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-rw-r--r--src/game_loop/gameplay.c90
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);
+ }
+}