diff options
Diffstat (limited to 'src/game_loop/gameplay.c')
-rw-r--r-- | src/game_loop/gameplay.c | 90 |
1 files changed, 78 insertions, 12 deletions
diff --git a/src/game_loop/gameplay.c b/src/game_loop/gameplay.c index 295eb5d..2950870 100644 --- a/src/game_loop/gameplay.c +++ b/src/game_loop/gameplay.c @@ -1,32 +1,84 @@ #include "gameplay.h" - +#include "engine/entity.h" +#include "static/tilemap.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, + .is_grounded = false, + .is_hit = false, + .radius = 8, + .pos = (vec2){32,32}, + .size = (vec2){32,32}, + .vel = (vec2){0,0}, + .render = { + .frame0 = HH_TM_GOZER_OFFSET, + .palette = 3, + .fam = (hh_s_ppu_loc_fam_entry){ + .horizontal_flip = false, + .vertical_flip = false, + .palette_index = 3, + .tilemap_index = HH_TM_GOZER_OFFSET, + } + } + }; + // enemy gets replaced here is just for reference + static hh_entity enemy={ + .hp = 4, + .speed = 6, + .is_grounded = false, + .is_hit = false, + .radius = 8, + .pos = (vec2){128,24}, + .size = (vec2){16,16}, + .vel = (vec2){0,0}, + // .vec = (vec2){0,0}, + .render = { + .frame0 = HH_TM_SLIME_OFFSET, + .palette = 7, + .fam = (hh_s_ppu_loc_fam_entry){ + .horizontal_flip = false, + .vertical_flip = false, + .palette_index = 7, + .tilemap_index = HH_TM_SLIME_OFFSET, + } + } + }; + 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 - hh_player_actions(); - - - + // 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); + 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 { @@ -45,3 +97,17 @@ 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); + } +} |