#include <stdio.h>
#include <assert.h>
#include <SDL2/SDL.h>
+#include <SDL2/SDL_mixer.h>
#include "./player.h"
#include "./platforms.h"
-#include "./camera.h"
#include "./game.h"
#include "./error.h"
#include "./level.h"
game_state_t state;
level_t *level;
- camera_t *camera;
char *level_file_path;
} game_t;
RETURN_LT(lt, NULL);
}
- game->camera = PUSH_LT(lt, create_camera(vec(0.0f, 0.0f)), destroy_camera);
- if (game->camera == NULL) {
- RETURN_LT(lt, NULL);
- }
-
game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
if (game->level_file_path == NULL) {
throw_error(ERROR_TYPE_LIBC);
return 0;
}
- if (SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255) < 0) {
- throw_error(ERROR_TYPE_SDL2);
- return -1;
- }
-
- if (SDL_RenderClear(renderer) < 0) {
- throw_error(ERROR_TYPE_SDL2);
- return -1;
- }
-
- if (level_render(game->level, game->camera, renderer) < 0) {
+ if (level_render(game->level, renderer) < 0) {
return -1;
}
}
if (game->state == GAME_STATE_RUNNING) {
- return level_update(game->level, game->camera, delta_time);
+ return level_update(game->level, delta_time);
}
return 0;
switch (event->key.keysym.sym) {
case SDLK_p:
game->state = GAME_STATE_RUNNING;
+ level_toggle_pause_mode(game->level);
break;
case SDLK_l:
- camera_toggle_debug_mode(game->camera);
+ level_toggle_debug_mode(game->level);
break;
}
break;
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
- case SDLK_q:
+ case SDLK_r:
printf("Reloading the level from '%s'...\n", game->level_file_path);
game->level = RESET_LT(
game->lt,
game->level,
- create_level_from_file(game->level_file_path));
+ create_level_from_file(
+ game->level_file_path));
if (game->level == NULL) {
print_current_error_msg("Could not reload the level");
}
break;
+ case SDLK_q:
+ printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
+ if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
+ print_current_error_msg("Could not reload the level");
+ game->state = GAME_STATE_QUIT;
+ return -1;
+ }
+ break;
+
case SDLK_p:
game->state = GAME_STATE_PAUSE;
+ level_toggle_pause_mode(game->level);
break;
case SDLK_l:
- camera_toggle_debug_mode(game->camera);
+ level_toggle_debug_mode(game->level);
break;
}
break;
return level_input(game->level, keyboard_state, the_stick_of_joy);
}
-int is_game_over(const game_t *game)
+int game_over_check(const game_t *game)
{
return game->state == GAME_STATE_QUIT;
}