]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
Remove create_camera ctor
[nothing.git] / src / game.c
index d301ead33fb73a0015bbd0a0197cd7fc64e36377..2c3d595c51b415f5aa5451103baf57c0c5e2ad89 100644 (file)
@@ -1,14 +1,13 @@
-#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,
@@ -24,11 +23,13 @@ typedef struct game_t {
     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);
 
@@ -43,25 +44,9 @@ game_t *create_game(const char *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);
@@ -72,10 +57,15 @@ game_t *create_game(const char *level_file_path)
         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;
@@ -96,7 +86,7 @@ int game_render(const game_t *game, SDL_Renderer *renderer)
         return 0;
     }
 
-    if (level_render(game->level, renderer) < 0) {
+    if (level_render(game->level, game->camera) < 0) {
         return -1;
     }
 
@@ -105,10 +95,15 @@ int game_render(const game_t *game, SDL_Renderer *renderer)
     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;
@@ -136,10 +131,11 @@ static int game_event_pause(game_t *game, const SDL_Event *event)
         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;
@@ -167,9 +163,7 @@ static int game_event_running(game_t *game, const SDL_Event *event)
                 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");
@@ -189,11 +183,12 @@ static int game_event_running(game_t *game, const SDL_Event *event)
 
         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;