diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/engine/bullet.c | 85 | ||||
-rw-r--r-- | src/engine/bullet.h | 11 | ||||
-rw-r--r-- | src/engine/entity.c | 35 | ||||
-rw-r--r-- | src/engine/entity.h | 3 | ||||
-rw-r--r-- | src/engine/level_const.c | 2 | ||||
-rw-r--r-- | src/engine/player_controller.c | 21 | ||||
-rw-r--r-- | src/game_loop/gameplay.c | 6 | ||||
-rw-r--r-- | src/game_loop/gameplay.h | 1 |
8 files changed, 121 insertions, 43 deletions
diff --git a/src/engine/bullet.c b/src/engine/bullet.c index e6ca6df..40f33d9 100644 --- a/src/engine/bullet.c +++ b/src/engine/bullet.c @@ -1,35 +1,84 @@ #include "bullet.h" +int bullets_size=0; +static int current_bullet=0; - -// TODO: use hh_entity as bullet struct +hh_entity* hh_init_bullets(int size) { + bullets_size = size; + hh_entity* all_bullets = malloc(size * sizeof(hh_entity)); + hh_entity bullet = { + .speed = 1, + .is_grounded = true, + .is_hit = false, + .radius = 4, + .pos = (vec2){-16,-16}, + .vel = (vec2){0,0}, + .size = (vec2) { 13,16}, + .render = { + .frame0 = 84, + .palette = 3, + .fam = (hh_s_ppu_loc_fam_entry){ + .horizontal_flip = false, + .vertical_flip = false, + .palette_index = 7, + .tilemap_index = 84, + } + } + }; + for (int i = 0; i < size; i++) { + all_bullets[i] = bullet; + } + return all_bullets; +} +bool rising_edge(bool signal, bool* prev) { + bool edge = false; + if (signal && !(*prev)) { + edge = true; + } + *prev = signal; + return edge; +} +bool prev_signal = false; void hh_shoot_bullet(vec2 player, vec_cor cam_pos, hh_entity* bullet){ vec2 temp; - if(g_hh_controller_p1.button_secondary){ - if(bullet->is_grounded){ + if(rising_edge(g_hh_controller_p1.button_secondary,&prev_signal) && bullet->is_grounded){ bullet->is_grounded=false; bullet->pos = player; - } + current_bullet = (current_bullet + 1) % bullets_size; } - else{ - if(!bullet->is_grounded){ - hh_update_bullet(bullet , cam_pos); - hh_draw_bullet(*bullet); - } - } - } void hh_update_bullet(hh_entity* bullet, vec_cor cam_pos){ - bullet->pos.x += 1; + if(hh_background_collision_bulllet(*bullet)){ + bullet->is_grounded=true; + bullet->pos.x=-16; + bullet->pos.y=-16; + // printf("x %d y %d\n",(bullet->pos.x-cam_pos.x),(bullet->pos.y-cam_pos.y)); + } + else{ + bullet->pos.x += bullet->speed; + } + // update bullet sprite on ppu - bullet->render.fam.position_x = (bullet->pos.x-cam_pos.x); - bullet->render.fam.position_y = (bullet->pos.y-cam_pos.y); + bullet->render.fam.position_x = (bullet->pos.x - cam_pos.x); + bullet->render.fam.position_y = (bullet->pos.y - cam_pos.y); } -void hh_draw_bullet(hh_entity bullet){ - hh_s_ppu_loc_fam_entry temp = bullet.render.fam; - hh_ppu_update_foreground(10,temp); +void hh_draw_bullet(hh_entity bullet,int number){ + // hh_s_ppu_loc_fam_entry temp = bullet.render.fam; + // hh_ppu_update_foreground(hh_ppu_bullet_fg_offset_idx + number,temp); + +} +void hh_multiple_bullets(vec2 player, vec_cor cam_pos, hh_entity* bullets){ + + hh_shoot_bullet(player,cam_pos, &bullets[current_bullet]); + for(int i=0; i < bullets_size;i++){ + if(!bullets[i].is_grounded){ + hh_update_bullet(&bullets[i] , cam_pos); + hh_update_sprite(hh_ppu_bullet_fg_offset_idx + i, bullets[i], cam_pos); + } + + } } diff --git a/src/engine/bullet.h b/src/engine/bullet.h index 5f07b2e..4084327 100644 --- a/src/engine/bullet.h +++ b/src/engine/bullet.h @@ -1,11 +1,16 @@ #pragma once #include "player_controller.h" #include "engine/sprite_controller.h" +#include "types.h" #include "input.h" +#define hh_ppu_bullet_fg_offset_idx 10 +hh_entity* hh_init_bullets(int size); -void hh_shoot_bullet(vec2 playerPos, vec_cor cam_pos, hh_entity*); +static void hh_shoot_bullet(vec2 playerPos, vec_cor cam_pos, hh_entity*); -void hh_update_bullet(hh_entity* , vec_cor ); +static void hh_update_bullet(hh_entity* , vec_cor ); -void hh_draw_bullet(hh_entity); +static void hh_draw_bullet(hh_entity, int); + +void hh_multiple_bullets(vec2 player, vec_cor cam_pos, hh_entity* bullets); diff --git a/src/engine/entity.c b/src/engine/entity.c index 7b780cf..43a1b73 100644 --- a/src/engine/entity.c +++ b/src/engine/entity.c @@ -84,6 +84,41 @@ hh_entity hh_background_collision (hh_entity temp_old_entity,hh_entity temp_new_ return temp_old_entity; } +bool hh_background_collision_bulllet (hh_entity temp_old_entity){ + + // temp_new_entity.is_grounded = false; + +// solves x collision + if (temp_old_entity.vel.x <= 0) { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + 0, .y=temp_old_entity.pos.y + 0})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + 0, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) { + return true; + } + } else { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + temp_old_entity.size.x, .y=temp_old_entity.pos.y + 0})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + temp_old_entity.size.x, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) { + return true; + } + } + + //solves y collision + if (temp_old_entity.vel.y <= 0) { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + 0, .y=temp_old_entity.pos.y + 0})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + (temp_old_entity.size.x-1), .y=temp_old_entity.pos.y + 0}))) { + return true; + } + } else { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + 0, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_old_entity.pos.x + (temp_old_entity.size.x-1), .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) { + return true; + } + } + // temp_old_entity = temp_new_entity; + // temp_old_entity.is_grounded = temp_new_entity.is_grounded; + // temp_old_entity.pos = temp_new_entity.pos; + // temp_old_entity.vel = temp_new_entity.vel; + return false; +} hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy){ bool collide = hh_distance_circles( temp_player.pos, temp_enemy.pos, temp_player.radius, temp_enemy.radius); diff --git a/src/engine/entity.h b/src/engine/entity.h index b681bd8..9a1d51e 100644 --- a/src/engine/entity.h +++ b/src/engine/entity.h @@ -46,5 +46,8 @@ bool hh_distance_circles(vec2 object_1, vec2 object_2, int radius_1, int radius_ // TODO: comments on functions below void hh_jump_entity(hh_entity* ); void hh_gravity_entity(hh_entity* ); + void hh_hit_entity(hh_entity* object_1, int8_t* hit_timer, int8_t* direction); + +bool hh_background_collision_bulllet (hh_entity temp_old_entity); diff --git a/src/engine/level_const.c b/src/engine/level_const.c index 3847ad8..896d0e0 100644 --- a/src/engine/level_const.c +++ b/src/engine/level_const.c @@ -41,6 +41,8 @@ hh_g_all_levels hh_init_game_levels(){ levels.level[0].place = hh_game_level1; levels.level[1].place = hh_game_level2; + // free(hh_game_level1); + // free(hh_game_level2); return levels; } diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c index 096243b..ee0dfc5 100644 --- a/src/engine/player_controller.c +++ b/src/engine/player_controller.c @@ -8,25 +8,7 @@ #include "engine/animator.h" #include "engine/bullet.h" void hh_player_actions(hh_entity* player, vec_cor cam_pos){ - static hh_entity bullet={ -// .hp = 4, - .speed = 6, - .is_grounded = true, - .is_hit = false, - .radius = 8, - .pos = (vec2){-16,-16}, - .vel = (vec2){0,0}, - .render = { - .frame0 = 84, - .palette = 3, - .fam = (hh_s_ppu_loc_fam_entry){ - .horizontal_flip = false, - .vertical_flip = false, - .palette_index = 7, - .tilemap_index = 84, - } - } - }; + static hh_entity player_new = {0}; player_new = *player; @@ -54,7 +36,6 @@ void hh_player_actions(hh_entity* player, vec_cor cam_pos){ *player = hh_background_collision ( *player, player_new); - hh_shoot_bullet(player->pos, cam_pos ,&bullet); uint16_t idx = 16; idx = hh_update_sprite(idx, player, cam_pos); // idx = hh_update_sprite(idx, &enemy, cam_pos); diff --git a/src/game_loop/gameplay.c b/src/game_loop/gameplay.c index bc6c98d..521ab85 100644 --- a/src/game_loop/gameplay.c +++ b/src/game_loop/gameplay.c @@ -5,6 +5,7 @@ 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, @@ -50,6 +51,7 @@ void hh_gameplay(hh_g_all_levels game, hh_e_game_state* hh_game_state){ switch (gameplay) { case hh_e_setup_screen: + bullets = hh_init_bullets(10); hh_setup_screen(game.level[game.current_level]); gameplay = hh_e_play_level; break; @@ -57,8 +59,8 @@ void hh_gameplay(hh_g_all_levels game, hh_e_game_state* hh_game_state){ // 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); - + hh_player_actions(&player1 ,cam_pos); + hh_multiple_bullets(player1.pos, cam_pos,bullets); // enemy's diff --git a/src/game_loop/gameplay.h b/src/game_loop/gameplay.h index d309e78..fb5637c 100644 --- a/src/game_loop/gameplay.h +++ b/src/game_loop/gameplay.h @@ -1,5 +1,6 @@ #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" |