#include "gameplay.h" #include "engine/entity.h" 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, .is_grounded = false, .is_hit = false, .radius = 16, .pos = (vec2){32,32}, .size = (vec2){32,32}, .vel = (vec2){0,0}, .render = { .frame0 = 3, .palette = 3, .fam = (hh_s_ppu_loc_fam_entry){ .horizontal_flip = false, .vertical_flip = false, .palette_index = 3, .tilemap_index = 80, } } }; // enemy gets replaced here is just for reference static hh_entity enemy={ .object_type = jumping_slime, .hp = 4, .speed = 2, .is_grounded = false, .is_hit = false, .radius = 8, .pos = (vec2){200,200}, .size = (vec2){16,16}, .vel = (vec2){0,0}, // .vec = (vec2){0,0}, .render = { .frame0 = 1, .palette = 7, .fam = (hh_s_ppu_loc_fam_entry){ .horizontal_flip = false, .vertical_flip = false, .palette_index = 7, .tilemap_index = 1, } } }; static int total_bullets = 5; switch (gameplay) { case hh_e_setup_screen: bullets = hh_init_bullets(total_bullets); hh_setup_screen(game->level[game->current_level]); gameplay = hh_e_play_level; break; case hh_e_play_level: vec_cor cam_pos; cam_pos = hh_draw_screen(player1.pos); hh_player_actions(&player1); hh_multiple_bullets(player1.pos,bullets); 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); 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: // 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(&player1); gameplay = hh_e_setup_screen; *hh_game_state = hh_e_state_game_over; break; default: break; } } 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){32,32}, .vel = (vec2){0,0}, .render = { .frame0 = 3, .palette = 3, .fam = (hh_s_ppu_loc_fam_entry){ .horizontal_flip = false, .vertical_flip = false, .palette_index = 3, .tilemap_index = 80, } } }; } 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); } }