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; |