#include <SDL2/SDL.h>
#include "system/stacktrace.h"
+#include "broadcast.h"
#include "color.h"
+#include "ebisp/builtins.h"
+#include "ebisp/interpreter.h"
#include "game/camera.h"
#include "game/level.h"
#include "game/level/background.h"
#include "game/level/platforms.h"
#include "game/level/player.h"
#include "game/level/regions.h"
+#include "game/level/rigid_bodies.h"
#include "system/line_stream.h"
#include "system/lt.h"
#include "system/lt/lt_adapters.h"
#include "system/nth_alloc.h"
-#include "ebisp/interpreter.h"
-#include "ebisp/builtins.h"
-#include "broadcast.h"
#define LEVEL_LINE_MAX_LENGTH 512
+#define LEVEL_GRAVITY 1500.0f
struct Level
{
Labels *labels;
Regions *regions;
Physical_world *physical_world;
+ RigidBodies *rigid_bodies;
};
Level *create_level_from_file(const char *file_name, Broadcast *broadcast)
level->boxes,
level->physical_world) < 0) { RETURN_LT(lt, NULL); }
+ level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
+ if (level->rigid_bodies == NULL) {
+ RETURN_LT(lt, NULL);
+ }
+ rigid_bodies_add(
+ level->rigid_bodies,
+ rect(0.0, -1000.0, 100.0, 100.0),
+ rgba(1.0f, 0.0f, 0.0f, 1.0f));
+
+ rigid_bodies_add(
+ level->rigid_bodies,
+ rect(150.0, -1000.0, 100.0, 100.0),
+ rgba(0.0f, 1.0f, 0.0f, 1.0f));
+
+
level->lt = lt;
destroy_line_stream(RELEASE_LT(lt, level_stream));
return -1;
}
+ if (rigid_bodies_render(level->rigid_bodies, camera) < 0) {
+ return -1;
+ }
+
return 0;
}
physical_world_apply_gravity(level->physical_world);
boxes_float_in_lava(level->boxes, level->lava);
+ rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
+ rigid_bodies_update(level->rigid_bodies, delta_time);
boxes_update(level->boxes, delta_time);
player_update(level->player, delta_time);
+ rigid_bodies_collide_with_itself(level->rigid_bodies);
+ rigid_bodies_collide_with_platforms(level->rigid_bodies, level->platforms);
physical_world_collide_solids(level->physical_world, level->platforms);
player_hide_goals(level->player, level->goals);