A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.

Dependencies:   mbed MotionSensor

Committer:
el17sm
Date:
Tue May 07 09:09:38 2019 +0000
Revision:
38:09832e662803
Parent:
37:a404860171a9
Attempted creation of mob Cowboy

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17sm 26:abbc19edc5c1 1 #include "RoomEngine.h"
el17sm 32:fe6359ef9916 2 // Constructor
el17sm 30:ec915d24d3e9 3 RoomEngine::RoomEngine(float global_contrast)
el17sm 26:abbc19edc5c1 4 {
el17sm 29:6b8411bb040a 5 _room_x = 5;
el17sm 29:6b8411bb040a 6 _room_y = 5;
el17sm 30:ec915d24d3e9 7 _global_contrast = global_contrast;
el17sm 26:abbc19edc5c1 8 }
el17sm 26:abbc19edc5c1 9
el17sm 32:fe6359ef9916 10 // Destructor
el17sm 27:a1b41626f57c 11 RoomEngine::~RoomEngine()
el17sm 27:a1b41626f57c 12 {
el17sm 27:a1b41626f57c 13 delete player;
el17sm 27:a1b41626f57c 14 }
el17sm 27:a1b41626f57c 15
el17sm 32:fe6359ef9916 16 // Public Functions
el17sm 31:ab24d028ddfd 17 void RoomEngine::load(Player *current_player, Room *current_room)
el17sm 28:98848e6a77a2 18 {
el17sm 31:ab24d028ddfd 19 player = current_player;
el17sm 29:6b8411bb040a 20 room = current_room;
el17sm 28:98848e6a77a2 21 set_input(0,0,0,0,0,0,0,0);
el17sm 28:98848e6a77a2 22 update_player_position(check_player_room_position());
el17sm 28:98848e6a77a2 23 }
el17sm 28:98848e6a77a2 24
el17sm 28:98848e6a77a2 25 void RoomEngine::entrance_scene(N5110 &lcd, Gamepad &gamepad)
el17sm 27:a1b41626f57c 26 {
el17sm 28:98848e6a77a2 27 int side = check_player_room_position();
el17sm 28:98848e6a77a2 28
el17sm 28:98848e6a77a2 29 for(int i = 0; i<50; i++) {
el17sm 28:98848e6a77a2 30 switch(side) {
el17sm 28:98848e6a77a2 31 case 0 :
el17sm 28:98848e6a77a2 32 set_mapped_coord(0, -((3 +player->get_sprite_height()) / (50 * player->get_velocity())));
el17sm 28:98848e6a77a2 33 break;
el17sm 28:98848e6a77a2 34 case 1 :
el17sm 28:98848e6a77a2 35 set_mapped_coord(-((3 +player->get_hitbox_width()) / (50 * player->get_velocity())), 0);
el17sm 28:98848e6a77a2 36 break;
el17sm 28:98848e6a77a2 37 case 2 :
el17sm 28:98848e6a77a2 38 set_mapped_coord(0, ((3 +player->get_hitbox_height()) / (50 * player->get_velocity())));
el17sm 28:98848e6a77a2 39 break;
el17sm 28:98848e6a77a2 40 case 3 :
el17sm 28:98848e6a77a2 41 set_mapped_coord(((3 +player->get_hitbox_width()) / (50 * player->get_velocity())), 0);
el17sm 28:98848e6a77a2 42 break;
el17sm 28:98848e6a77a2 43 }
el17sm 28:98848e6a77a2 44 move_player();
el17sm 28:98848e6a77a2 45 render(lcd, gamepad);
el17sm 30:ec915d24d3e9 46 if (0.75 - (i * 0.005) > _global_contrast) {
el17sm 30:ec915d24d3e9 47 lcd.setContrast(0.75 - (i * 0.005));
el17sm 30:ec915d24d3e9 48 } else {
el17sm 30:ec915d24d3e9 49 lcd.setContrast(_global_contrast);
el17sm 30:ec915d24d3e9 50 }
el17sm 28:98848e6a77a2 51 }
el17sm 28:98848e6a77a2 52 }
el17sm 28:98848e6a77a2 53
el17sm 28:98848e6a77a2 54 void RoomEngine::exit_scene(N5110 &lcd, Gamepad &gamepad)
el17sm 28:98848e6a77a2 55 {
el17sm 28:98848e6a77a2 56 int side = check_player_room_position();
el17sm 28:98848e6a77a2 57
el17sm 28:98848e6a77a2 58 for(int i = 0; i<50; i++) {
el17sm 28:98848e6a77a2 59 switch(side) {
el17sm 28:98848e6a77a2 60 case 0 :
el17sm 28:98848e6a77a2 61 set_mapped_coord(0, (player->get_velocity() / 2));
el17sm 28:98848e6a77a2 62 break;
el17sm 28:98848e6a77a2 63 case 1 :
el17sm 28:98848e6a77a2 64 set_mapped_coord((player->get_velocity() / 2), 0);
el17sm 28:98848e6a77a2 65 break;
el17sm 28:98848e6a77a2 66 case 2 :
el17sm 28:98848e6a77a2 67 set_mapped_coord(0, -(player->get_velocity() / 2));
el17sm 28:98848e6a77a2 68 break;
el17sm 28:98848e6a77a2 69 case 3 :
el17sm 28:98848e6a77a2 70 set_mapped_coord(-(player->get_velocity() / 2), 0);
el17sm 28:98848e6a77a2 71 break;
el17sm 28:98848e6a77a2 72 }
el17sm 28:98848e6a77a2 73 move_player();
el17sm 28:98848e6a77a2 74 render(lcd, gamepad);
el17sm 30:ec915d24d3e9 75 lcd.setContrast(_global_contrast + (i * 0.005));
el17sm 28:98848e6a77a2 76 }
el17sm 30:ec915d24d3e9 77 lcd.setContrast(0.75);
el17sm 27:a1b41626f57c 78 }
el17sm 27:a1b41626f57c 79
el17sm 29:6b8411bb040a 80 void RoomEngine::update_current_room()
el17sm 29:6b8411bb040a 81 {
el17sm 29:6b8411bb040a 82 switch(check_player_room_position()) {
el17sm 29:6b8411bb040a 83 case 0 :
el17sm 29:6b8411bb040a 84 _room_y++;
el17sm 29:6b8411bb040a 85 break;
el17sm 29:6b8411bb040a 86 case 1 :
el17sm 29:6b8411bb040a 87 _room_x++;
el17sm 29:6b8411bb040a 88 break;
el17sm 29:6b8411bb040a 89 case 2 :
el17sm 29:6b8411bb040a 90 _room_y--;
el17sm 29:6b8411bb040a 91 break;
el17sm 29:6b8411bb040a 92 case 3 :
el17sm 29:6b8411bb040a 93 _room_x--;
el17sm 29:6b8411bb040a 94 break;
el17sm 29:6b8411bb040a 95 default :
el17sm 29:6b8411bb040a 96 break;
el17sm 29:6b8411bb040a 97 }
el17sm 29:6b8411bb040a 98 }
el17sm 29:6b8411bb040a 99
el17sm 27:a1b41626f57c 100 void RoomEngine::read_input(Gamepad &gamepad)
el17sm 26:abbc19edc5c1 101 {
el17sm 26:abbc19edc5c1 102 _L = gamepad.check_event(Gamepad::L_PRESSED);
el17sm 26:abbc19edc5c1 103 _R = gamepad.check_event(Gamepad::R_PRESSED);
el17sm 26:abbc19edc5c1 104 _A = gamepad.check_event(Gamepad::A_PRESSED);
el17sm 26:abbc19edc5c1 105 _B = gamepad.check_event(Gamepad::B_PRESSED);
el17sm 26:abbc19edc5c1 106 _X = gamepad.check_event(Gamepad::X_PRESSED);
el17sm 26:abbc19edc5c1 107 _Y = gamepad.check_event(Gamepad::Y_PRESSED);
el17sm 26:abbc19edc5c1 108 mapped_coord = gamepad.get_mapped_coord();
el17sm 26:abbc19edc5c1 109 }
el17sm 26:abbc19edc5c1 110
el17sm 27:a1b41626f57c 111 void RoomEngine::update()
el17sm 26:abbc19edc5c1 112 {
el17sm 26:abbc19edc5c1 113 check_damage();
el17sm 27:a1b41626f57c 114 check_enemies_death();
el17sm 26:abbc19edc5c1 115 move();
el17sm 27:a1b41626f57c 116 player->buttons(_A, _B, _Y, _X);
el17sm 26:abbc19edc5c1 117 }
el17sm 26:abbc19edc5c1 118
el17sm 27:a1b41626f57c 119 void RoomEngine::render(N5110 &lcd, Gamepad &gamepad)
el17sm 27:a1b41626f57c 120 {
el17sm 27:a1b41626f57c 121 minimap_detection(lcd, gamepad);
el17sm 27:a1b41626f57c 122 pause_detection(lcd, gamepad);
el17sm 27:a1b41626f57c 123 lcd.clear();
el17sm 27:a1b41626f57c 124 draw(lcd);
el17sm 27:a1b41626f57c 125 lcd.refresh();
el17sm 27:a1b41626f57c 126 wait_ms(1000/40); // setting FPS
el17sm 27:a1b41626f57c 127 }
el17sm 27:a1b41626f57c 128
el17sm 28:98848e6a77a2 129 int RoomEngine::check_player_room_position() // returns 0,1,2,3 if the player exits the respective directions, returns 4 if the player is in the room
el17sm 28:98848e6a77a2 130 {
el17sm 28:98848e6a77a2 131 if (player->get_pos_y() < 0) {
el17sm 28:98848e6a77a2 132 return 0;
el17sm 28:98848e6a77a2 133 }
el17sm 28:98848e6a77a2 134 else if (player->get_pos_x() > WIDTH - (player->get_hitbox_width())) {
el17sm 28:98848e6a77a2 135 return 1;
el17sm 28:98848e6a77a2 136 }
el17sm 28:98848e6a77a2 137 else if (player->get_pos_y() > HEIGHT - (player->get_hitbox_height())) {
el17sm 28:98848e6a77a2 138 return 2;
el17sm 28:98848e6a77a2 139 }
el17sm 28:98848e6a77a2 140 else if (player->get_pos_x() < 0) {
el17sm 28:98848e6a77a2 141 return 3;
el17sm 28:98848e6a77a2 142 }
el17sm 28:98848e6a77a2 143 else {
el17sm 28:98848e6a77a2 144 return 4;
el17sm 28:98848e6a77a2 145 }
el17sm 28:98848e6a77a2 146 }
el17sm 28:98848e6a77a2 147
el17sm 29:6b8411bb040a 148 // Public Accessors
el17sm 29:6b8411bb040a 149
el17sm 29:6b8411bb040a 150 int RoomEngine::get_room_x()
el17sm 29:6b8411bb040a 151 {
el17sm 29:6b8411bb040a 152 return _room_x;
el17sm 29:6b8411bb040a 153 }
el17sm 29:6b8411bb040a 154 int RoomEngine::get_room_y()
el17sm 29:6b8411bb040a 155 {
el17sm 29:6b8411bb040a 156 return _room_y;
el17sm 29:6b8411bb040a 157 }
el17sm 29:6b8411bb040a 158
el17sm 28:98848e6a77a2 159 // Private Mutators
el17sm 28:98848e6a77a2 160
el17sm 28:98848e6a77a2 161 void RoomEngine::set_input(bool L, bool R, bool A, bool B, bool X, bool Y, float mapped_x, float mapped_y)
el17sm 28:98848e6a77a2 162 {
el17sm 28:98848e6a77a2 163 _L = L;
el17sm 28:98848e6a77a2 164 _R = R;
el17sm 28:98848e6a77a2 165 _A = A;
el17sm 28:98848e6a77a2 166 _B = B;
el17sm 28:98848e6a77a2 167 _X = X;
el17sm 28:98848e6a77a2 168 _Y = Y;
el17sm 28:98848e6a77a2 169 set_mapped_coord(mapped_x, mapped_y);
el17sm 28:98848e6a77a2 170 }
el17sm 28:98848e6a77a2 171
el17sm 28:98848e6a77a2 172 void RoomEngine::set_mapped_coord(float x, float y)
el17sm 28:98848e6a77a2 173 {
el17sm 28:98848e6a77a2 174 mapped_coord.x = x;
el17sm 28:98848e6a77a2 175 mapped_coord.y = y;
el17sm 28:98848e6a77a2 176 }
el17sm 28:98848e6a77a2 177
el17sm 26:abbc19edc5c1 178 // Private Functions
el17sm 26:abbc19edc5c1 179
el17sm 27:a1b41626f57c 180 bool RoomEngine::entity_collision(Entity &a, Entity &b) // returns true if the two entity hitboxes collide
el17sm 26:abbc19edc5c1 181 {
el17sm 26:abbc19edc5c1 182 if (((b.get_pos_x() <= a.get_pos_x()) && (a.get_pos_x() <= b.get_pos_x() + b.get_hitbox_width() - 1)) ||
el17sm 26:abbc19edc5c1 183 ((b.get_pos_x() <= a.get_pos_x() + a.get_hitbox_width() - 1) && (a.get_pos_x() + a.get_hitbox_width() - 1 <= b.get_pos_x() + b.get_hitbox_width() - 1))) {
el17sm 26:abbc19edc5c1 184 if (((b.get_pos_y() <= a.get_pos_y()) && (a.get_pos_y() <= b.get_pos_y() + b.get_hitbox_height() - 1)) ||
el17sm 26:abbc19edc5c1 185 ((b.get_pos_y() <= a.get_pos_y() + a.get_hitbox_height() - 1) && (a.get_pos_y() + a.get_hitbox_height() - 1 <= b.get_pos_y() + b.get_hitbox_height() - 1))) {
el17sm 26:abbc19edc5c1 186 return true;
el17sm 26:abbc19edc5c1 187 }
el17sm 26:abbc19edc5c1 188 }
el17sm 26:abbc19edc5c1 189 return 0;
el17sm 26:abbc19edc5c1 190 }
el17sm 26:abbc19edc5c1 191
el17sm 26:abbc19edc5c1 192 // returns true if the hitbox of "entity a" collides with any hitboxes of enttities within "array" as "entity a" moves on the x direction
el17sm 27:a1b41626f57c 193 float RoomEngine::entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
el17sm 26:abbc19edc5c1 194 {
el17sm 26:abbc19edc5c1 195 for (int i = 0; i < no_of_enemies; i++) {
el17sm 26:abbc19edc5c1 196 if (valid_enemies[i]) {
el17sm 26:abbc19edc5c1 197 if(i != current_entity) {
el17sm 26:abbc19edc5c1 198 if (((array[i]->get_prev_pos_x() <= a->get_pos_x()) && (a->get_pos_x() <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1)) ||
el17sm 26:abbc19edc5c1 199 ((array[i]->get_prev_pos_x() <= a->get_pos_x() + a->get_hitbox_width() - 1) && (a->get_pos_x() + a->get_hitbox_width() - 1 <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1))) {
el17sm 26:abbc19edc5c1 200 if (((array[i]->get_prev_pos_y() <= a->get_prev_pos_y()) && (a->get_prev_pos_y() <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1)) ||
el17sm 26:abbc19edc5c1 201 ((array[i]->get_prev_pos_y() <= a->get_prev_pos_y() + a->get_hitbox_height() - 1) && (a->get_prev_pos_y() + a->get_hitbox_height() - 1 <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1))) {
el17sm 26:abbc19edc5c1 202 return (2*((a->get_pos_x() > array[i]->get_prev_pos_x()) - 0.5));
el17sm 26:abbc19edc5c1 203 }
el17sm 26:abbc19edc5c1 204 }
el17sm 26:abbc19edc5c1 205 }
el17sm 26:abbc19edc5c1 206 }
el17sm 26:abbc19edc5c1 207 }
el17sm 26:abbc19edc5c1 208 return 0;
el17sm 26:abbc19edc5c1 209 }
el17sm 26:abbc19edc5c1 210
el17sm 26:abbc19edc5c1 211 // returns true if the hitbox of "entity a" collides with any hitboxes of enttities within "array" as "entity a" moves on the y direction
el17sm 27:a1b41626f57c 212 float RoomEngine::entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
el17sm 26:abbc19edc5c1 213 {
el17sm 26:abbc19edc5c1 214 for (int i = 0; i < no_of_enemies; i++) {
el17sm 26:abbc19edc5c1 215 if (valid_enemies[i]) {
el17sm 26:abbc19edc5c1 216 if(i != current_entity) {
el17sm 26:abbc19edc5c1 217 if (((array[i]->get_prev_pos_x() <= a->get_prev_pos_x()) && (a->get_prev_pos_x() <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1)) ||
el17sm 26:abbc19edc5c1 218 ((array[i]->get_prev_pos_x() <= a->get_prev_pos_x() + a->get_hitbox_width() - 1) && (a->get_prev_pos_x() + a->get_hitbox_width() - 1 <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1))) {
el17sm 26:abbc19edc5c1 219 if (((array[i]->get_prev_pos_y() <= a->get_pos_y()) && (a->get_pos_y() <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1)) ||
el17sm 26:abbc19edc5c1 220 ((array[i]->get_prev_pos_y() <= a->get_pos_y() + a->get_hitbox_height() - 1) && (a->get_pos_y() + a->get_hitbox_height() - 1 <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1))) {
el17sm 26:abbc19edc5c1 221 return (2*((a->get_pos_y() > array[i]->get_prev_pos_y()) - 0.5));
el17sm 26:abbc19edc5c1 222 }
el17sm 26:abbc19edc5c1 223 }
el17sm 26:abbc19edc5c1 224 }
el17sm 26:abbc19edc5c1 225 }
el17sm 26:abbc19edc5c1 226 }
el17sm 26:abbc19edc5c1 227 return 0;
el17sm 26:abbc19edc5c1 228 }
el17sm 26:abbc19edc5c1 229
el17sm 27:a1b41626f57c 230 void RoomEngine::check_damage()
el17sm 26:abbc19edc5c1 231 {
el17sm 26:abbc19edc5c1 232 check_damage_player();
el17sm 26:abbc19edc5c1 233 check_damage_enemies();
el17sm 26:abbc19edc5c1 234 }
el17sm 26:abbc19edc5c1 235
el17sm 27:a1b41626f57c 236 void RoomEngine::check_damage_player()
el17sm 26:abbc19edc5c1 237 {
el17sm 38:09832e662803 238 check_damage_players_by_collision();
el17sm 38:09832e662803 239 check_damage_players_by_bullets();
el17sm 38:09832e662803 240 }
el17sm 38:09832e662803 241
el17sm 38:09832e662803 242 void RoomEngine::check_damage_players_by_collision()
el17sm 38:09832e662803 243 {
el17sm 26:abbc19edc5c1 244 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 27:a1b41626f57c 245 if (room->valid_enemies[i]) {
el17sm 27:a1b41626f57c 246 if(entity_collision(*player, *room->enemies[i])) {
el17sm 27:a1b41626f57c 247 player->take_damage(room->enemies[i]->get_attack());
el17sm 28:98848e6a77a2 248 break; // only let 1 enemy damage player at a time
el17sm 26:abbc19edc5c1 249 }
el17sm 26:abbc19edc5c1 250 }
el17sm 37:a404860171a9 251 if (room->valid_collectibles[i]) {
el17sm 37:a404860171a9 252 if(entity_collision(*player, *room->collectibles[i])) {
el17sm 37:a404860171a9 253 player->take_damage(room->collectibles[i]->get_attack());
el17sm 37:a404860171a9 254 delete room->collectibles[i];
el17sm 37:a404860171a9 255 room->valid_collectibles[i] = false;
el17sm 37:a404860171a9 256 break; // only let 1 heart heal player at a time
el17sm 37:a404860171a9 257 }
el17sm 37:a404860171a9 258 }
el17sm 27:a1b41626f57c 259 }
el17sm 26:abbc19edc5c1 260 }
el17sm 26:abbc19edc5c1 261
el17sm 38:09832e662803 262 void RoomEngine::check_damage_players_by_bullets()
el17sm 38:09832e662803 263 {
el17sm 38:09832e662803 264 for(int j = 0; j < MAX_ENEMIES; j++) {
el17sm 38:09832e662803 265 if (room->enemies[j]->get_type() == 4) {
el17sm 38:09832e662803 266 for (int i = 0; i < MAX_BULLETS; i++) {
el17sm 38:09832e662803 267 if (room->enemies[j]->valid_bullets[i]) && (!room->enemies[j]->update_bullets(room->get_current_map_2d(), room->get_doorways())) && (entity_collision(*player, *enemies[j]->bullets_array[i])) {
el17sm 38:09832e662803 268 player->take_damage(room->enemies[j]->get_attack());
el17sm 38:09832e662803 269 room->enemies[j]->valid_bullets[i] = false;
el17sm 38:09832e662803 270 delete room->enemies[j]->bullets_array[i];
el17sm 38:09832e662803 271 }
el17sm 38:09832e662803 272 }
el17sm 38:09832e662803 273 }
el17sm 38:09832e662803 274 }
el17sm 38:09832e662803 275 }
el17sm 38:09832e662803 276
el17sm 27:a1b41626f57c 277 void RoomEngine::check_damage_enemies()
el17sm 26:abbc19edc5c1 278 {
el17sm 28:98848e6a77a2 279 check_damage_enemies_by_bullets();
el17sm 28:98848e6a77a2 280 }
el17sm 28:98848e6a77a2 281
el17sm 28:98848e6a77a2 282 void RoomEngine::check_damage_enemies_by_bullets()
el17sm 28:98848e6a77a2 283 {
el17sm 26:abbc19edc5c1 284 for (int i = 0; i < bullets_max; i++) {
el17sm 27:a1b41626f57c 285 if (player->valid_bullets[i]) {
el17sm 38:09832e662803 286 if (!player->update_bullets(room->get_current_map_2d(), room->get_doorways())) {
el17sm 26:abbc19edc5c1 287 for (int j = 0; j < MAX_ENEMIES; j++) {
el17sm 27:a1b41626f57c 288 if (room->valid_enemies[j] && (entity_collision(*player->bullets_array[i], *room->enemies[j]))) {
el17sm 27:a1b41626f57c 289 room->enemies[j]->take_damage(player->get_attack());
el17sm 27:a1b41626f57c 290 player->valid_bullets[i] = false;
el17sm 27:a1b41626f57c 291 delete player->bullets_array[i];
el17sm 26:abbc19edc5c1 292 break;
el17sm 26:abbc19edc5c1 293 }
el17sm 26:abbc19edc5c1 294 }
el17sm 26:abbc19edc5c1 295 }
el17sm 26:abbc19edc5c1 296 }
el17sm 26:abbc19edc5c1 297 }
el17sm 26:abbc19edc5c1 298 }
el17sm 26:abbc19edc5c1 299
el17sm 27:a1b41626f57c 300 void RoomEngine::check_enemies_death()
el17sm 26:abbc19edc5c1 301 {
el17sm 26:abbc19edc5c1 302 // Enemy Death
el17sm 26:abbc19edc5c1 303 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 37:a404860171a9 304 if((room->valid_enemies[i]) && (room->enemies[i]->get_hp() <= 0)) {
el17sm 37:a404860171a9 305 if ((rand() % 100) < room->enemies[i]->get_hp_drop_chance()){
el17sm 37:a404860171a9 306 for (int j = 0; j < MAX_ENEMIES; j++) {
el17sm 37:a404860171a9 307 if (!room->valid_collectibles[j]) {
el17sm 37:a404860171a9 308 room->collectibles[j] = new Health(room->enemies[i]->get_pos_x(), room->enemies[i]->get_pos_y()); // Spawn a health drop
el17sm 37:a404860171a9 309 room->valid_collectibles[j] = true;
el17sm 37:a404860171a9 310 break;
el17sm 37:a404860171a9 311 }
el17sm 28:98848e6a77a2 312 }
el17sm 26:abbc19edc5c1 313 }
el17sm 37:a404860171a9 314 delete room->enemies[i];
el17sm 37:a404860171a9 315 room->valid_enemies[i] = false;
el17sm 26:abbc19edc5c1 316 }
el17sm 26:abbc19edc5c1 317 }
el17sm 26:abbc19edc5c1 318 }
el17sm 26:abbc19edc5c1 319
el17sm 27:a1b41626f57c 320 void RoomEngine::move()
el17sm 26:abbc19edc5c1 321 {
el17sm 26:abbc19edc5c1 322 move_player();
el17sm 26:abbc19edc5c1 323 move_enemies();
el17sm 26:abbc19edc5c1 324 }
el17sm 26:abbc19edc5c1 325
el17sm 27:a1b41626f57c 326 void RoomEngine::move_player()
el17sm 26:abbc19edc5c1 327 {
el17sm 29:6b8411bb040a 328 player->move(mapped_coord.x, mapped_coord.y, room->get_current_map_2d(), room->get_doorways());
el17sm 26:abbc19edc5c1 329 }
el17sm 26:abbc19edc5c1 330
el17sm 27:a1b41626f57c 331 void RoomEngine::move_enemies()
el17sm 26:abbc19edc5c1 332 {
el17sm 26:abbc19edc5c1 333 // Actual Movement of Enemies
el17sm 26:abbc19edc5c1 334 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 27:a1b41626f57c 335 if (room->valid_enemies[i]) {
el17sm 27:a1b41626f57c 336 room->enemies[i]->update_prev_pos();
el17sm 29:6b8411bb040a 337 room->enemies[i]->move(player->get_pos_x(), player->get_pos_y(), room->get_current_map_2d(), room->get_doorways());
el17sm 26:abbc19edc5c1 338 }
el17sm 27:a1b41626f57c 339 }
el17sm 26:abbc19edc5c1 340 // Entity Collision Repulsion
el17sm 26:abbc19edc5c1 341 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 37:a404860171a9 342 if (room->valid_enemies[i]) {
el17sm 27:a1b41626f57c 343 room->enemies[i]->position_add_x(entity_move_check_x(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies));
el17sm 27:a1b41626f57c 344 room->enemies[i]->position_add_y(entity_move_check_y(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies));
el17sm 26:abbc19edc5c1 345 }
el17sm 27:a1b41626f57c 346 }
el17sm 27:a1b41626f57c 347 }
el17sm 27:a1b41626f57c 348
el17sm 28:98848e6a77a2 349 void RoomEngine::update_player_position(int side)
el17sm 28:98848e6a77a2 350 {
el17sm 28:98848e6a77a2 351 switch(side) {
el17sm 28:98848e6a77a2 352 case 0 :
el17sm 28:98848e6a77a2 353 player->set_position(39, 49);
el17sm 28:98848e6a77a2 354 break;
el17sm 28:98848e6a77a2 355 case 1 :
el17sm 28:98848e6a77a2 356 player->set_position(0 - player->get_hitbox_width(), 25);
el17sm 28:98848e6a77a2 357 break;
el17sm 28:98848e6a77a2 358 case 2 :
el17sm 28:98848e6a77a2 359 player->set_position(39, 0 - player->get_hitbox_height());
el17sm 28:98848e6a77a2 360 break;
el17sm 28:98848e6a77a2 361 case 3 :
el17sm 28:98848e6a77a2 362 player->set_position(85, 25);
el17sm 28:98848e6a77a2 363 break;
el17sm 28:98848e6a77a2 364 case 4 :
el17sm 28:98848e6a77a2 365 player->set_position(39, 27);
el17sm 28:98848e6a77a2 366 break;
el17sm 28:98848e6a77a2 367 }
el17sm 28:98848e6a77a2 368 }
el17sm 28:98848e6a77a2 369
el17sm 27:a1b41626f57c 370 void RoomEngine::minimap_detection(N5110 &lcd, Gamepad &gamepad)
el17sm 27:a1b41626f57c 371 {
el17sm 28:98848e6a77a2 372 while(gamepad.check_event(Gamepad::BACK_PRESSED)) {
el17sm 27:a1b41626f57c 373 lcd.clear();
el17sm 27:a1b41626f57c 374 lcd.refresh();
el17sm 27:a1b41626f57c 375 wait_ms(1000/40);
el17sm 26:abbc19edc5c1 376 };
el17sm 26:abbc19edc5c1 377 }
el17sm 26:abbc19edc5c1 378
el17sm 27:a1b41626f57c 379 void RoomEngine::pause_detection(N5110 &lcd, Gamepad &gamepad)
el17sm 26:abbc19edc5c1 380 {
el17sm 28:98848e6a77a2 381 if(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 27:a1b41626f57c 382 draw_health(lcd);
el17sm 33:4f3948dcd2f7 383 char * paused_screen = lcd.readScreen();
el17sm 26:abbc19edc5c1 384 int pause_timer = 2;
el17sm 33:4f3948dcd2f7 385 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 386 wait(0.05);
el17sm 28:98848e6a77a2 387 while(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 26:abbc19edc5c1 388 lcd.clear();
el17sm 26:abbc19edc5c1 389 lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
el17sm 26:abbc19edc5c1 390 if (pause_timer % 10 <= 4) {
el17sm 33:4f3948dcd2f7 391 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 392 }
el17sm 26:abbc19edc5c1 393 lcd.refresh();
el17sm 26:abbc19edc5c1 394 pause_timer++;
el17sm 26:abbc19edc5c1 395 wait_ms(1000/40);
el17sm 27:a1b41626f57c 396 }
el17sm 26:abbc19edc5c1 397 wait(0.05);
el17sm 26:abbc19edc5c1 398 pause_timer += 2;
el17sm 28:98848e6a77a2 399 while(!gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 26:abbc19edc5c1 400 lcd.clear();
el17sm 26:abbc19edc5c1 401 lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
el17sm 26:abbc19edc5c1 402 if (pause_timer % 10 <= 4) {
el17sm 33:4f3948dcd2f7 403 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 404 }
el17sm 26:abbc19edc5c1 405 lcd.refresh();
el17sm 26:abbc19edc5c1 406 pause_timer++;
el17sm 26:abbc19edc5c1 407 wait_ms(1000/40);
el17sm 27:a1b41626f57c 408 }
el17sm 26:abbc19edc5c1 409 wait(0.05);
el17sm 26:abbc19edc5c1 410 pause_timer += 2;
el17sm 28:98848e6a77a2 411 while(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 26:abbc19edc5c1 412 lcd.clear();
el17sm 26:abbc19edc5c1 413 lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
el17sm 26:abbc19edc5c1 414 if (pause_timer % 10 <= 4) {
el17sm 33:4f3948dcd2f7 415 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 416 }
el17sm 26:abbc19edc5c1 417 lcd.refresh();
el17sm 26:abbc19edc5c1 418 pause_timer++;
el17sm 26:abbc19edc5c1 419 wait_ms(1000/40);
el17sm 27:a1b41626f57c 420 }
el17sm 27:a1b41626f57c 421 }
el17sm 27:a1b41626f57c 422 }
el17sm 27:a1b41626f57c 423
el17sm 27:a1b41626f57c 424 void RoomEngine::draw(N5110 &lcd)
el17sm 27:a1b41626f57c 425 {
el17sm 27:a1b41626f57c 426 room->draw_room(lcd);
el17sm 34:1d5b4da3935e 427 //lcd.drawSprite(0,0,screen_height,screen_width,(char *)level_map[1]);
el17sm 30:ec915d24d3e9 428 player->draw(lcd);
el17sm 32:fe6359ef9916 429 room->draw_enemies(lcd);
el17sm 37:a404860171a9 430 room->draw_collectibles(lcd);
el17sm 29:6b8411bb040a 431 room->draw_room_overlay(lcd);
el17sm 27:a1b41626f57c 432 if (_L) {
el17sm 27:a1b41626f57c 433 draw_health(lcd);
el17sm 26:abbc19edc5c1 434 }
el17sm 26:abbc19edc5c1 435 }
el17sm 26:abbc19edc5c1 436
el17sm 27:a1b41626f57c 437 void RoomEngine::draw_health(N5110 &lcd)
el17sm 26:abbc19edc5c1 438 {
el17sm 27:a1b41626f57c 439 for (int i = 0; i < player->get_hp(); i++){
el17sm 27:a1b41626f57c 440 lcd.drawSpriteTransparent(i*10,
el17sm 27:a1b41626f57c 441 0,
el17sm 27:a1b41626f57c 442 player->get_hearts_height(),
el17sm 27:a1b41626f57c 443 player->get_hearts_width(),
el17sm 27:a1b41626f57c 444 player->get_hearts_sprite());
el17sm 27:a1b41626f57c 445 }
el17sm 26:abbc19edc5c1 446 }