aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--src/demo.c2
-rw-r--r--src/engine/bullet.c88
-rw-r--r--src/engine/bullet.h13
-rw-r--r--src/engine/draw_screen.c4
-rw-r--r--src/engine/draw_screen.h14
-rw-r--r--src/engine/enemy.c31
-rw-r--r--src/engine/enemy.h18
-rw-r--r--src/engine/entity.c57
-rw-r--r--src/engine/entity.h11
-rw-r--r--src/engine/level_const.c2
-rw-r--r--src/engine/level_const.h1
-rw-r--r--src/engine/player_controller.c56
-rw-r--r--src/engine/player_controller.h2
-rw-r--r--src/game_loop/game_over.h2
-rw-r--r--src/game_loop/gameplay.c50
-rw-r--r--src/game_loop/gameplay.h12
-rw-r--r--src/makefile1
17 files changed, 255 insertions, 109 deletions
diff --git a/src/demo.c b/src/demo.c
index 725e560..aae1729 100644
--- a/src/demo.c
+++ b/src/demo.c
@@ -62,7 +62,7 @@ void hh_demo_loop(unsigned long frame) {
hh_shop(&hh_game_states);
break;
case hh_e_state_gameplay:
- hh_gameplay(hh_game, &hh_game_states);
+ hh_gameplay(&hh_game, &hh_game_states);
break;
case hh_e_state_game_over:
// todo:
diff --git a/src/engine/bullet.c b/src/engine/bullet.c
index e6ca6df..55b20cc 100644
--- a/src/engine/bullet.c
+++ b/src/engine/bullet.c
@@ -1,35 +1,81 @@
#include "bullet.h"
+int bullets_size=0;
+static int current_bullet=0;
-
-
-// TODO: use hh_entity as bullet struct
-void hh_shoot_bullet(vec2 player, vec_cor cam_pos, hh_entity* bullet){
+hh_entity* all_bullets=NULL;
+hh_entity* hh_init_bullets(int size) {
+ if (all_bullets != NULL) {
+ free(all_bullets);
+ }
+ bullets_size = size;
+ all_bullets = malloc(size * sizeof(hh_entity));
+ hh_entity bullet = {
+ .speed = 1,
+ .is_grounded = true,
+ .is_hit = false,
+ .radius = 4,
+ .pos = (vec2){-16,-16},
+ .vel = (vec2){0,0},
+ .size = (vec2) { 13,16},
+ .render = {
+ .frame0 = 84,
+ .palette = 3,
+ .fam = (hh_s_ppu_loc_fam_entry){
+ .horizontal_flip = false,
+ .vertical_flip = false,
+ .palette_index = 7,
+ .tilemap_index = 84,
+ }
+ }
+ };
+ for (int i = 0; i < size; i++) {
+ all_bullets[i] = bullet;
+ }
+ return all_bullets;
+}
+bool rising_edge(bool signal, bool* prev) {
+ bool edge = false;
+ if (signal && !(*prev)) {
+ edge = true;
+ }
+ *prev = signal;
+ return edge;
+}
+bool prev_signal = false;
+void hh_shoot_bullet(vec2 player, hh_entity* bullet){
vec2 temp;
- if(g_hh_controller_p1.button_secondary){
- if(bullet->is_grounded){
+ if(rising_edge(g_hh_controller_p1.button_secondary,&prev_signal) && bullet->is_grounded){
bullet->is_grounded=false;
bullet->pos = player;
- }
+ current_bullet = (current_bullet + 1) % bullets_size;
+ }
+
+}
+
+void hh_update_bullet(hh_entity* bullet){
+ if(hh_background_collision_bulllet(*bullet)){
+ hh_bullet_death(bullet);
+
+ // printf("x %d y %d\n",(bullet->pos.x-cam_pos.x),(bullet->pos.y-cam_pos.y));
}
else{
- if(!bullet->is_grounded){
- hh_update_bullet(bullet , cam_pos);
- hh_draw_bullet(*bullet);
- }
+ bullet->pos.x += bullet->speed;
}
-
}
-void hh_update_bullet(hh_entity* bullet, vec_cor cam_pos){
- bullet->pos.x += 1;
-
- // update bullet sprite on ppu
- bullet->render.fam.position_x = (bullet->pos.x-cam_pos.x);
- bullet->render.fam.position_y = (bullet->pos.y-cam_pos.y);
+void hh_multiple_bullets(vec2 player, hh_entity* bullets){
+ hh_shoot_bullet(player, &bullets[current_bullet]);
+ for(int i=0; i < bullets_size;i++){
+ if(!bullets[i].is_grounded){
+ hh_update_bullet(&bullets[i]);
+ }
+ }
}
-void hh_draw_bullet(hh_entity bullet){
- hh_s_ppu_loc_fam_entry temp = bullet.render.fam;
- hh_ppu_update_foreground(10,temp);
+
+void hh_bullet_death(hh_entity* bullet){
+ bullet->is_grounded=true;
+ bullet->pos.x= -16;
+ bullet->pos.y= -16;
}
diff --git a/src/engine/bullet.h b/src/engine/bullet.h
index 5f07b2e..4133032 100644
--- a/src/engine/bullet.h
+++ b/src/engine/bullet.h
@@ -1,11 +1,18 @@
#pragma once
#include "player_controller.h"
#include "engine/sprite_controller.h"
+#include "types.h"
#include "input.h"
+hh_entity* hh_init_bullets(int size);
-void hh_shoot_bullet(vec2 playerPos, vec_cor cam_pos, hh_entity*);
+/** @brief checks if player hit button and sets the activate bullet*/
+void hh_shoot_bullet(vec2 playerPos, hh_entity*);
-void hh_update_bullet(hh_entity* , vec_cor );
+/** @brief updates single bullet position*/
+void hh_update_bullet(hh_entity* );
-void hh_draw_bullet(hh_entity);
+/** @brief calculates all the bullets positions and which to shoot */
+void hh_multiple_bullets(vec2 player, hh_entity* bullets);
+
+void hh_bullet_death(hh_entity* bullet);
diff --git a/src/engine/draw_screen.c b/src/engine/draw_screen.c
index 823c284..74b4ff2 100644
--- a/src/engine/draw_screen.c
+++ b/src/engine/draw_screen.c
@@ -10,7 +10,7 @@ uint8_t hh_world_to_tile(vec2 pos){
return tile;
}
-void hh_update_screen(vec2 view, vec2 player){
+void hh_update_screen(vec2 view){
int current_tile_y = view.y / HH_PPU_SPRITE_HEIGHT;
int current_tile_x = view.x / HH_PPU_SPRITE_WIDTH;
int offset_py = view.y - (offsetY / 40 * HH_PPU_SPRITE_HEIGHT);
@@ -86,7 +86,7 @@ vec_cor hh_draw_screen(vec2 player) {
viewport.x = CLAMP(viewport.x, 0, level.size.x * HH_PPU_SPRITE_WIDTH - HH_PPU_SCREEN_WIDTH);
viewport.y = CLAMP(viewport.y, 0, level.size.y * HH_PPU_SPRITE_HEIGHT - HH_PPU_SCREEN_HEIGHT);
- hh_update_screen((vec2){.y=viewport.y,.x=viewport.x},player);
+ hh_update_screen((vec2){.y=viewport.y,.x=viewport.x});
if (viewport.x == previousViewport.x && viewport.y == previousViewport.y){}
else{
hh_ppu_update_aux((hh_s_ppu_loc_aux){
diff --git a/src/engine/draw_screen.h b/src/engine/draw_screen.h
index 9130842..4829bc6 100644
--- a/src/engine/draw_screen.h
+++ b/src/engine/draw_screen.h
@@ -11,24 +11,22 @@
#include <stdlib.h>
#include "engine/camera.h"
-#define hh_max_x_size 40
-#define hh_max_y_size 30
-
-/** @brief return a single tile from world binary */
+/** @brief return a single tile from world */
uint8_t hh_world_to_tile(vec2 pos);
-/** @brief shift to level if viewport changed position */
+/** @brief main function for the screen. shift through the map and update the camera based on the player */
vec_cor hh_draw_screen(vec2 player);
-/** @brief send data to BAM memory from binary level */
+/** @brief sets the start of a level */
void hh_setup_screen(hh_level_entity currentlevel);
-/** @brief updates screen based on view and maybe player position if it needs to turn back*/
-void hh_update_screen(vec2 view, vec2 );
+/** @brief updates screen if view is at the beginning or end */
+void hh_update_screen(vec2 view);
/** @brief send black screen to background memory */
void hh_clear_screen();
/** @brief clears all sprite data */
void hh_clear_sprite();
+
/** @brief send data to BAM memory from binary from shop */
void hh_setup_Shop();
diff --git a/src/engine/enemy.c b/src/engine/enemy.c
new file mode 100644
index 0000000..186cfa0
--- /dev/null
+++ b/src/engine/enemy.c
@@ -0,0 +1,31 @@
+#include "engine/enemy.h"
+
+void hh_update_enemy(hh_entity* enemy, vec_cor cam_pos){
+ //Bjorn functions
+
+
+}
+
+void hh_multiple_enemies( vec_cor cam_pos, hh_entity* enemies, int total_enemies){
+ for(int i=0; i < total_enemies;i++){
+ hh_update_enemy(&enemies[i] , cam_pos);
+ }
+
+}
+
+void hh_enemy_death_check(hh_entity* enemy){
+ if(enemy->hp == 0){
+ enemy->is_hit=false;
+ enemy->pos = (vec2){-16, -16};
+ }
+ else{
+ enemy->hp--;
+ }
+}
+void hh_solve_hitted_enemies(hh_entity* enemies, int total_enemies){
+ for(int i = 0; i < total_enemies; i++){
+ if(enemies[i].is_hit){
+ hh_enemy_death_check(&enemies[i]);
+ }
+ }
+}
diff --git a/src/engine/enemy.h b/src/engine/enemy.h
new file mode 100644
index 0000000..80498f5
--- /dev/null
+++ b/src/engine/enemy.h
@@ -0,0 +1,18 @@
+#pragma once
+#include "player_controller.h"
+#include "engine/sprite_controller.h"
+#include "types.h"
+#include "input.h"
+
+/** @brief updates a single enemy locations TODO: Bjorn sets functions in here*/
+void hh_update_enemy(hh_entity* , vec_cor );
+
+/** @brief calculates all the given enemies positions*/
+void hh_multiple_enemies( vec_cor cam_pos, hh_entity* enemies, int total_enemies);
+
+/** @brief checks if the enemy has zero hp else it takes hp from the enemy */
+void hh_enemy_death_check(hh_entity* enemy);
+
+/** @brieg all the given enemies get controlled if there hit and than calculates the dmg */
+void hh_solve_hitted_enemies(hh_entity* enemies, int total_enemies);
+
diff --git a/src/engine/entity.c b/src/engine/entity.c
index 7b780cf..1cb88be 100644
--- a/src/engine/entity.c
+++ b/src/engine/entity.c
@@ -84,6 +84,41 @@ hh_entity hh_background_collision (hh_entity temp_old_entity,hh_entity temp_new_
return temp_old_entity;
}
+bool hh_background_collision_bulllet (hh_entity temp_old_entity){
+
+ // temp_new_entity.is_grounded = false;
+
+// solves x collision
+ if (temp_old_entity.vel.x <= 0) {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + 0, .y=temp_old_entity.pos.y + 0})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + 0, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) {
+ return true;
+ }
+ } else {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + temp_old_entity.size.x, .y=temp_old_entity.pos.y + 0})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + temp_old_entity.size.x, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) {
+ return true;
+ }
+ }
+
+ //solves y collision
+ if (temp_old_entity.vel.y <= 0) {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + 0, .y=temp_old_entity.pos.y + 0})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + (temp_old_entity.size.x-1), .y=temp_old_entity.pos.y + 0}))) {
+ return true;
+ }
+ } else {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + 0, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + (temp_old_entity.size.x-1), .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) {
+ return true;
+ }
+ }
+ // temp_old_entity = temp_new_entity;
+ // temp_old_entity.is_grounded = temp_new_entity.is_grounded;
+ // temp_old_entity.pos = temp_new_entity.pos;
+ // temp_old_entity.vel = temp_new_entity.vel;
+ return false;
+}
hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy){
bool collide = hh_distance_circles( temp_player.pos, temp_enemy.pos, temp_player.radius, temp_enemy.radius);
@@ -177,3 +212,25 @@ void hh_hit_entity(hh_entity* object_1, int8_t* hit_timer, int8_t* direction){
}
}
+
+void hh_check_all_collisions(hh_entity* player, hh_entity* enemies, int total_enemies, hh_entity* bullets, int total_bullets, vec_cor cam_pos){
+ for(int enemy = 0; enemy < total_enemies; enemy++){
+ *player = hh_enemy_collision(*player, enemies[enemy]);
+ enemies[enemy].is_hit=false;
+ }
+
+ for(int i = 0; i < total_bullets; i++){
+ if(!bullets[i].is_grounded){
+ for (int enemy = 0; enemy < total_enemies; enemy++){
+
+ if(hh_distance_circles(bullets[i].pos,enemies[enemy].pos,bullets[i].radius,enemies[enemy].radius)){
+ enemies[enemy].is_hit=true;
+ hh_bullet_death(&bullets[i]);
+ }
+ }
+ }
+ }
+
+}
+
+
diff --git a/src/engine/entity.h b/src/engine/entity.h
index b681bd8..fde9341 100644
--- a/src/engine/entity.h
+++ b/src/engine/entity.h
@@ -7,6 +7,9 @@
#include "ppu/types.h"
#include "engine/maths.h"
#include "engine/types.h"
+#include "engine/animator.h"
+#include "engine/sprite_controller.h"
+
// #include "engine/animator.h"
// TODO: make a sprite update function (and required data structs?)
@@ -43,8 +46,14 @@ hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy);
/// @return true if objects collids
bool hh_distance_circles(vec2 object_1, vec2 object_2, int radius_1, int radius_2);
-// TODO: comments on functions below
+/** @brief jumps a entity. TODO: input jumping how high and no magic number*/
void hh_jump_entity(hh_entity* );
+/** @brief looks if the player is grounded and if not it sets the position down */
void hh_gravity_entity(hh_entity* );
+/** @brief if object is hit bounches in specific direction and moves the object */
void hh_hit_entity(hh_entity* object_1, int8_t* hit_timer, int8_t* direction);
+/** @brief specific bullet background collisions detection */
+bool hh_background_collision_bulllet (hh_entity temp_old_entity);
+/** @brief checks any entity has a hit on each othe*/
+void hh_check_all_collisions(hh_entity* player, hh_entity* enemies, int total_enemies, hh_entity* bullets, int total_bullets, vec_cor cam_pos);
diff --git a/src/engine/level_const.c b/src/engine/level_const.c
index 3847ad8..896d0e0 100644
--- a/src/engine/level_const.c
+++ b/src/engine/level_const.c
@@ -41,6 +41,8 @@ hh_g_all_levels hh_init_game_levels(){
levels.level[0].place = hh_game_level1;
levels.level[1].place = hh_game_level2;
+ // free(hh_game_level1);
+ // free(hh_game_level2);
return levels;
}
diff --git a/src/engine/level_const.h b/src/engine/level_const.h
index b86ae7b..6275b72 100644
--- a/src/engine/level_const.h
+++ b/src/engine/level_const.h
@@ -28,4 +28,5 @@ typedef struct {
}hh_g_all_levels;
+/** @brief init all the levels*/
hh_g_all_levels hh_init_game_levels();
diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c
index 096243b..83c5966 100644
--- a/src/engine/player_controller.c
+++ b/src/engine/player_controller.c
@@ -7,26 +7,8 @@
#include "engine/animator.h"
#include "engine/bullet.h"
-void hh_player_actions(hh_entity* player, vec_cor cam_pos){
- static hh_entity bullet={
-// .hp = 4,
- .speed = 6,
- .is_grounded = true,
- .is_hit = false,
- .radius = 8,
- .pos = (vec2){-16,-16},
- .vel = (vec2){0,0},
- .render = {
- .frame0 = 84,
- .palette = 3,
- .fam = (hh_s_ppu_loc_fam_entry){
- .horizontal_flip = false,
- .vertical_flip = false,
- .palette_index = 7,
- .tilemap_index = 84,
- }
- }
- };
+void hh_player_actions(hh_entity* player){
+
static hh_entity player_new = {0};
player_new = *player;
@@ -53,40 +35,6 @@ void hh_player_actions(hh_entity* player, vec_cor cam_pos){
*player = hh_background_collision ( *player, player_new);
-
- hh_shoot_bullet(player->pos, cam_pos ,&bullet);
- uint16_t idx = 16;
- idx = hh_update_sprite(idx, player, cam_pos);
- // idx = hh_update_sprite(idx, &enemy, cam_pos);
-
- idx =16;
-
- // TODO: make this a function call
- // update player sprite on ppu
- // player.render.fam.position_x = (player.pos.x-cam_pos.x);
- // player.render.fam.position_y = (player.pos.y-cam_pos.y);
-
- // enemy.render.fam.position_x = (enemy.pos.x-cam_pos.x);
- // enemy.render.fam.position_y = (enemy.pos.y-cam_pos.y);
-
-
- // TODO: make this loop a function call
- // for (int i = 0; i < 4; i++)
- // {
- // hh_s_ppu_loc_fam_entry temp = player.render.fam;
- // temp.position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8);
- // temp.position_y = player.render.fam.position_y+(i>1?0:-16);
- // temp.tilemap_index = player.render.fam.tilemap_index + i;
- // temp.horizontal_flip = !(player.vel.x>0);
- // hh_ppu_update_foreground(i,temp);
-
- // // hh_s_ppu_loc_fam_entry temp = {
- // // .position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8)
- // // };
-
- // }
-
- // hh_ppu_update_foreground(4, enemy.render.fam);
}
diff --git a/src/engine/player_controller.h b/src/engine/player_controller.h
index 4a325e8..23749e5 100644
--- a/src/engine/player_controller.h
+++ b/src/engine/player_controller.h
@@ -4,4 +4,4 @@
#include "engine/entity.h"
// inputs
-void hh_player_actions(hh_entity* player, vec_cor cam_pos);
+void hh_player_actions(hh_entity* player);
diff --git a/src/game_loop/game_over.h b/src/game_loop/game_over.h
index 80db667..47318df 100644
--- a/src/game_loop/game_over.h
+++ b/src/game_loop/game_over.h
@@ -14,5 +14,5 @@ typedef enum {
hh_e_game_over_end,
} hh_e_game_over;
-
+/** @brief game loop function game over*/
void hh_game_over(hh_e_game_state*);
diff --git a/src/game_loop/gameplay.c b/src/game_loop/gameplay.c
index bc6c98d..da029f3 100644
--- a/src/game_loop/gameplay.c
+++ b/src/game_loop/gameplay.c
@@ -1,10 +1,11 @@
#include "gameplay.h"
-
+#include "engine/entity.h"
// player struct
-void hh_gameplay(hh_g_all_levels game, hh_e_game_state* hh_game_state){
+void hh_gameplay(hh_g_all_levels* game, hh_e_game_state* hh_game_state){
static hh_e_gameplay gameplay = hh_e_setup_screen;
+ static hh_entity* bullets;
static hh_entity player1={
.hp = 4,
.speed = 6,
@@ -15,7 +16,7 @@ void hh_gameplay(hh_g_all_levels game, hh_e_game_state* hh_game_state){
.size = (vec2){32,32},
.vel = (vec2){0,0},
.render = {
- .frame0 = 80,
+ .frame0 = 3,
.palette = 3,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false,
@@ -32,11 +33,12 @@ void hh_gameplay(hh_g_all_levels game, hh_e_game_state* hh_game_state){
.is_grounded = false,
.is_hit = false,
.radius = 8,
- .pos = (vec2){128,48},
+ .pos = (vec2){128,24},
+ .size = (vec2){16,16},
.vel = (vec2){0,0},
// .vec = (vec2){0,0},
.render = {
- .frame0 = 20,
+ .frame0 = 1,
.palette = 7,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false,
@@ -46,30 +48,36 @@ void hh_gameplay(hh_g_all_levels game, hh_e_game_state* hh_game_state){
}
}
};
-
+ static int total_bullets = 5;
switch (gameplay)
{
case hh_e_setup_screen:
- hh_setup_screen(game.level[game.current_level]);
+ printf("%d\n",game->current_level);
+ bullets = hh_init_bullets(total_bullets);
+ hh_setup_screen(game->level[game->current_level]);
gameplay = hh_e_play_level;
+ enemy.hp=4;
break;
case hh_e_play_level:
// TODO: here come all the different functions for the gameplay
vec_cor cam_pos;//value in tiles
cam_pos = hh_draw_screen(player1.pos);
- hh_player_actions(&player1,cam_pos);
-
- // enemy's
+ hh_player_actions(&player1);
+ hh_multiple_bullets(player1.pos,bullets);
+ hh_multiple_enemies(cam_pos, &enemy,1);
+ hh_check_all_collisions(&player1,&enemy,1,bullets,total_bullets,cam_pos);
+ hh_solve_hitted_enemies(&enemy,1);
+ hh_render_all_entities(&player1,bullets,&enemy,total_bullets,1, cam_pos);
-
- if(game.level[game.current_level].hh_level_completed){
+
+ if(game->level[game->current_level].hh_level_completed){
gameplay = hh_e_level_complete;
}
break;
case hh_e_level_complete:
- if(game.current_level < 3){
- game.current_level++;
+ if(game->current_level < 3){
+ game->current_level+=1;
gameplay = hh_e_setup_screen;
}
else {
@@ -88,3 +96,17 @@ void hh_gameplay(hh_g_all_levels game, hh_e_game_state* hh_game_state){
}
void hh_reset_levels(){}
+
+
+void hh_render_all_entities(hh_entity* player, hh_entity* bullets, hh_entity* enemies, int bullet_size, int enemy_size, vec_cor cam_pos){
+
+ int index = 0;
+ hh_update_sprite(0 , player, cam_pos);
+
+ for (int i = 0; i < bullet_size; i++) {
+ hh_update_sprite(i+5,&bullets[i],cam_pos);
+ }
+ for (int i = 0; i < enemy_size; i++) {
+ hh_update_sprite(i+5+bullet_size,&enemies[i],cam_pos);
+ }
+}
diff --git a/src/game_loop/gameplay.h b/src/game_loop/gameplay.h
index d309e78..9d66c37 100644
--- a/src/game_loop/gameplay.h
+++ b/src/game_loop/gameplay.h
@@ -1,9 +1,13 @@
#pragma once
#include "engine/draw_screen.h"
+#include "engine/bullet.h"
#include "engine/player_controller.h"
#include "engine/sprite_controller.h"
#include "game_loop/starting_screen.h"
#include "engine/level_const.h"
+#include "engine/animator.h"
+#include "engine/enemy.h"
+
typedef enum {
hh_e_setup_screen,
@@ -11,7 +15,9 @@ typedef enum {
hh_e_level_complete,
hh_e_game_over,
}hh_e_gameplay;
-
+/** @brief resets all the levels the first condition */
void hh_reset_levels();
-void hh_gameplay(hh_g_all_levels, hh_e_game_state*);
-
+/** @brief game loop function to handle the gameplay*/
+void hh_gameplay(hh_g_all_levels* game, hh_e_game_state* hh_game_state);
+/** @brief renders all the entities*/
+void hh_render_all_entities(hh_entity* player, hh_entity* bullets, hh_entity* enemies, int bullet_size, int enemy_size, vec_cor cam_pos);
diff --git a/src/makefile b/src/makefile
index c30840d..fdd8ab5 100644
--- a/src/makefile
+++ b/src/makefile
@@ -41,6 +41,7 @@ LOCAL_SRCS += main.c \
engine/bullet.c \
engine/title_screen.c \
engine/level_const.c \
+ engine/enemy.c \
engine/animator.c \
game_loop/shop.c \
game_loop/gameplay.c \