-#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 "./sound_medium.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,
game_state_t state;
level_t *level;
char *level_file_path;
- sound_medium_t *sound_medium;
+ 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, sound_medium_t *sound_medium)
+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->level = PUSH_LT(
lt,
throw_error(ERROR_TYPE_LIBC);
RETURN_LT(lt, NULL);
}
-
strcpy(game->level_file_path, level_file_path);
+ 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->debug_tree = PUSH_LT(
+ lt,
+ create_debug_tree(game->font),
+ destroy_debug_tree);
+ if (game->debug_tree == NULL) {
+ RETURN_LT(lt, NULL);
+ }
+
+ 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->sound_medium = sound_medium;
- 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 (level_render(game->level, renderer) < 0) {
+ if (level_render(game->level, game->camera) < 0) {
+ return -1;
+ }
+
+ if (debug_tree_render(game->debug_tree, game->renderer) < 0) {
return -1;
}
- SDL_RenderPresent(renderer);
+ if (edit_field_render(game->edit_field, game->renderer, vec(100.0f, 100.0f)) < 0) {
+ return -1;
+ }
return 0;
}
int game_sound(game_t *game)
{
- return level_sound(game->level, game->sound_medium);
+ return level_sound(game->level, game->sound_samples);
}
int game_update(game_t *game, float delta_time)
}
if (game->state == GAME_STATE_RUNNING) {
- return level_update(game->level, delta_time);
+ 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;
- level_toggle_pause_mode(game->level);
- sound_medium_toggle_pause(game->sound_medium);
+ 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;
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;
game->state = GAME_STATE_QUIT;
return -1;
}
+
+ camera_disable_debug_mode(game->camera);
+
break;
case SDLK_q:
case SDLK_p:
game->state = GAME_STATE_PAUSE;
- level_toggle_pause_mode(game->level);
- sound_medium_toggle_pause(game->sound_medium);
+ 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;