#include <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/player.h"
#include "game/level/regions.h"
#include "game/level/rigid_bodies.h"
-#include "game/level_metadata.h"
#include "game/level/level_editor/rect_layer.h"
#include "game/level/level_editor/point_layer.h"
#include "game/level/level_editor/player_layer.h"
#include "game/level/level_editor/label_layer.h"
-#include "system/line_stream.h"
+#include "game/level/level_editor/background_layer.h"
#include "system/log.h"
#include "system/lt.h"
#include "system/nth_alloc.h"
#include "system/str.h"
#include "game/level/level_editor.h"
-#include "game/level/script.h"
+#include "ui/console.h"
#define LEVEL_GRAVITY 1500.0f
+#define JOYSTICK_THRESHOLD 1000
+
+typedef enum {
+ LEVEL_STATE_IDLE = 0,
+ LEVEL_STATE_PAUSE
+} LevelState;
struct Level
{
Lt *lt;
- LevelMetadata *metadata;
- Background *background;
+ LevelState state;
+ Background background;
RigidBodies *rigid_bodies;
Player *player;
Platforms *platforms;
Boxes *boxes;
Labels *labels;
Regions *regions;
- Broadcast *broadcast;
- Script *supa_script;
};
-Level *create_level_from_level_editor(const LevelEditor *level_editor,
- Broadcast *broadcast)
+Level *create_level_from_level_editor(const LevelEditor *level_editor)
{
trace_assert(level_editor);
- trace_assert(broadcast);
Lt *lt = create_lt();
}
level->lt = lt;
- level->background = PUSH_LT(
- lt,
- create_background(color_picker_rgba(&level_editor->background_layer)),
- destroy_background);
- if (level->background == NULL) {
- RETURN_LT(lt, NULL);
- }
+ level->background = create_background(
+ color_picker_rgba(
+ &level_editor->background_layer.color_picker));
level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
if (level->rigid_bodies == NULL) {
level->player = PUSH_LT(
lt,
create_player_from_player_layer(
- level_editor->player_layer,
- level->rigid_bodies,
- broadcast),
+ &level_editor->player_layer,
+ level->rigid_bodies),
destroy_player);
if (level->player == NULL) {
RETURN_LT(lt, NULL);
level->platforms = PUSH_LT(
lt,
- create_platforms_from_rect_layer(level_editor->platforms_layer),
+ create_platforms_from_rect_layer(&level_editor->platforms_layer),
destroy_platforms);
if (level->platforms == NULL) {
RETURN_LT(lt, NULL);
level->goals = PUSH_LT(
lt,
- create_goals_from_point_layer(level_editor->goals_layer),
+ create_goals_from_point_layer(&level_editor->goals_layer),
destroy_goals);
if (level->goals == NULL) {
RETURN_LT(lt, NULL);
level->lava = PUSH_LT(
lt,
- create_lava_from_rect_layer(level_editor->lava_layer),
+ create_lava_from_rect_layer(&level_editor->lava_layer),
destroy_lava);
if (level->lava == NULL) {
RETURN_LT(lt, NULL);
level->back_platforms = PUSH_LT(
lt,
- create_platforms_from_rect_layer(level_editor->back_platforms_layer),
+ create_platforms_from_rect_layer(&level_editor->back_platforms_layer),
destroy_platforms);
if (level->back_platforms == NULL) {
RETURN_LT(lt, NULL);
level->boxes = PUSH_LT(
lt,
- create_boxes_from_rect_layer(level_editor->boxes_layer, level->rigid_bodies),
+ create_boxes_from_rect_layer(&level_editor->boxes_layer, level->rigid_bodies),
destroy_boxes);
if (level->boxes == NULL) {
RETURN_LT(lt, NULL);
level->regions = PUSH_LT(
lt,
- create_regions_from_rect_layer(level_editor->regions_layer),
+ create_regions_from_rect_layer(
+ &level_editor->regions_layer,
+ level->labels,
+ level->goals),
destroy_regions);
if (level->regions == NULL) {
RETURN_LT(lt, NULL);
}
- level->broadcast = broadcast;
-
- level->supa_script = PUSH_LT(
- lt,
- create_script_from_string(
- broadcast,
- level_editor->supa_script_source),
- destroy_script);
- if (level->supa_script == NULL) {
- log_fail("Could not construct Supa Script for the level\n");
- RETURN_LT(lt, NULL);
- }
-
return level;
}
RETURN_LT0(level->lt);
}
-
-int level_render(const Level *level, Camera *camera)
+int level_render(const Level *level, const Camera *camera)
{
trace_assert(level);
- if (background_render(level->background, camera) < 0) {
+ if (background_render(&level->background, camera) < 0) {
return -1;
}
trace_assert(level);
trace_assert(delta_time > 0);
+ if (level->state == LEVEL_STATE_PAUSE) {
+ return 0;
+ }
+
boxes_float_in_lava(level->boxes, level->lava);
rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
rigid_bodies_collide(level->rigid_bodies, level->platforms);
- player_hide_goals(level->player, level->goals);
player_die_from_lava(level->player, level->lava);
- regions_player_enter(level->regions, level->player, level->supa_script);
- regions_player_leave(level->regions, level->player, level->supa_script);
+ regions_player_enter(level->regions, level->player);
+ regions_player_leave(level->regions, level->player);
goals_update(level->goals, delta_time);
lava_update(level->lava, delta_time);
return 0;
}
-int level_event(Level *level, const SDL_Event *event)
+static
+int level_event_idle(Level *level, const SDL_Event *event,
+ Camera *camera, Sound_samples *sound_samples)
{
trace_assert(level);
- trace_assert(event);
switch (event->type) {
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
+ case SDLK_w:
+ case SDLK_UP:
case SDLK_SPACE: {
- player_jump(level->player, level->supa_script);
+ player_jump(level->player);
+ } break;
+
+ case SDLK_p: {
+ level->state = LEVEL_STATE_PAUSE;
+ camera->blackwhite_mode = true;
+ sound_samples_toggle_pause(sound_samples);
+ } break;
+
+ case SDLK_l: {
+ camera_toggle_debug_mode(camera);
} break;
}
break;
case SDL_JOYBUTTONDOWN:
if (event->jbutton.button == 1) {
- player_jump(level->player, level->supa_script);
+ player_jump(level->player);
}
break;
}
return 0;
}
+static
+int level_event_pause(Level *level, const SDL_Event *event,
+ Camera *camera, Sound_samples *sound_samples)
+{
+ trace_assert(level);
+
+ switch (event->type) {
+ case SDL_KEYDOWN: {
+ switch (event->key.keysym.sym) {
+ case SDLK_p: {
+ level->state = LEVEL_STATE_IDLE;
+ camera->blackwhite_mode = false;
+ sound_samples_toggle_pause(sound_samples);
+ } break;
+ }
+ } break;
+ }
+
+ return 0;
+}
+
+int level_event(Level *level, const SDL_Event *event,
+ Camera *camera, Sound_samples *sound_samples)
+{
+ trace_assert(level);
+ trace_assert(event);
+
+ switch (level->state) {
+ case LEVEL_STATE_IDLE: {
+ return level_event_idle(level, event, camera, sound_samples);
+ } break;
+
+ case LEVEL_STATE_PAUSE: {
+ return level_event_pause(level, event, camera, sound_samples);
+ } break;
+ }
+
+ return 0;
+}
+
int level_input(Level *level,
const Uint8 *const keyboard_state,
SDL_Joystick *the_stick_of_joy)
{
trace_assert(level);
trace_assert(keyboard_state);
- (void) the_stick_of_joy;
- if (keyboard_state[SDL_SCANCODE_A]) {
+ if (level->state == LEVEL_STATE_PAUSE) {
+ return 0;
+ }
+
+ if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
player_move_left(level->player);
- } else if (keyboard_state[SDL_SCANCODE_D]) {
+ } else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
player_move_right(level->player);
- } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
+ } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
player_move_left(level->player);
- } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
+ } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
player_move_right(level->player);
} else {
player_stop(level->player);
int level_sound(Level *level, Sound_samples *sound_samples)
{
+ if (level->state == LEVEL_STATE_PAUSE) {
+ return 0;
+ }
+
if (goals_sound(level->goals, sound_samples) < 0) {
return -1;
}
return 0;
}
-void level_toggle_debug_mode(Level *level)
-{
- background_toggle_debug_mode(level->background);
-}
-
int level_enter_camera_event(Level *level, Camera *camera)
{
+ if (level->state == LEVEL_STATE_PAUSE) {
+ return 0;
+ }
+
player_focus_camera(level->player, camera);
camera_scale(camera, 1.0f);
return 0;
}
-struct EvalResult level_send(Level *level, Gc *gc, struct Scope *scope, struct Expr path)
+void level_disable_pause_mode(Level *level, Camera *camera,
+ Sound_samples *sound_samples)
{
trace_assert(level);
- trace_assert(gc);
- trace_assert(scope);
-
- const char *target = NULL;
- struct Expr rest = void_expr();
- struct EvalResult res = match_list(gc, "q*", path, &target, &rest);
- if (res.is_error) {
- return res;
- }
-
- if (strcmp(target, "goal") == 0) {
- return goals_send(level->goals, gc, scope, rest);
- } else if (strcmp(target, "label") == 0) {
- return labels_send(level->labels, gc, scope, rest);
- } else if (strcmp(target, "box") == 0) {
- return boxes_send(level->boxes, gc, scope, rest);
- } else if (strcmp(target, "body-push") == 0) {
- long int id = 0, x = 0, y = 0;
- res = match_list(gc, "ddd", rest, &id, &x, &y);
- if (res.is_error) {
- return res;
- }
-
- rigid_bodies_apply_force(level->rigid_bodies, (size_t) id, vec((float) x, (float) y));
-
- return eval_success(NIL(gc));
- } else if (strcmp(target, "edit") == 0) {
- return eval_success(NIL(gc));
- }
-
- return unknown_target(gc, "level", target);
+ trace_assert(camera);
+ trace_assert(sound_samples);
+ level->state = LEVEL_STATE_IDLE;
+ camera->blackwhite_mode = false;
+ sound_samples_toggle_pause(sound_samples);
}