#include "game/settings.h"
#include "game/credits.h"
-
typedef struct Game {
Lt *lt;
Game_state state;
Sprite_font font;
+ Memory tmpmem;
LevelPicker level_picker;
- LevelEditor *level_editor;
+ LevelEditor level_editor;
Credits *credits;
Level *level;
Settings settings;
void game_switch_state(Game *game, Game_state state)
{
+ game->cursor.style = CURSOR_STYLE_POINTER;
if (state == GAME_STATE_LEVEL_PICKER) {
level_picker_clean_selection(&game->level_picker);
}
renderer,
"./assets/images/charmap-oldschool.bmp");
+ game->tmpmem.capacity = TMPMEM_CAPACITY;
+ game->tmpmem.buffer = malloc(TMPMEM_CAPACITY);
+ trace_assert(game->tmpmem.buffer);
+
level_picker_populate(&game->level_picker, level_folder);
game->credits = PUSH_LT(
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDOPERATION_ADD)) < 0) {
- log_warn("SDL error: %s\n", SDL_GetError());
+ log_warn("SDL error while setting blending mode for `%s': %s\n",
+ cursor_style_tex_files[style],
+ SDL_GetError());
}
}
+ create_level_editor(&game->level_editor, &game->cursor);
game->console = PUSH_LT(
lt,
{
trace_assert(game);
destroy_level_picker(game->level_picker);
+ free(game->tmpmem.buffer);
RETURN_LT0(game->lt);
}
} break;
case GAME_STATE_LEVEL_EDITOR: {
- if (level_editor_render(game->level_editor, &game->camera) < 0) {
+ if (level_editor_render(&game->level_editor, &game->camera) < 0) {
return -1;
}
} break;
case GAME_STATE_LEVEL:
return level_sound(game->level, game->sound_samples);
case GAME_STATE_LEVEL_EDITOR:
- level_editor_sound(game->level_editor, game->sound_samples);
+ level_editor_sound(&game->level_editor, game->sound_samples);
return 0;
case GAME_STATE_LEVEL_PICKER:
case GAME_STATE_CREDITS:
} break;
case GAME_STATE_LEVEL_PICKER: {
- if (level_picker_update(&game->level_picker, delta_time) < 0) {
+ if (level_picker_update(&game->level_picker, &game->camera, delta_time) < 0) {
return -1;
}
case GAME_STATE_LEVEL_EDITOR: {
if (level_editor_focus_camera(
- game->level_editor,
+ &game->level_editor,
&game->camera) < 0) {
return -1;
}
- level_editor_update(game->level_editor, delta_time);
+ level_editor_update(&game->level_editor, delta_time);
} break;
case GAME_STATE_CREDITS: {
game->lt,
game->level,
create_level_from_level_editor(
- game->level_editor));
+ &game->level_editor));
if (game->level == NULL) {
game_switch_state(game, GAME_STATE_QUIT);
return -1;
case SDL_KEYDOWN: {
switch(event->key.keysym.sym) {
case SDLK_n: {
- if (game->level_editor == NULL) {
- game->level_editor = PUSH_LT(
- game->lt,
- create_level_editor(&game->cursor),
- destroy_level_editor);
- } else {
- game->level_editor = RESET_LT(
- game->lt,
- game->level_editor,
- create_level_editor(&game->cursor));
- }
-
- if (game->level_editor == NULL) {
- return -1;
- }
+ level_editor_clean(&game->level_editor);
if (game->level == NULL) {
game->level = PUSH_LT(
game->lt,
create_level_from_level_editor(
- game->level_editor),
+ &game->level_editor),
destroy_level);
} else {
game->level = RESET_LT(
game->lt,
game->level,
create_level_from_level_editor(
- game->level_editor));
+ &game->level_editor));
}
if (game->level == NULL) {
game->lt,
game->level,
create_level_from_level_editor(
- game->level_editor));
+ &game->level_editor));
if (game->level == NULL) {
return -1;
}
} break;
}
- return level_editor_event(game->level_editor, event, &game->camera);
+ return level_editor_event(&game->level_editor, event, &game->camera);
}
int game_event(Game *game, const SDL_Event *event)
} break;
case SDL_KEYDOWN: {
- if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
+ if ((event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) ||
+ (event->key.keysym.sym == SDLK_F4 && event->key.keysym.mod & KMOD_ALT)) {
game_switch_state(game, GAME_STATE_QUIT);
return 0;
}
trace_assert(game);
trace_assert(level_filename);
- if (game->level_editor == NULL) {
- game->level_editor = PUSH_LT(
- game->lt,
- create_level_editor_from_file(level_filename, &game->cursor),
- destroy_level_editor);
- } else {
- game->level_editor = RESET_LT(
- game->lt,
- game->level_editor,
- create_level_editor_from_file(level_filename, &game->cursor));
- }
-
- if (game->level_editor == NULL) {
- return -1;
- }
+ memory_clean(&game->tmpmem);
+ level_editor_load_from_file(&game->level_editor, &game->tmpmem, level_filename);
if (game->level == NULL) {
game->level = PUSH_LT(
game->lt,
create_level_from_level_editor(
- game->level_editor),
+ &game->level_editor),
destroy_level);
} else {
game->level = RESET_LT(
game->lt,
game->level,
create_level_from_level_editor(
- game->level_editor));
+ &game->level_editor));
}
if (game->level == NULL) {