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#include "gameplay.h"
// player struct
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 player1={
.hp = 4,
.speed = 6,
.is_grounded = false,
.is_hit = false,
.radius = 8,
.pos = (vec2){32,32},
.size = (vec2){32,32},
.vel = (vec2){0,0},
.render = {
.frame0 = 80,
.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={
.hp = 4,
.speed = 6,
.is_grounded = false,
.is_hit = false,
.radius = 8,
.pos = (vec2){128,48},
.vel = (vec2){0,0},
// .vec = (vec2){0,0},
.render = {
.frame0 = 20,
.palette = 7,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false,
.vertical_flip = false,
.palette_index = 7,
.tilemap_index = 1,
}
}
};
switch (gameplay)
{
case hh_e_setup_screen:
hh_setup_screen(game.level[game.current_level]);
gameplay = hh_e_play_level;
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);
// enemy's
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++;
gameplay = hh_e_setup_screen;
}
else {
gameplay = hh_e_game_over;
}
break;
case hh_e_game_over:
// todo make reset levels
hh_reset_levels();
gameplay = hh_e_setup_screen;
*hh_game_state = hh_e_state_game_over;
break;
default:
break;
}
}
void hh_reset_levels(){}
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