nothing/src/game/level.c

382 lines
9.2 KiB
C

#include <SDL.h>
#include "system/stacktrace.h"
#include "color.h"
#include "game/camera.h"
#include "game/level.h"
#include "game/level/background.h"
#include "game/level/boxes.h"
#include "game/level/goals.h"
#include "game/level/labels.h"
#include "game/level/lava.h"
#include "game/level/platforms.h"
#include "game/level/phantom_platforms.h"
#include "game/level/player.h"
#include "game/level/regions.h"
#include "game/level/rigid_bodies.h"
#include "game/level/level_editor/rect_layer.h"
#include "game/level/level_editor/point_layer.h"
#include "game/level/level_editor/player_layer.h"
#include "game/level/level_editor/label_layer.h"
#include "game/level/level_editor/background_layer.h"
#include "system/log.h"
#include "system/lt.h"
#include "system/nth_alloc.h"
#include "system/str.h"
#include "game/level/level_editor.h"
#include "ui/console.h"
#define LEVEL_GRAVITY 1500.0f
#define JOYSTICK_THRESHOLD 1000
typedef enum {
LEVEL_STATE_IDLE = 0,
LEVEL_STATE_PAUSE
} LevelState;
struct Level
{
Lt *lt;
LevelState state;
Background background;
RigidBodies *rigid_bodies;
Player *player;
Platforms *platforms;
Goals *goals;
Lava *lava;
Platforms *back_platforms;
Boxes *boxes;
Labels *labels;
Regions *regions;
Phantom_Platforms pp;
};
Level *create_level_from_level_editor(const LevelEditor *level_editor)
{
trace_assert(level_editor);
Lt *lt = create_lt();
Level *level = PUSH_LT(
lt,
nth_calloc(1, sizeof(Level)),
free);
if (level == NULL) {
RETURN_LT(lt, NULL);
}
level->lt = lt;
level->background = create_background(
color_picker_rgba(
&level_editor->background_layer.color_picker));
level->rigid_bodies = PUSH_LT(lt, create_rigid_bodies(1024), destroy_rigid_bodies);
if (level->rigid_bodies == NULL) {
RETURN_LT(lt, NULL);
}
level->player = PUSH_LT(
lt,
create_player_from_player_layer(
&level_editor->player_layer,
level->rigid_bodies),
destroy_player);
if (level->player == NULL) {
RETURN_LT(lt, NULL);
}
level->platforms = PUSH_LT(
lt,
create_platforms_from_rect_layer(level_editor->platforms_layer),
destroy_platforms);
if (level->platforms == NULL) {
RETURN_LT(lt, NULL);
}
level->goals = PUSH_LT(
lt,
create_goals_from_point_layer(level_editor->goals_layer),
destroy_goals);
if (level->goals == NULL) {
RETURN_LT(lt, NULL);
}
level->lava = PUSH_LT(
lt,
create_lava_from_rect_layer(level_editor->lava_layer),
destroy_lava);
if (level->lava == NULL) {
RETURN_LT(lt, NULL);
}
level->back_platforms = PUSH_LT(
lt,
create_platforms_from_rect_layer(level_editor->back_platforms_layer),
destroy_platforms);
if (level->back_platforms == NULL) {
RETURN_LT(lt, NULL);
}
level->boxes = PUSH_LT(
lt,
create_boxes_from_rect_layer(level_editor->boxes_layer, level->rigid_bodies),
destroy_boxes);
if (level->boxes == NULL) {
RETURN_LT(lt, NULL);
}
level->labels = PUSH_LT(
lt,
create_labels_from_label_layer(level_editor->label_layer),
destroy_labels);
if (level->labels == NULL) {
RETURN_LT(lt, NULL);
}
level->regions = PUSH_LT(
lt,
create_regions_from_rect_layer(
level_editor->regions_layer,
level->labels,
level->goals),
destroy_regions);
if (level->regions == NULL) {
RETURN_LT(lt, NULL);
}
level->pp = create_phantom_platforms(level_editor->pp_layer);
return level;
}
void destroy_level(Level *level)
{
trace_assert(level);
destroy_phantom_platforms(level->pp);
RETURN_LT0(level->lt);
}
int level_render(const Level *level, const Camera *camera)
{
trace_assert(level);
if (background_render(&level->background, camera) < 0) {
return -1;
}
if (platforms_render(level->back_platforms, camera) < 0) {
return -1;
}
phantom_platforms_render(&level->pp, camera);
if (player_render(level->player, camera) < 0) {
return -1;
}
if (boxes_render(level->boxes, camera) < 0) {
return -1;
}
if (lava_render(level->lava, camera) < 0) {
return -1;
}
if (platforms_render(level->platforms, camera) < 0) {
return -1;
}
if (goals_render(level->goals, camera) < 0) {
return -1;
}
if (labels_render(level->labels, camera) < 0) {
return -1;
}
if (regions_render(level->regions, camera) < 0) {
return -1;
}
return 0;
}
int level_update(Level *level, float delta_time)
{
trace_assert(level);
trace_assert(delta_time > 0);
if (level->state == LEVEL_STATE_PAUSE) {
return 0;
}
boxes_float_in_lava(level->boxes, level->lava);
rigid_bodies_apply_omniforce(level->rigid_bodies, vec(0.0f, LEVEL_GRAVITY));
boxes_update(level->boxes, delta_time);
player_update(level->player, delta_time);
rigid_bodies_collide(level->rigid_bodies, level->platforms);
player_die_from_lava(level->player, level->lava);
regions_player_enter(level->regions, level->player);
regions_player_leave(level->regions, level->player);
goals_update(level->goals, delta_time);
lava_update(level->lava, delta_time);
labels_update(level->labels, delta_time);
Rect hitbox = player_hitbox(level->player);
phantom_platforms_hide_at(&level->pp, vec(hitbox.x, hitbox.y));
phantom_platforms_update(&level->pp, delta_time);
return 0;
}
static
int level_event_idle(Level *level, const SDL_Event *event,
Camera *camera, Sound_samples *sound_samples)
{
trace_assert(level);
switch (event->type) {
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
case SDLK_w:
case SDLK_UP:
case SDLK_SPACE: {
player_jump(level->player);
} break;
case SDLK_p: {
level->state = LEVEL_STATE_PAUSE;
camera->blackwhite_mode = true;
sound_samples_toggle_pause(sound_samples);
} break;
case SDLK_l: {
camera_toggle_debug_mode(camera);
} break;
}
break;
case SDL_JOYBUTTONDOWN:
if (event->jbutton.button == 1) {
player_jump(level->player);
}
break;
}
return 0;
}
static
int level_event_pause(Level *level, const SDL_Event *event,
Camera *camera, Sound_samples *sound_samples)
{
trace_assert(level);
switch (event->type) {
case SDL_KEYDOWN: {
switch (event->key.keysym.sym) {
case SDLK_p: {
level->state = LEVEL_STATE_IDLE;
camera->blackwhite_mode = false;
sound_samples_toggle_pause(sound_samples);
} break;
}
} break;
}
return 0;
}
int level_event(Level *level, const SDL_Event *event,
Camera *camera, Sound_samples *sound_samples)
{
trace_assert(level);
trace_assert(event);
switch (level->state) {
case LEVEL_STATE_IDLE: {
return level_event_idle(level, event, camera, sound_samples);
} break;
case LEVEL_STATE_PAUSE: {
return level_event_pause(level, event, camera, sound_samples);
} break;
}
return 0;
}
int level_input(Level *level,
const Uint8 *const keyboard_state,
SDL_Joystick *the_stick_of_joy)
{
trace_assert(level);
trace_assert(keyboard_state);
if (level->state == LEVEL_STATE_PAUSE) {
return 0;
}
if (keyboard_state[SDL_SCANCODE_A] || keyboard_state[SDL_SCANCODE_LEFT]) {
player_move_left(level->player);
} else if (keyboard_state[SDL_SCANCODE_D] || keyboard_state[SDL_SCANCODE_RIGHT]) {
player_move_right(level->player);
} else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) < -JOYSTICK_THRESHOLD) {
player_move_left(level->player);
} else if (the_stick_of_joy && SDL_JoystickGetAxis(the_stick_of_joy, 0) > JOYSTICK_THRESHOLD) {
player_move_right(level->player);
} else {
player_stop(level->player);
}
return 0;
}
int level_sound(Level *level, Sound_samples *sound_samples)
{
if (level->state == LEVEL_STATE_PAUSE) {
return 0;
}
if (goals_sound(level->goals, sound_samples) < 0) {
return -1;
}
if (player_sound(level->player, sound_samples) < 0) {
return -1;
}
return 0;
}
int level_enter_camera_event(Level *level, Camera *camera)
{
if (level->state == LEVEL_STATE_PAUSE) {
return 0;
}
player_focus_camera(level->player, camera);
camera_scale(camera, 1.0f);
goals_cue(level->goals, camera);
goals_checkpoint(level->goals, level->player);
labels_enter_camera_event(level->labels, camera);
return 0;
}
void level_disable_pause_mode(Level *level, Camera *camera,
Sound_samples *sound_samples)
{
trace_assert(level);
trace_assert(camera);
trace_assert(sound_samples);
level->state = LEVEL_STATE_IDLE;
camera->blackwhite_mode = false;
sound_samples_toggle_pause(sound_samples);
}