diff options
Diffstat (limited to 'src/game_loop/gameplay.c')
-rw-r--r-- | src/game_loop/gameplay.c | 82 |
1 files changed, 54 insertions, 28 deletions
diff --git a/src/game_loop/gameplay.c b/src/game_loop/gameplay.c index da029f3..384ce40 100644 --- a/src/game_loop/gameplay.c +++ b/src/game_loop/gameplay.c @@ -1,5 +1,6 @@ #include "gameplay.h" #include "engine/entity.h" +#include "static/tilemap.h" // player struct @@ -12,59 +13,58 @@ 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){32,32}, - .size = (vec2){32,32}, + .pos = (vec2){32,200}, + .size = (vec2){16,32}, .vel = (vec2){0,0}, .render = { - .frame0 = 3, + .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 = 80, + .tilemap_index = HH_TM_GOZER_OFFSET, } } }; // enemy gets replaced here is just for reference static hh_entity enemy={ + .object_type = jumping_slime, .hp = 4, - .speed = 6, + .speed = 2, .is_grounded = false, .is_hit = false, .radius = 8, - .pos = (vec2){128,24}, + .pos = (vec2){200,200}, .size = (vec2){16,16}, .vel = (vec2){0,0}, // .vec = (vec2){0,0}, .render = { - .frame0 = 1, - .palette = 7, + .frame0 = HH_TM_SLIME_OFFSET, + .palette = 2, .fam = (hh_s_ppu_loc_fam_entry){ .horizontal_flip = false, .vertical_flip = false, - .palette_index = 7, - .tilemap_index = 1, + .palette_index = 2, + .tilemap_index = HH_TM_SLIME_OFFSET, } } }; - static int total_bullets = 5; + static int total_bullets = 15; switch (gameplay) { case hh_e_setup_screen: - 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 + + vec_cor cam_pos; 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_multiple_enemies(&enemy, player1, cam_pos, 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); @@ -74,19 +74,24 @@ void hh_gameplay(hh_g_all_levels* game, hh_e_game_state* hh_game_state){ if(game->level[game->current_level].hh_level_completed){ gameplay = hh_e_level_complete; } + else if(player1.hp == 0){ + gameplay = hh_e_game_over; + } break; case hh_e_level_complete: - if(game->current_level < 3){ - game->current_level+=1; - gameplay = hh_e_setup_screen; - } - else { - gameplay = hh_e_game_over; - } + // // TODO: from complete to shop or game_over + // if(game->current_level < 3){ + // game->current_level+=1; + // gameplay = hh_e_setup_screen; + // } + // else { + + // gameplay = hh_e_game_over; + // } break; case hh_e_game_over: // todo make reset levels - hh_reset_levels(); + hh_reset_levels(&player1); gameplay = hh_e_setup_screen; *hh_game_state = hh_e_state_game_over; break; @@ -95,18 +100,39 @@ void hh_gameplay(hh_g_all_levels* game, hh_e_game_state* hh_game_state){ } } -void hh_reset_levels(){} +void hh_reset_levels(hh_entity* player){ + *player = (hh_entity){ + .hp = 4, + .speed = 6, + .is_grounded = false, + .is_hit = false, + .radius = 16, + .pos = (vec2){32,32}, + .size = (vec2){16,32}, + .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, + } + } + }; +} 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); + hh_update_sprite(&index , player, cam_pos); for (int i = 0; i < bullet_size; i++) { - hh_update_sprite(i+5,&bullets[i],cam_pos); + hh_update_sprite(&index,&bullets[i],cam_pos); } for (int i = 0; i < enemy_size; i++) { - hh_update_sprite(i+5+bullet_size,&enemies[i],cam_pos); + hh_update_sprite(&index,&enemies[i],cam_pos); } } |