diff options
Diffstat (limited to 'src/game_loop')
-rw-r--r-- | src/game_loop/gameplay.c | 82 | ||||
-rw-r--r-- | src/game_loop/gameplay.h | 3 | ||||
-rw-r--r-- | src/game_loop/shop.c | 48 | ||||
-rw-r--r-- | src/game_loop/shop.h | 6 | ||||
-rw-r--r-- | src/game_loop/starting_screen.c | 1 |
5 files changed, 90 insertions, 50 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); } } diff --git a/src/game_loop/gameplay.h b/src/game_loop/gameplay.h index 9d66c37..8adddb4 100644 --- a/src/game_loop/gameplay.h +++ b/src/game_loop/gameplay.h @@ -15,8 +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_reset_levels(hh_entity* player); /** @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*/ diff --git a/src/game_loop/shop.c b/src/game_loop/shop.c index ea75d46..da27524 100644 --- a/src/game_loop/shop.c +++ b/src/game_loop/shop.c @@ -2,37 +2,44 @@ #include "engine/maths.h" #include "ppu/ppu.h" -void hh_shop(hh_e_game_state* hh_game_state){ +void hh_shop(hh_e_game_state* hh_game_state, hh_level_entity* level_shop){ static hh_e_shop_states hh_e_shop = hh_e_shop_show; static hh_e_upgrades upgrades[HH_SHOP_UPG_DISPLAY] = {0}; static uint8_t selected = 0; + static bool pressed_LR = false; switch (hh_e_shop) { case hh_e_shop_show: - hh_clear_screen(); - hh_clear_sprite(); + // hh_clear_screen(); + // hh_clear_sprite(); // TODO: make function to show shop //hh_setup_shop(); + hh_setup_screen(*level_shop); hh_shop_init(&upgrades); selected = HH_SHOP_UPG_DISPLAY/2; - // hh_shop_display(selected, &upgrades); + hh_shop_display(selected, &upgrades); hh_e_shop = hh_e_shop_main; break; case hh_e_shop_main: if(g_hh_controller_p1.dpad_left || g_hh_controller_p1.dpad_right){ - hh_shift_selected(&selected,(g_hh_controller_p1.dpad_right?1:0),0,HH_SHOP_UPG_DISPLAY); - // hh_shop_display(selected, &upgrades); + if (!pressed_LR) { + hh_shift_selected(&selected,(g_hh_controller_p1.dpad_right?1:0),0,HH_SHOP_UPG_DISPLAY-1); + hh_shop_display(selected, &upgrades); + } + pressed_LR = true; + } else { + pressed_LR = false; + } + if(g_hh_controller_p1.button_primary){ + //apply selected upgrade + // hh_e_shop = hh_e_shop_end; } - // if(g_hh_controller_p1.button_primary){ - // //apply selected upgrade - // hh_e_shop = hh_e_shop_end; - // } if(g_hh_controller_p1.button_secondary){//Quick exit hh_e_shop = hh_e_shop_end; } break; - case hh_e_shop_end: + case hh_e_shop_end: // delay? hh_e_shop = hh_e_shop_show; *hh_game_state = hh_e_state_gameplay; break; @@ -42,6 +49,10 @@ void hh_shop(hh_e_game_state* hh_game_state){ } } +uint8_t hh_shop_translate_upgrades(hh_e_upgrades upg) { + return upg+10; +} + void hh_shop_init(hh_e_upgrades* in) { for (int i = 0; i < HH_SHOP_UPG_DISPLAY; i++) { in[i] = i%HH_SHOP_UPG_COUNT; @@ -49,7 +60,7 @@ void hh_shop_init(hh_e_upgrades* in) { } void hh_shop_display(uint8_t selected, hh_e_upgrades* upgrades) { - const vec_cor start = {48,16}; + const vec_cor start = {104,144+16}; const uint8_t up = 8, space = 24+8; @@ -57,20 +68,19 @@ void hh_shop_display(uint8_t selected, hh_e_upgrades* upgrades) { hh_ppu_update_foreground(i+16, (hh_s_ppu_loc_fam_entry){ .horizontal_flip = false, .vertical_flip = false, - .position_x = i*space+start.x, .position_y = start.y + (i==selected?up:0), + .position_x = i*space+start.x, .position_y = start.y + (i==selected?-up:0), .palette_index = 7, - .tilemap_index = 8 + .tilemap_index = hh_shop_translate_upgrades(upgrades[i]) }); } } -void hh_shift_selected(uint8_t* pos, bool dir, uint8_t min, uint8_t max) { +void hh_shift_selected(uint8_t *pos, bool dir, uint8_t min, uint8_t max) { if (dir) { - pos = CLAMP(++pos,min,max); + *pos = MIN(*pos+1,max); } else { - if (pos > 0) { - pos--; - } + *pos = MAX(*pos-1,min); } + // printf("b: %d sel: %d\n",dir, *pos); } diff --git a/src/game_loop/shop.h b/src/game_loop/shop.h index b0ad5e4..6f8f5a7 100644 --- a/src/game_loop/shop.h +++ b/src/game_loop/shop.h @@ -15,12 +15,14 @@ typedef enum { } hh_e_shop_states; /** @brief amount of upgrade types */ -#define HH_SHOP_UPG_COUNT 2 +#define HH_SHOP_UPG_COUNT 5 /** @brief count of visible upgrades in shop */ #define HH_SHOP_UPG_DISPLAY 4 /** @brief all possible upgrades */ typedef enum { hh_e_upg_jump, + hh_e_upg_speed, + hh_e_upg_damage, hh_e_upg_heal, hh_e_upg_max_health, } hh_e_upgrades; @@ -32,4 +34,4 @@ void hh_shop_display(uint8_t selected, hh_e_upgrades* upgrades); /** @brief moves 'cursor' through selection field */ void hh_shift_selected(uint8_t* pos, bool dir, uint8_t min, uint8_t max); -void hh_shop(hh_e_game_state*); +void hh_shop(hh_e_game_state* ,hh_level_entity* ); diff --git a/src/game_loop/starting_screen.c b/src/game_loop/starting_screen.c index c11e4fc..d9f8ea6 100644 --- a/src/game_loop/starting_screen.c +++ b/src/game_loop/starting_screen.c @@ -11,6 +11,7 @@ bool hh_show_starting_screen(){ { case hh_e_state_show: hh_clear_screen(); + hh_clear_sprite(); hh_init_title_screen(); hh_e_starting_screen = hh_e_state_input; return false; 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