From 854a80001b9798d1454e4308e4efba96431e44d8 Mon Sep 17 00:00:00 2001 From: NielsCoding <48092678+heavydemon21@users.noreply.github.com> Date: Tue, 4 Apr 2023 15:25:34 +0200 Subject: bullet/player/enemy/gameplay bullet only needs different directions player is done enemy needs ai(Bjorn) gameplay may need some finetuning --- src/demo.c | 2 +- src/engine/bullet.c | 43 +++++++++++++++++------------------- src/engine/bullet.h | 12 +++++----- src/engine/draw_screen.c | 4 ++-- src/engine/draw_screen.h | 14 +++++------- src/engine/enemy.c | 31 ++++++++++++++++++++++++++ src/engine/enemy.h | 18 +++++++++++++++ src/engine/entity.c | 22 +++++++++++++++++++ src/engine/entity.h | 12 +++++++--- src/engine/level_const.h | 1 + src/engine/player_controller.c | 35 +---------------------------- src/engine/player_controller.h | 2 +- src/game_loop/game_over.h | 2 +- src/game_loop/gameplay.c | 50 +++++++++++++++++++++++++++++------------- src/game_loop/gameplay.h | 11 +++++++--- src/makefile | 1 + 16 files changed, 164 insertions(+), 96 deletions(-) create mode 100644 src/engine/enemy.c create mode 100644 src/engine/enemy.h (limited to 'src') diff --git a/src/demo.c b/src/demo.c index 725e560..aae1729 100644 --- a/src/demo.c +++ b/src/demo.c @@ -62,7 +62,7 @@ void hh_demo_loop(unsigned long frame) { hh_shop(&hh_game_states); break; case hh_e_state_gameplay: - hh_gameplay(hh_game, &hh_game_states); + hh_gameplay(&hh_game, &hh_game_states); break; case hh_e_state_game_over: // todo: diff --git a/src/engine/bullet.c b/src/engine/bullet.c index 40f33d9..55b20cc 100644 --- a/src/engine/bullet.c +++ b/src/engine/bullet.c @@ -2,10 +2,13 @@ int bullets_size=0; static int current_bullet=0; - +hh_entity* all_bullets=NULL; hh_entity* hh_init_bullets(int size) { + if (all_bullets != NULL) { + free(all_bullets); + } bullets_size = size; - hh_entity* all_bullets = malloc(size * sizeof(hh_entity)); + all_bullets = malloc(size * sizeof(hh_entity)); hh_entity bullet = { .speed = 1, .is_grounded = true, @@ -13,7 +16,7 @@ hh_entity* hh_init_bullets(int size) { .radius = 4, .pos = (vec2){-16,-16}, .vel = (vec2){0,0}, - .size = (vec2) { 13,16}, + .size = (vec2) { 13,16}, .render = { .frame0 = 84, .palette = 3, @@ -39,7 +42,7 @@ bool rising_edge(bool signal, bool* prev) { return edge; } bool prev_signal = false; -void hh_shoot_bullet(vec2 player, vec_cor cam_pos, hh_entity* bullet){ +void hh_shoot_bullet(vec2 player, hh_entity* bullet){ vec2 temp; if(rising_edge(g_hh_controller_p1.button_secondary,&prev_signal) && bullet->is_grounded){ bullet->is_grounded=false; @@ -49,36 +52,30 @@ void hh_shoot_bullet(vec2 player, vec_cor cam_pos, hh_entity* bullet){ } -void hh_update_bullet(hh_entity* bullet, vec_cor cam_pos){ +void hh_update_bullet(hh_entity* bullet){ if(hh_background_collision_bulllet(*bullet)){ - bullet->is_grounded=true; - bullet->pos.x=-16; - bullet->pos.y=-16; + hh_bullet_death(bullet); + // 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); - -} -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]); +void hh_multiple_bullets(vec2 player, hh_entity* bullets){ + + hh_shoot_bullet(player, &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); + hh_update_bullet(&bullets[i]); } - } } + +void hh_bullet_death(hh_entity* bullet){ + bullet->is_grounded=true; + bullet->pos.x= -16; + bullet->pos.y= -16; +} diff --git a/src/engine/bullet.h b/src/engine/bullet.h index 4084327..4133032 100644 --- a/src/engine/bullet.h +++ b/src/engine/bullet.h @@ -4,13 +4,15 @@ #include "types.h" #include "input.h" -#define hh_ppu_bullet_fg_offset_idx 10 hh_entity* hh_init_bullets(int size); -static void hh_shoot_bullet(vec2 playerPos, vec_cor cam_pos, hh_entity*); +/** @brief checks if player hit button and sets the activate bullet*/ +void hh_shoot_bullet(vec2 playerPos, hh_entity*); -static void hh_update_bullet(hh_entity* , vec_cor ); +/** @brief updates single bullet position*/ +void hh_update_bullet(hh_entity* ); -static void hh_draw_bullet(hh_entity, int); +/** @brief calculates all the bullets positions and which to shoot */ +void hh_multiple_bullets(vec2 player, hh_entity* bullets); -void hh_multiple_bullets(vec2 player, vec_cor cam_pos, hh_entity* bullets); +void hh_bullet_death(hh_entity* bullet); diff --git a/src/engine/draw_screen.c b/src/engine/draw_screen.c index 823c284..74b4ff2 100644 --- a/src/engine/draw_screen.c +++ b/src/engine/draw_screen.c @@ -10,7 +10,7 @@ uint8_t hh_world_to_tile(vec2 pos){ return tile; } -void hh_update_screen(vec2 view, vec2 player){ +void hh_update_screen(vec2 view){ int current_tile_y = view.y / HH_PPU_SPRITE_HEIGHT; int current_tile_x = view.x / HH_PPU_SPRITE_WIDTH; int offset_py = view.y - (offsetY / 40 * HH_PPU_SPRITE_HEIGHT); @@ -86,7 +86,7 @@ vec_cor hh_draw_screen(vec2 player) { viewport.x = CLAMP(viewport.x, 0, level.size.x * HH_PPU_SPRITE_WIDTH - HH_PPU_SCREEN_WIDTH); viewport.y = CLAMP(viewport.y, 0, level.size.y * HH_PPU_SPRITE_HEIGHT - HH_PPU_SCREEN_HEIGHT); - hh_update_screen((vec2){.y=viewport.y,.x=viewport.x},player); + hh_update_screen((vec2){.y=viewport.y,.x=viewport.x}); if (viewport.x == previousViewport.x && viewport.y == previousViewport.y){} else{ hh_ppu_update_aux((hh_s_ppu_loc_aux){ diff --git a/src/engine/draw_screen.h b/src/engine/draw_screen.h index 9130842..4829bc6 100644 --- a/src/engine/draw_screen.h +++ b/src/engine/draw_screen.h @@ -11,24 +11,22 @@ #include #include "engine/camera.h" -#define hh_max_x_size 40 -#define hh_max_y_size 30 - -/** @brief return a single tile from world binary */ +/** @brief return a single tile from world */ uint8_t hh_world_to_tile(vec2 pos); -/** @brief shift to level if viewport changed position */ +/** @brief main function for the screen. shift through the map and update the camera based on the player */ vec_cor hh_draw_screen(vec2 player); -/** @brief send data to BAM memory from binary level */ +/** @brief sets the start of a level */ void hh_setup_screen(hh_level_entity currentlevel); -/** @brief updates screen based on view and maybe player position if it needs to turn back*/ -void hh_update_screen(vec2 view, vec2 ); +/** @brief updates screen if view is at the beginning or end */ +void hh_update_screen(vec2 view); /** @brief send black screen to background memory */ void hh_clear_screen(); /** @brief clears all sprite data */ void hh_clear_sprite(); + /** @brief send data to BAM memory from binary from shop */ void hh_setup_Shop(); diff --git a/src/engine/enemy.c b/src/engine/enemy.c new file mode 100644 index 0000000..186cfa0 --- /dev/null +++ b/src/engine/enemy.c @@ -0,0 +1,31 @@ +#include "engine/enemy.h" + +void hh_update_enemy(hh_entity* enemy, vec_cor cam_pos){ + //Bjorn functions + + +} + +void hh_multiple_enemies( vec_cor cam_pos, hh_entity* enemies, int total_enemies){ + for(int i=0; i < total_enemies;i++){ + hh_update_enemy(&enemies[i] , cam_pos); + } + +} + +void hh_enemy_death_check(hh_entity* enemy){ + if(enemy->hp == 0){ + enemy->is_hit=false; + enemy->pos = (vec2){-16, -16}; + } + else{ + enemy->hp--; + } +} +void hh_solve_hitted_enemies(hh_entity* enemies, int total_enemies){ + for(int i = 0; i < total_enemies; i++){ + if(enemies[i].is_hit){ + hh_enemy_death_check(&enemies[i]); + } + } +} diff --git a/src/engine/enemy.h b/src/engine/enemy.h new file mode 100644 index 0000000..80498f5 --- /dev/null +++ b/src/engine/enemy.h @@ -0,0 +1,18 @@ +#pragma once +#include "player_controller.h" +#include "engine/sprite_controller.h" +#include "types.h" +#include "input.h" + +/** @brief updates a single enemy locations TODO: Bjorn sets functions in here*/ +void hh_update_enemy(hh_entity* , vec_cor ); + +/** @brief calculates all the given enemies positions*/ +void hh_multiple_enemies( vec_cor cam_pos, hh_entity* enemies, int total_enemies); + +/** @brief checks if the enemy has zero hp else it takes hp from the enemy */ +void hh_enemy_death_check(hh_entity* enemy); + +/** @brieg all the given enemies get controlled if there hit and than calculates the dmg */ +void hh_solve_hitted_enemies(hh_entity* enemies, int total_enemies); + diff --git a/src/engine/entity.c b/src/engine/entity.c index 43a1b73..1cb88be 100644 --- a/src/engine/entity.c +++ b/src/engine/entity.c @@ -212,3 +212,25 @@ void hh_hit_entity(hh_entity* object_1, int8_t* hit_timer, int8_t* direction){ } } + +void hh_check_all_collisions(hh_entity* player, hh_entity* enemies, int total_enemies, hh_entity* bullets, int total_bullets, vec_cor cam_pos){ + for(int enemy = 0; enemy < total_enemies; enemy++){ + *player = hh_enemy_collision(*player, enemies[enemy]); + enemies[enemy].is_hit=false; + } + + for(int i = 0; i < total_bullets; i++){ + if(!bullets[i].is_grounded){ + for (int enemy = 0; enemy < total_enemies; enemy++){ + + if(hh_distance_circles(bullets[i].pos,enemies[enemy].pos,bullets[i].radius,enemies[enemy].radius)){ + enemies[enemy].is_hit=true; + hh_bullet_death(&bullets[i]); + } + } + } + } + +} + + diff --git a/src/engine/entity.h b/src/engine/entity.h index 9a1d51e..fde9341 100644 --- a/src/engine/entity.h +++ b/src/engine/entity.h @@ -7,6 +7,9 @@ #include "ppu/types.h" #include "engine/maths.h" #include "engine/types.h" +#include "engine/animator.h" +#include "engine/sprite_controller.h" + // #include "engine/animator.h" // TODO: make a sprite update function (and required data structs?) @@ -43,11 +46,14 @@ hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy); /// @return true if objects collids bool hh_distance_circles(vec2 object_1, vec2 object_2, int radius_1, int radius_2); -// TODO: comments on functions below +/** @brief jumps a entity. TODO: input jumping how high and no magic number*/ void hh_jump_entity(hh_entity* ); +/** @brief looks if the player is grounded and if not it sets the position down */ void hh_gravity_entity(hh_entity* ); - +/** @brief if object is hit bounches in specific direction and moves the object */ void hh_hit_entity(hh_entity* object_1, int8_t* hit_timer, int8_t* direction); - +/** @brief specific bullet background collisions detection */ bool hh_background_collision_bulllet (hh_entity temp_old_entity); +/** @brief checks any entity has a hit on each othe*/ +void hh_check_all_collisions(hh_entity* player, hh_entity* enemies, int total_enemies, hh_entity* bullets, int total_bullets, vec_cor cam_pos); diff --git a/src/engine/level_const.h b/src/engine/level_const.h index b86ae7b..6275b72 100644 --- a/src/engine/level_const.h +++ b/src/engine/level_const.h @@ -28,4 +28,5 @@ typedef struct { }hh_g_all_levels; +/** @brief init all the levels*/ hh_g_all_levels hh_init_game_levels(); diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c index ee0dfc5..83c5966 100644 --- a/src/engine/player_controller.c +++ b/src/engine/player_controller.c @@ -7,7 +7,7 @@ #include "engine/animator.h" #include "engine/bullet.h" -void hh_player_actions(hh_entity* player, vec_cor cam_pos){ +void hh_player_actions(hh_entity* player){ static hh_entity player_new = {0}; player_new = *player; @@ -35,39 +35,6 @@ void hh_player_actions(hh_entity* player, vec_cor cam_pos){ *player = hh_background_collision ( *player, player_new); - - uint16_t idx = 16; - idx = hh_update_sprite(idx, player, cam_pos); - // idx = hh_update_sprite(idx, &enemy, cam_pos); - - idx =16; - - // TODO: make this a function call - // update player sprite on ppu - // player.render.fam.position_x = (player.pos.x-cam_pos.x); - // player.render.fam.position_y = (player.pos.y-cam_pos.y); - - // enemy.render.fam.position_x = (enemy.pos.x-cam_pos.x); - // enemy.render.fam.position_y = (enemy.pos.y-cam_pos.y); - - - // TODO: make this loop a function call - // for (int i = 0; i < 4; i++) - // { - // hh_s_ppu_loc_fam_entry temp = player.render.fam; - // temp.position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8); - // temp.position_y = player.render.fam.position_y+(i>1?0:-16); - // temp.tilemap_index = player.render.fam.tilemap_index + i; - // temp.horizontal_flip = !(player.vel.x>0); - // hh_ppu_update_foreground(i,temp); - - // // hh_s_ppu_loc_fam_entry temp = { - // // .position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8) - // // }; - - // } - - // hh_ppu_update_foreground(4, enemy.render.fam); } diff --git a/src/engine/player_controller.h b/src/engine/player_controller.h index 4a325e8..23749e5 100644 --- a/src/engine/player_controller.h +++ b/src/engine/player_controller.h @@ -4,4 +4,4 @@ #include "engine/entity.h" // inputs -void hh_player_actions(hh_entity* player, vec_cor cam_pos); +void hh_player_actions(hh_entity* player); 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 521ab85..da029f3 100644 --- a/src/game_loop/gameplay.c +++ b/src/game_loop/gameplay.c @@ -1,9 +1,9 @@ #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={ @@ -16,7 +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, @@ -33,11 +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, @@ -47,31 +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: - bullets = hh_init_bullets(10); - 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); - hh_multiple_bullets(player1.pos, cam_pos,bullets); - // 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 { @@ -90,3 +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 fb5637c..9d66c37 100644 --- a/src/game_loop/gameplay.h +++ b/src/game_loop/gameplay.h @@ -5,6 +5,9 @@ #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, @@ -12,7 +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); diff --git a/src/makefile b/src/makefile index c30840d..fdd8ab5 100644 --- a/src/makefile +++ b/src/makefile @@ -41,6 +41,7 @@ LOCAL_SRCS += main.c \ engine/bullet.c \ engine/title_screen.c \ engine/level_const.c \ + engine/enemy.c \ engine/animator.c \ game_loop/shop.c \ game_loop/gameplay.c \ -- cgit v1.2.3