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#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 = 3,
.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,
},
.cooldown = 0
}
};
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);
}
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