]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
(#1193) Use 'menu' console command instead of 'Esc' key
[nothing.git] / src / game.c
index 25bf0f1d712736ad898b62a9d8bd01317aefbd38..9c45c05d5c4d28cbd18da051b3d9cacfa5645445 100644 (file)
 #include "game/level/level_editor/background_layer.h"
 #include "game/level/level_editor.h"
 #include "game/settings.h"
+#include "game/credits.h"
 
-typedef enum Game_state {
-    GAME_STATE_LEVEL = 0,
-    GAME_STATE_LEVEL_PICKER,
-    GAME_STATE_LEVEL_EDITOR,
-    GAME_STATE_SETTINGS,
-    GAME_STATE_QUIT
-} Game_state;
 
 typedef struct Game {
     Lt *lt;
@@ -33,6 +27,7 @@ typedef struct Game {
     Sprite_font *font;
     LevelPicker *level_picker;
     LevelEditor *level_editor;
+    Credits *credits;
     Level *level;
     Settings settings;
     Sound_samples *sound_samples;
@@ -43,7 +38,6 @@ typedef struct Game {
     int console_enabled;
 } Game;
 
-static
 void game_switch_state(Game *game, Game_state state)
 {
     game->camera = create_camera(game->renderer, game->font);
@@ -85,6 +79,14 @@ Game *create_game(const char *level_folder,
         RETURN_LT(lt, NULL);
     }
 
+    game->credits = PUSH_LT(
+        lt,
+        create_credits(),
+        destroy_credits);
+    if (game->credits == NULL) {
+        RETURN_LT(lt, NULL);
+    }
+
     game->sound_samples = PUSH_LT(
         lt,
         create_sound_samples(
@@ -161,6 +163,12 @@ int game_render(const Game *game)
         }
     } break;
 
+    case GAME_STATE_CREDITS: {
+        if (credits_render(game->credits, &game->camera) < 0) {
+            return -1;
+        }
+    } break;
+
     case GAME_STATE_SETTINGS: {
         settings_render(&game->settings, &game->camera);
     } break;
@@ -190,6 +198,7 @@ int game_sound(Game *game)
         level_editor_sound(game->level_editor, game->sound_samples);
         return 0;
     case GAME_STATE_LEVEL_PICKER:
+    case GAME_STATE_CREDITS:
     case GAME_STATE_SETTINGS:
     case GAME_STATE_QUIT:
         return 0;
@@ -249,6 +258,12 @@ int game_update(Game *game, float delta_time)
         level_editor_update(game->level_editor, delta_time);
     } break;
 
+    case GAME_STATE_CREDITS: {
+        if (credits_update(game->credits, &game->camera, delta_time) < 0) {
+            return -1;
+        }
+    } break;
+
     case GAME_STATE_SETTINGS: {
         settings_update(&game->settings, &game->camera, delta_time);
         sound_samples_update_volume(
@@ -283,6 +298,10 @@ static int game_event_running(Game *game, const SDL_Event *event)
                     return -1;
                 }
 
+                level_disable_pause_mode(
+                    game->level,
+                    &game->camera,
+                    game->sound_samples);
                 camera_disable_debug_mode(&game->camera);
             } break;
 
@@ -343,6 +362,10 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
             game_switch_state(game, GAME_STATE_LEVEL);
         } break;
 
+        case SDLK_i: {
+            game_switch_state(game, GAME_STATE_CREDITS);
+        } break;
+
         case SDLK_s: {
             game_switch_state(game, GAME_STATE_SETTINGS);
         } break;
@@ -350,7 +373,7 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
     } break;
     }
 
-    return level_picker_event(game->level_picker, event, &game->camera);
+    return level_picker_event(game->level_picker, event);
 }
 
 static int game_event_level_editor(Game *game, const SDL_Event *event)
@@ -443,6 +466,19 @@ int game_event(Game *game, const SDL_Event *event)
     case GAME_STATE_LEVEL_EDITOR:
         return game_event_level_editor(game, event);
 
+    case GAME_STATE_CREDITS: {
+        switch (event->type) {
+        case SDL_KEYDOWN: {
+            if (event->key.keysym.sym == SDLK_ESCAPE) {
+                game_switch_state(game, GAME_STATE_LEVEL_PICKER);
+                return 0;
+            }
+        } break;
+        }
+
+        return 0;
+    } break;
+
     case GAME_STATE_SETTINGS: {
         switch (event->type) {
         case SDL_KEYDOWN: {
@@ -466,7 +502,7 @@ int game_event(Game *game, const SDL_Event *event)
 
 // TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
 //
-// keyboard_state is a global var and can be check anywhere anyway 
+// keyboard_state is a global var and can be check anywhere anyway
 int game_input(Game *game,
                const Uint8 *const keyboard_state,
                SDL_Joystick *the_stick_of_joy)
@@ -480,6 +516,7 @@ int game_input(Game *game,
 
     switch (game->state) {
     case GAME_STATE_SETTINGS:
+    case GAME_STATE_CREDITS:
     case GAME_STATE_QUIT:
     case GAME_STATE_LEVEL_EDITOR:
         return 0;