#include <stdio.h>
#include <stdlib.h>
+#include <time.h>
#include <SDL2/SDL.h>
+#include <SDL2/SDL_mixer.h>
#include "./player.h"
#include "./platforms.h"
#include "./error.h"
#include "./game.h"
#include "./lt.h"
+#include "./path.h"
+#include "./point.h"
+#include "./sound_medium.h"
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define GAME_FPS 60
+/* LT module adapter for Mix_CloseAudio */
+static void Mix_CloseAudio_lt(void* ignored)
+{
+ (void) ignored;
+ Mix_CloseAudio();
+}
+
/* LT module adapter for SDL_Quit */
static void SDL_Quit_lt(void* ignored)
{
int main(int argc, char *argv[])
{
+ srand((unsigned int) time(NULL));
+
lt_t *const lt = create_lt();
if (argc < 2) {
SDL_Window *const window = PUSH_LT(
lt,
- SDL_CreateWindow("Nothing", 100, 100, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN),
+ SDL_CreateWindow(
+ "Nothing",
+ 100, 100,
+ SCREEN_WIDTH, SCREEN_HEIGHT,
+ SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE),
SDL_DestroyWindow);
if (window == NULL) {
fprintf(stderr, "[WARNING] Could not find any Sticks of the Joy\n");
}
+ if (Mix_OpenAudio(
+ MIX_DEFAULT_FREQUENCY,
+ MIX_DEFAULT_FORMAT,
+ 2,
+ 1024) < 0) {
+ print_error_msg(ERROR_TYPE_SDL2_MIXER, "Could not initialize the audio\n");
+ RETURN_LT(lt, -1);
+ }
+ PUSH_LT(lt, 42, Mix_CloseAudio_lt);
+
+ Mix_Chunk * sound_samples[] = {
+ PUSH_LT(lt, Mix_LoadWAV("./sounds/nothing.wav"), Mix_FreeChunk),
+ PUSH_LT(lt, Mix_LoadWAV("./sounds/something.wav"), Mix_FreeChunk)
+ };
+ const size_t sound_samples_count = sizeof(sound_samples) / sizeof(Mix_Chunk*);
+
+ sound_medium_t *sound_medium =
+ PUSH_LT(lt, create_sound_medium(sound_samples, sound_samples_count), destroy_sound_medium);
+
// ------------------------------
- game_t *const game = PUSH_LT(lt, create_game(argv[1]), destroy_game);
+ char *sounds_folder = PUSH_LT(lt, base_path_folder("sounds"), free);
+ if (sounds_folder == NULL) {
+ print_current_error_msg("Could not get the sounds folder");
+ RETURN_LT(lt, -1);
+ }
+
+ game_t *const game = PUSH_LT(lt, create_game(argv[1], sound_medium), destroy_game);
if (game == NULL) {
print_current_error_msg("Could not create the game object");
RETURN_LT(lt, -1);
const Uint8 *const keyboard_state = SDL_GetKeyboardState(NULL);
const Uint32 delay_ms = (Uint32) roundf(1000.0f / GAME_FPS);
SDL_Event e;
- while (!is_game_over(game)) {
- while (!is_game_over(game) && SDL_PollEvent(&e)) {
+ while (!game_over_check(game)) {
+ while (!game_over_check(game) && SDL_PollEvent(&e)) {
if (game_event(game, &e) < 0) {
print_current_error_msg("Failed handling event");
RETURN_LT(lt, -1);