-#include <stdio.h>
-#include <assert.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
+#include <assert.h>
+#include <stdio.h>
-#include "./player.h"
-#include "./platforms.h"
-#include "./game.h"
-#include "./error.h"
-#include "./level.h"
-#include "./lt.h"
+#include "game.h"
+#include "game/level.h"
+#include "game/sound_medium.h"
+#include "system/error.h"
+#include "system/lt.h"
typedef enum game_state_t {
GAME_STATE_RUNNING = 0,
game_state_t state;
level_t *level;
char *level_file_path;
- Mix_Music *sound_something;
- Mix_Music *sound_nothing;
+ sound_medium_t *sound_medium;
+ camera_t *camera;
} game_t;
-game_t *create_game(const char *level_file_path)
+game_t *create_game(const char *level_file_path,
+ sound_medium_t *sound_medium,
+ SDL_Renderer *renderer)
{
assert(level_file_path);
RETURN_LT(lt, NULL);
}
- /* TODO: paths to sounds are hardcoded */
- game->sound_something = PUSH_LT(lt, Mix_LoadMUS("./sounds/something.mp3"), Mix_FreeMusic);
- if (game->sound_something == NULL) {
- throw_error(ERROR_TYPE_SDL2_MIXER);
- RETURN_LT(lt, NULL);
- }
-
- game->sound_nothing = PUSH_LT(lt, Mix_LoadMUS("./sounds/nothing.mp3"), Mix_FreeMusic);
- if (game->sound_nothing == NULL) {
- throw_error(ERROR_TYPE_SDL2_MIXER);
- RETURN_LT(lt, NULL);
- }
-
game->level = PUSH_LT(
lt,
- create_level_from_file(
- level_file_path,
- game->sound_nothing,
- game->sound_something),
+ create_level_from_file(level_file_path),
destroy_level);
if (game->level == NULL) {
RETURN_LT(lt, NULL);
throw_error(ERROR_TYPE_LIBC);
RETURN_LT(lt, NULL);
}
-
strcpy(game->level_file_path, level_file_path);
+ game->camera = PUSH_LT(lt, create_camera_from_renderer(renderer), destroy_camera);
+ if (game->camera == NULL) {
+ RETURN_LT(lt, NULL);
+ }
+
game->state = GAME_STATE_RUNNING;
+ game->sound_medium = sound_medium;
game->lt = lt;
return game;
return 0;
}
- if (level_render(game->level, renderer) < 0) {
+ if (level_render(game->level, game->camera) < 0) {
return -1;
}
return 0;
}
-int game_update(game_t *game, Uint32 delta_time)
+int game_sound(game_t *game)
+{
+ return level_sound(game->level, game->sound_medium);
+}
+
+int game_update(game_t *game, float delta_time)
{
assert(game);
- assert(delta_time > 0);
+ assert(delta_time > 0.0f);
if (game->state == GAME_STATE_QUIT) {
return 0;
switch (event->key.keysym.sym) {
case SDLK_p:
game->state = GAME_STATE_RUNNING;
- level_toggle_pause_mode(game->level);
+ camera_toggle_blackwhite_mode(game->camera);
+ sound_medium_toggle_pause(game->sound_medium);
break;
case SDLK_l:
- level_toggle_debug_mode(game->level);
+ camera_toggle_debug_mode(game->camera);
break;
}
break;
game->lt,
game->level,
create_level_from_file(
- game->level_file_path,
- game->sound_nothing,
- game->sound_something));
+ game->level_file_path));
if (game->level == NULL) {
print_current_error_msg("Could not reload the level");
case SDLK_p:
game->state = GAME_STATE_PAUSE;
- level_toggle_pause_mode(game->level);
+ camera_toggle_blackwhite_mode(game->camera);
+ sound_medium_toggle_pause(game->sound_medium);
break;
case SDLK_l:
- level_toggle_debug_mode(game->level);
+ camera_toggle_debug_mode(game->camera);
break;
}
break;