diff options
Diffstat (limited to 'src/game_loop')
-rw-r--r-- | src/game_loop/game_over.h | 2 | ||||
-rw-r--r-- | src/game_loop/gameplay.c | 50 | ||||
-rw-r--r-- | src/game_loop/gameplay.h | 12 |
3 files changed, 46 insertions, 18 deletions
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); |