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-rw-r--r--src/game_loop/gameplay.c82
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);
}
}