprintf(stream, "Usage: nothing [--fps ] \n"); } int main(int argc, char *argv[]) { srand((unsigned int) time(NULL)); Lt *const lt = create_lt(); char *level_filename = NULL; int fps = 30; for (int i = 1; i < argc;) { if (strcmp(argv[i], "--fps") == 0) { if (i + 1 < argc) { if (sscanf(argv[i + 1], "%d", &fps) == 0) { fprintf(stderr, "Cannot parse FPS: %s is not a number\n", argv[i + 1]); print_usage(stderr); RETURN_LT(lt, -1); } i += 2; } else { fprintf(stderr, "Value of FPS is not provided\n"); print_usage(stderr); RETURN_LT(lt, -1); } } else { level_filename = argv[i]; i++; } } if (level_filename == NULL) { fprintf(stderr, "Path to level file is not provided\n"); 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_ShowCursor(SDL_DISABLE); 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); // ------------------------------ const char * sound_sample_files[] = { "./sounds/nothing.wav", "./sounds/something.wav" }; const size_t sound_sample_files_count = sizeof(sound_sample_files) / sizeof(char*); Game *const game = PUSH_LT( lt, create_game( level_filename, sound_sample_files, sound_sample_files_count, renderer), 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); SDL_StopTextInput(); SDL_Event e; const int64_t delta_time = (int64_t) roundf(1000.0f / 60.0f); int64_t render_timer = (int64_t) roundf(1000.0f / (float) fps); while (!game_over_check(game)) { const int64_t begin_frame_time = (int64_t) SDL_GetTicks(); 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_update(game, (float) delta_time * 0.001f) < 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); } render_timer -= delta_time; if (render_timer <= 0) { if (game_render(game) < 0) { print_current_error_msg("Failed rendering the game"); RETURN_LT(lt, -1); } SDL_RenderPresent(renderer); render_timer = (int64_t) roundf(1000.0f / (float) fps); } const int64_t end_frame_time = (int64_t) SDL_GetTicks(); #define max_int64(a, b) (a > b ? a : b) SDL_Delay((unsigned int) max_int64(10, delta_time - (end_frame_time - begin_frame_time))); #undef max_int64 } RETURN_LT(lt, 0); }