#include "levelmanager.hpp" #include "worldbuilder.hpp" #include "constants.hpp" #include "save.hpp" #include "systems.hpp" using lighting::LightRender; using std::shared_ptr, std::make_shared; LevelManager::LevelManager() { create_level(); } size_t LevelManager::create_level() { auto world = make_shared(); save::load_configs(*world); auto map = make_shared(GAME_MAP_X, GAME_MAP_Y); WorldBuilder builder(*map); builder.generate(*world); size_t index = $levels.size(); auto collider = make_shared(); // not sure if this is still needed world->set_the(*collider); System::init_positions(*world, *collider); $levels.emplace_back(index, map, world, make_shared(map->width(), map->height()), collider); dbc::check(index == $levels.size() - 1, "Level index is not the same as $levels.size() - 1, off by one error"); return index; } GameLevel &LevelManager::next() { dbc::check($current_level < $levels.size(), "attempt to get next level when at end"); $current_level++; return $levels.at($current_level); } GameLevel &LevelManager::previous() { dbc::check($current_level > 0, "attempt to go to previous level when at 0"); $current_level--; return $levels.at($current_level); } GameLevel &LevelManager::current() { return $levels.at($current_level); } GameLevel &LevelManager::get(size_t index) { return $levels.at(index); }