aboutsummaryrefslogtreecommitdiff
path: root/src/game_loop/gameplay.c
blob: 3d750f4c29901063764126ee83042fe55f8012db (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
#include "gameplay.h"
#include "engine/entity.h"
#include "static/tilemap.h"
#include "game_loop/ui.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* bullets;
	static hh_entity player1={
		.hp = 4,
		.speed = 6,
		.is_grounded = false,
		.is_hit = false,
		.radius = 8,
		.pos = (vec2){32,200},
		.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,
			}
		}
	};
	// 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 = HH_TM_SLIME_OFFSET,
			.palette = 2,
			.fam = (hh_s_ppu_loc_fam_entry){
				.horizontal_flip = false,
				.vertical_flip = false,
				.palette_index = 2,
				.tilemap_index = HH_TM_SLIME_OFFSET,
			}
		}
	};
	static int total_bullets = 15;
	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){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(&index , player, cam_pos);
	
	for (int i = 0; i < bullet_size; i++) {
		hh_update_sprite(&index,&bullets[i],cam_pos);
 	}
	for (int i = 0; i < enemy_size; i++) {
		hh_update_sprite(&index,&enemies[i],cam_pos);
	}

	hh_ui_show_hp(&index, player, 7, cam_pos);
}