#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"
+#include "./lt.h"
+
+typedef enum game_state_t {
+ GAME_STATE_RUNNING = 0,
+ GAME_STATE_PAUSE,
+ GAME_STATE_QUIT,
+
+ GAME_STATE_N
+} game_state_t;
typedef struct game_t {
- player_t *player;
- platforms_t *platforms;
- camera_t *camera;
+ lt_t *lt;
+
+ game_state_t state;
+ level_t *level;
+ char *level_file_path;
} game_t;
-game_t *create_game(const char *platforms_file_path)
+game_t *create_game(const char *level_file_path)
{
- assert(platforms_file_path);
+ assert(level_file_path);
- game_t *game = malloc(sizeof(game_t));
+ lt_t *const lt = create_lt();
+ if (lt == NULL) {
+ return NULL;
+ }
+
+ game_t *game = PUSH_LT(lt, malloc(sizeof(game_t)), free);
if (game == NULL) {
throw_error(ERROR_TYPE_LIBC);
- goto malloc_game_failed;
+ RETURN_LT(lt, NULL);
}
- if ((game->player = create_player(100.0f, 0.0f)) == NULL) {
- goto create_player_failed;
+ game->level = PUSH_LT(
+ lt,
+ create_level_from_file(level_file_path),
+ destroy_level);
+ if (game->level == NULL) {
+ RETURN_LT(lt, NULL);
}
- if ((game->platforms = load_platforms_from_file(platforms_file_path)) == NULL) {
- goto create_platforms_failed;
+ 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_LT(lt, NULL);
}
- if ((game->camera = create_camera(vec(0.0f, 0.0f))) == NULL) {
- goto create_camera_failed;
- }
+ strcpy(game->level_file_path, level_file_path);
- return game;
+ game->state = GAME_STATE_RUNNING;
+ game->lt = lt;
-create_camera_failed:
- free(game->platforms);
-create_platforms_failed:
- free(game->player);
-create_player_failed:
- free(game);
-malloc_game_failed:
- return NULL;
+ return game;
}
void destroy_game(game_t *game)
{
assert(game);
-
- free(game->camera);
- free(game->platforms);
- free(game->player);
- free(game);
+ RETURN_LT0(game->lt);
}
int game_render(const game_t *game, SDL_Renderer *renderer)
assert(game);
assert(renderer);
+ if (game->state == GAME_STATE_QUIT) {
+ return 0;
+ }
+
+ if (level_render(game->level, renderer) < 0) {
+ return -1;
+ }
+
+ SDL_RenderPresent(renderer);
+
return 0;
}
assert(game);
assert(delta_time > 0);
+ if (game->state == GAME_STATE_QUIT) {
+ return 0;
+ }
+
+ if (game->state == GAME_STATE_RUNNING) {
+ return level_update(game->level, delta_time);
+ }
+
return 0;
}
+
+static int game_event_pause(game_t *game, const SDL_Event *event)
+{
+ assert(game);
+ assert(event);
+
+ switch (event->type) {
+ case SDL_QUIT:
+ game->state = GAME_STATE_QUIT;
+ break;
+
+ case SDL_KEYDOWN:
+ switch (event->key.keysym.sym) {
+ case SDLK_p:
+ game->state = GAME_STATE_RUNNING;
+ level_toggle_pause_mode(game->level);
+ break;
+ case SDLK_l:
+ level_toggle_debug_mode(game->level);
+ break;
+ }
+ break;
+ }
+
+ return level_event(game->level, event);
+}
+
+static int game_event_running(game_t *game, const SDL_Event *event)
+{
+ assert(game);
+ assert(event);
+
+ switch (event->type) {
+ case SDL_QUIT:
+ game->state = GAME_STATE_QUIT;
+ break;
+
+ case SDL_KEYDOWN:
+ switch (event->key.keysym.sym) {
+ 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));
+
+ if (game->level == NULL) {
+ print_current_error_msg("Could not reload the level");
+ game->state = GAME_STATE_QUIT;
+ return -1;
+ }
+ 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:
+ level_toggle_debug_mode(game->level);
+ break;
+ }
+ break;
+
+ }
+
+ return level_event(game->level, event);
+}
+
int game_event(game_t *game, const SDL_Event *event)
{
assert(game);
assert(event);
+ switch (game->state) {
+ case GAME_STATE_RUNNING:
+ return game_event_running(game, event);
+
+ case GAME_STATE_PAUSE:
+ return game_event_pause(game, event);
+
+ default: {}
+ }
+
return 0;
}
+
int game_input(game_t *game,
const Uint8 *const keyboard_state,
SDL_Joystick *the_stick_of_joy)
{
assert(game);
assert(keyboard_state);
- assert(the_stick_of_joy);
- return 0;
+ if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
+ return 0;
+ }
+
+ return level_input(game->level, keyboard_state, the_stick_of_joy);
+}
+
+int game_over_check(const game_t *game)
+{
+ return game->state == GAME_STATE_QUIT;
}