#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_CREDITS,
GAME_STATE_SETTINGS,
GAME_STATE_QUIT
} Game_state;
Sprite_font *font;
LevelPicker *level_picker;
LevelEditor *level_editor;
+ Credits *credits;
Level *level;
Settings settings;
Sound_samples *sound_samples;
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(
}
} 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;
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;
trace_assert(game);
trace_assert(delta_time > 0.0f);
+ // TODO: effective scale recalculation should be probably done only when the size of the window is changed
+ SDL_Rect view_port;
+ SDL_RenderGetViewport(game->camera.renderer, &view_port);
+ game->camera.effective_scale = effective_scale(&view_port);
+
if (game->console_enabled) {
if (console_update(game->console, delta_time) < 0) {
return -1;
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(
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;
} 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)
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: {
// 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)
switch (game->state) {
case GAME_STATE_SETTINGS:
+ case GAME_STATE_CREDITS:
case GAME_STATE_QUIT:
case GAME_STATE_LEVEL_EDITOR:
return 0;