-#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 "./camera.h"
-#include "./game.h"
-#include "./error.h"
-#include "./lt.h"
+#include "game.h"
+#include "game/debug_tree.h"
+#include "game/edit_field.h"
+#include "game/level.h"
+#include "game/sound_samples.h"
+#include "system/error.h"
+#include "system/lt.h"
typedef enum game_state_t {
GAME_STATE_RUNNING = 0,
lt_t *lt;
game_state_t state;
- player_t *player;
- platforms_t *platforms;
- camera_t *camera;
+ level_t *level;
char *level_file_path;
+ sound_samples_t *sound_samples;
+ camera_t *camera;
+ sprite_font_t *font;
+ debug_tree_t *debug_tree;
+ /* TODO: remove edit_field from game when edit_field_t functionality is fully implemented */
+ edit_field_t *edit_field;
+ SDL_Renderer *renderer;
} game_t;
-game_t *create_game(const char *level_file_path)
+game_t *create_game(const char *level_file_path,
+ const char *sound_sample_files[],
+ size_t sound_sample_files_count,
+ SDL_Renderer *renderer)
{
assert(level_file_path);
throw_error(ERROR_TYPE_LIBC);
RETURN_LT(lt, NULL);
}
+ game->lt = lt;
+
+ game->renderer = renderer;
- game->player = PUSH_LT(lt, create_player(100.0f, 0.0f), destroy_player);
- if (game->player == NULL) {
+ game->level = PUSH_LT(
+ lt,
+ create_level_from_file(level_file_path),
+ destroy_level);
+ if (game->level == NULL) {
RETURN_LT(lt, NULL);
}
- game->platforms = PUSH_LT(lt, load_platforms_from_file(level_file_path), destroy_platforms);
- if (game->platforms == 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_LT(lt, NULL);
}
+ strcpy(game->level_file_path, level_file_path);
- game->camera = PUSH_LT(lt, create_camera(vec(0.0f, 0.0f)), destroy_camera);
- if (game->camera == NULL) {
+ game->font = PUSH_LT(
+ lt,
+ create_sprite_font_from_file("fonts/charmap-oldschool.bmp", renderer),
+ destroy_sprite_font);
+ if (game->font == 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);
+ game->debug_tree = PUSH_LT(
+ lt,
+ create_debug_tree(game->font),
+ destroy_debug_tree);
+ if (game->debug_tree == NULL) {
RETURN_LT(lt, NULL);
}
- strcpy(game->level_file_path, level_file_path);
+ game->edit_field = PUSH_LT(
+ lt,
+ create_edit_field(
+ game->font,
+ vec(5.0f, 5.0f),
+ color(1.0f, 1.0f, 1.0f, 1.0f)),
+ destroy_edit_field);
+ if (game->edit_field == NULL) {
+ RETURN_LT(lt, NULL);
+ }
+
+ game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
+ if (game->camera == NULL) {
+ RETURN_LT(lt, NULL);
+ }
+
+ game->sound_samples = PUSH_LT(
+ lt,
+ create_sound_samples(
+ sound_sample_files,
+ sound_sample_files_count),
+ destroy_sound_samples);
+ if (game->sound_samples == NULL) {
+ RETURN_LT(lt, NULL);
+ }
game->state = GAME_STATE_RUNNING;
- game->lt = lt;
return game;
}
RETURN_LT0(game->lt);
}
-int game_render(const game_t *game, SDL_Renderer *renderer)
+int game_render(const game_t *game)
{
assert(game);
- assert(renderer);
if (game->state == GAME_STATE_QUIT) {
return 0;
}
- if (SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255) < 0) {
- throw_error(ERROR_TYPE_SDL2);
+ if (level_render(game->level, game->camera) < 0) {
return -1;
}
- if (SDL_RenderClear(renderer) < 0) {
- throw_error(ERROR_TYPE_SDL2);
+ if (debug_tree_render(game->debug_tree, game->renderer) < 0) {
return -1;
}
- if (render_player(game->player, renderer, game->camera) < 0) {
+ if (edit_field_render(game->edit_field, game->renderer, vec(100.0f, 100.0f)) < 0) {
return -1;
}
- if (render_platforms(game->platforms, renderer, game->camera) < 0) {
- return -1;
- }
-
- SDL_RenderPresent(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_samples);
+}
+
+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;
}
if (game->state == GAME_STATE_RUNNING) {
- update_player(game->player, game->platforms, delta_time);
- player_focus_camera(game->player, game->camera);
+ if (level_update(game->level, delta_time) < 0) {
+ return -1;
+ }
+
+ if (level_enter_camera_event(game->level, game->camera) < 0) {
+ return -1;
+ }
}
return 0;
switch (event->key.keysym.sym) {
case SDLK_p:
game->state = GAME_STATE_RUNNING;
+ camera_toggle_blackwhite_mode(game->camera);
+ sound_samples_toggle_pause(game->sound_samples);
+ break;
+ case SDLK_l:
+ camera_toggle_debug_mode(game->camera);
+ level_toggle_debug_mode(game->level);
+ debug_tree_toggle_enabled(game->debug_tree);
break;
}
break;
}
- return 0;
+ return level_event(game->level, event);
}
static int game_event_running(game_t *game, const SDL_Event *event)
assert(game);
assert(event);
+ if (edit_field_handle_event(game->edit_field, event) < 0) {
+ return -1;
+ }
+
switch (event->type) {
case SDL_QUIT:
game->state = GAME_STATE_QUIT;
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
- case SDLK_SPACE:
- player_jump(game->player);
- break;
-
- case SDLK_q:
+ case SDLK_r:
printf("Reloading the level from '%s'...\n", game->level_file_path);
- game->platforms = RESET_LT(
+ game->level = RESET_LT(
game->lt,
- game->platforms,
- load_platforms_from_file(game->level_file_path));
+ game->level,
+ create_level_from_file(
+ game->level_file_path));
- if (game->platforms == NULL) {
+ if (game->level == NULL) {
+ print_current_error_msg("Could not reload the level");
+ game->state = GAME_STATE_QUIT;
+ return -1;
+ }
+
+ camera_disable_debug_mode(game->camera);
+
+ 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;
case SDLK_p:
game->state = GAME_STATE_PAUSE;
+ camera_toggle_blackwhite_mode(game->camera);
+ sound_samples_toggle_pause(game->sound_samples);
break;
- }
- break;
- case SDL_JOYBUTTONDOWN:
- if (event->jbutton.button == 1) {
- player_jump(game->player);
+ case SDLK_l:
+ camera_toggle_debug_mode(game->camera);
+ level_toggle_debug_mode(game->level);
+ debug_tree_toggle_enabled(game->debug_tree);
+ break;
}
break;
+
}
- return 0;
+ return level_event(game->level, event);
}
int game_event(game_t *game, const SDL_Event *event)
return 0;
}
- if (keyboard_state[SDL_SCANCODE_A]) {
- player_move_left(game->player);
- } else if (keyboard_state[SDL_SCANCODE_D]) {
- player_move_right(game->player);
- } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < 0) {
- player_move_left(game->player);
- } else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > 0) {
- player_move_right(game->player);
- } else {
- player_stop(game->player);
- }
-
- return 0;
+ 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;
}