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:
Mon May 06 13:58:39 2019 +0000
Revision:
34:1d5b4da3935e
Parent:
33:4f3948dcd2f7
Child:
37:a404860171a9
Char conversion complete;

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 27:a1b41626f57c 129 bool RoomEngine::check_player_death()
el17sm 27:a1b41626f57c 130 {
el17sm 27:a1b41626f57c 131 // Player Death
el17sm 27:a1b41626f57c 132 if (player->get_hp() <= 0) {
el17sm 27:a1b41626f57c 133 return true;
el17sm 27:a1b41626f57c 134 }
el17sm 27:a1b41626f57c 135 return false;
el17sm 26:abbc19edc5c1 136 }
el17sm 26:abbc19edc5c1 137
el17sm 28:98848e6a77a2 138 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 139 {
el17sm 28:98848e6a77a2 140 if (player->get_pos_y() < 0) {
el17sm 28:98848e6a77a2 141 return 0;
el17sm 28:98848e6a77a2 142 }
el17sm 28:98848e6a77a2 143 else if (player->get_pos_x() > WIDTH - (player->get_hitbox_width())) {
el17sm 28:98848e6a77a2 144 return 1;
el17sm 28:98848e6a77a2 145 }
el17sm 28:98848e6a77a2 146 else if (player->get_pos_y() > HEIGHT - (player->get_hitbox_height())) {
el17sm 28:98848e6a77a2 147 return 2;
el17sm 28:98848e6a77a2 148 }
el17sm 28:98848e6a77a2 149 else if (player->get_pos_x() < 0) {
el17sm 28:98848e6a77a2 150 return 3;
el17sm 28:98848e6a77a2 151 }
el17sm 28:98848e6a77a2 152 else {
el17sm 28:98848e6a77a2 153 return 4;
el17sm 28:98848e6a77a2 154 }
el17sm 28:98848e6a77a2 155 }
el17sm 28:98848e6a77a2 156
el17sm 29:6b8411bb040a 157 // Public Accessors
el17sm 29:6b8411bb040a 158
el17sm 29:6b8411bb040a 159 int RoomEngine::get_room_x()
el17sm 29:6b8411bb040a 160 {
el17sm 29:6b8411bb040a 161 return _room_x;
el17sm 29:6b8411bb040a 162 }
el17sm 29:6b8411bb040a 163 int RoomEngine::get_room_y()
el17sm 29:6b8411bb040a 164 {
el17sm 29:6b8411bb040a 165 return _room_y;
el17sm 29:6b8411bb040a 166 }
el17sm 29:6b8411bb040a 167
el17sm 28:98848e6a77a2 168 // Private Mutators
el17sm 28:98848e6a77a2 169
el17sm 28:98848e6a77a2 170 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 171 {
el17sm 28:98848e6a77a2 172 _L = L;
el17sm 28:98848e6a77a2 173 _R = R;
el17sm 28:98848e6a77a2 174 _A = A;
el17sm 28:98848e6a77a2 175 _B = B;
el17sm 28:98848e6a77a2 176 _X = X;
el17sm 28:98848e6a77a2 177 _Y = Y;
el17sm 28:98848e6a77a2 178 set_mapped_coord(mapped_x, mapped_y);
el17sm 28:98848e6a77a2 179 }
el17sm 28:98848e6a77a2 180
el17sm 28:98848e6a77a2 181 void RoomEngine::set_mapped_coord(float x, float y)
el17sm 28:98848e6a77a2 182 {
el17sm 28:98848e6a77a2 183 mapped_coord.x = x;
el17sm 28:98848e6a77a2 184 mapped_coord.y = y;
el17sm 28:98848e6a77a2 185 }
el17sm 28:98848e6a77a2 186
el17sm 26:abbc19edc5c1 187 // Private Functions
el17sm 26:abbc19edc5c1 188
el17sm 27:a1b41626f57c 189 bool RoomEngine::entity_collision(Entity &a, Entity &b) // returns true if the two entity hitboxes collide
el17sm 26:abbc19edc5c1 190 {
el17sm 26:abbc19edc5c1 191 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 192 ((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 193 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 194 ((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 195 return true;
el17sm 26:abbc19edc5c1 196 }
el17sm 26:abbc19edc5c1 197 }
el17sm 26:abbc19edc5c1 198 return 0;
el17sm 26:abbc19edc5c1 199 }
el17sm 26:abbc19edc5c1 200
el17sm 26:abbc19edc5c1 201 // 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 202 float RoomEngine::entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
el17sm 26:abbc19edc5c1 203 {
el17sm 26:abbc19edc5c1 204 for (int i = 0; i < no_of_enemies; i++) {
el17sm 26:abbc19edc5c1 205 if (valid_enemies[i]) {
el17sm 26:abbc19edc5c1 206 if(i != current_entity) {
el17sm 26:abbc19edc5c1 207 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 208 ((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 209 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 210 ((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 211 return (2*((a->get_pos_x() > array[i]->get_prev_pos_x()) - 0.5));
el17sm 26:abbc19edc5c1 212 }
el17sm 26:abbc19edc5c1 213 }
el17sm 26:abbc19edc5c1 214 }
el17sm 26:abbc19edc5c1 215 }
el17sm 26:abbc19edc5c1 216 }
el17sm 26:abbc19edc5c1 217 return 0;
el17sm 26:abbc19edc5c1 218 }
el17sm 26:abbc19edc5c1 219
el17sm 26:abbc19edc5c1 220 // 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 221 float RoomEngine::entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
el17sm 26:abbc19edc5c1 222 {
el17sm 26:abbc19edc5c1 223 for (int i = 0; i < no_of_enemies; i++) {
el17sm 26:abbc19edc5c1 224 if (valid_enemies[i]) {
el17sm 26:abbc19edc5c1 225 if(i != current_entity) {
el17sm 26:abbc19edc5c1 226 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 227 ((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 228 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 229 ((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 230 return (2*((a->get_pos_y() > array[i]->get_prev_pos_y()) - 0.5));
el17sm 26:abbc19edc5c1 231 }
el17sm 26:abbc19edc5c1 232 }
el17sm 26:abbc19edc5c1 233 }
el17sm 26:abbc19edc5c1 234 }
el17sm 26:abbc19edc5c1 235 }
el17sm 26:abbc19edc5c1 236 return 0;
el17sm 26:abbc19edc5c1 237 }
el17sm 26:abbc19edc5c1 238
el17sm 27:a1b41626f57c 239 void RoomEngine::check_damage()
el17sm 26:abbc19edc5c1 240 {
el17sm 26:abbc19edc5c1 241 check_damage_player();
el17sm 26:abbc19edc5c1 242 check_damage_enemies();
el17sm 26:abbc19edc5c1 243 }
el17sm 26:abbc19edc5c1 244
el17sm 27:a1b41626f57c 245 void RoomEngine::check_damage_player()
el17sm 26:abbc19edc5c1 246 {
el17sm 26:abbc19edc5c1 247 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 27:a1b41626f57c 248 if (room->valid_enemies[i]) {
el17sm 27:a1b41626f57c 249 if(entity_collision(*player, *room->enemies[i])) {
el17sm 27:a1b41626f57c 250 player->take_damage(room->enemies[i]->get_attack());
el17sm 28:98848e6a77a2 251 break; // only let 1 enemy damage player at a time
el17sm 26:abbc19edc5c1 252 }
el17sm 26:abbc19edc5c1 253 }
el17sm 27:a1b41626f57c 254 }
el17sm 26:abbc19edc5c1 255 }
el17sm 26:abbc19edc5c1 256
el17sm 27:a1b41626f57c 257 void RoomEngine::check_damage_enemies()
el17sm 26:abbc19edc5c1 258 {
el17sm 28:98848e6a77a2 259 check_damage_enemies_by_bullets();
el17sm 28:98848e6a77a2 260 check_damage_enemies_by_collisions();
el17sm 28:98848e6a77a2 261 }
el17sm 28:98848e6a77a2 262
el17sm 28:98848e6a77a2 263 void RoomEngine::check_damage_enemies_by_bullets()
el17sm 28:98848e6a77a2 264 {
el17sm 26:abbc19edc5c1 265 for (int i = 0; i < bullets_max; i++) {
el17sm 27:a1b41626f57c 266 if (player->valid_bullets[i]) {
el17sm 30:ec915d24d3e9 267 if (player->update_bullets(room->get_current_map_2d(), room->get_doorways())) {
el17sm 26:abbc19edc5c1 268 } else {
el17sm 26:abbc19edc5c1 269 for (int j = 0; j < MAX_ENEMIES; j++) {
el17sm 27:a1b41626f57c 270 if (room->valid_enemies[j] && (entity_collision(*player->bullets_array[i], *room->enemies[j]))) {
el17sm 27:a1b41626f57c 271 room->enemies[j]->take_damage(player->get_attack());
el17sm 27:a1b41626f57c 272 player->valid_bullets[i] = false;
el17sm 27:a1b41626f57c 273 delete player->bullets_array[i];
el17sm 26:abbc19edc5c1 274 break;
el17sm 26:abbc19edc5c1 275 }
el17sm 26:abbc19edc5c1 276 }
el17sm 26:abbc19edc5c1 277 }
el17sm 26:abbc19edc5c1 278 }
el17sm 26:abbc19edc5c1 279 }
el17sm 26:abbc19edc5c1 280 }
el17sm 26:abbc19edc5c1 281
el17sm 28:98848e6a77a2 282 void RoomEngine::check_damage_enemies_by_collisions()
el17sm 28:98848e6a77a2 283 {
el17sm 28:98848e6a77a2 284 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 28:98848e6a77a2 285 if (room->valid_enemies[i]) {
el17sm 28:98848e6a77a2 286 if((room->enemies[i]->is_damaged_by_collision()) && (entity_collision(*player, *room->enemies[i]))) {
el17sm 28:98848e6a77a2 287 room->enemies[i]->take_damage(player->get_attack());
el17sm 28:98848e6a77a2 288 }
el17sm 28:98848e6a77a2 289 }
el17sm 28:98848e6a77a2 290 }
el17sm 28:98848e6a77a2 291 }
el17sm 28:98848e6a77a2 292
el17sm 27:a1b41626f57c 293 void RoomEngine::check_enemies_death()
el17sm 26:abbc19edc5c1 294 {
el17sm 26:abbc19edc5c1 295 // Enemy Death
el17sm 26:abbc19edc5c1 296 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 27:a1b41626f57c 297 if (room->valid_enemies[i]) {
el17sm 27:a1b41626f57c 298 if(room->enemies[i]->get_hp() <= 0) {
el17sm 28:98848e6a77a2 299 float temp_pos_x = room->enemies[i]->get_pos_x();
el17sm 28:98848e6a77a2 300 float temp_pos_y = room->enemies[i]->get_pos_y();
el17sm 27:a1b41626f57c 301 delete room->enemies[i];
el17sm 28:98848e6a77a2 302 if ((rand() % 100) < room->enemies[i]->get_hp_drop_chance()){
el17sm 28:98848e6a77a2 303 room->enemies[i] = new Health(temp_pos_x, temp_pos_y);
el17sm 28:98848e6a77a2 304 } else {
el17sm 28:98848e6a77a2 305 room->valid_enemies[i] = false;
el17sm 28:98848e6a77a2 306 }
el17sm 26:abbc19edc5c1 307 }
el17sm 28:98848e6a77a2 308
el17sm 26:abbc19edc5c1 309 }
el17sm 26:abbc19edc5c1 310 }
el17sm 26:abbc19edc5c1 311 }
el17sm 26:abbc19edc5c1 312
el17sm 27:a1b41626f57c 313 void RoomEngine::move()
el17sm 26:abbc19edc5c1 314 {
el17sm 26:abbc19edc5c1 315 move_player();
el17sm 26:abbc19edc5c1 316 move_enemies();
el17sm 26:abbc19edc5c1 317 }
el17sm 26:abbc19edc5c1 318
el17sm 27:a1b41626f57c 319 void RoomEngine::move_player()
el17sm 26:abbc19edc5c1 320 {
el17sm 29:6b8411bb040a 321 player->move(mapped_coord.x, mapped_coord.y, room->get_current_map_2d(), room->get_doorways());
el17sm 26:abbc19edc5c1 322 }
el17sm 26:abbc19edc5c1 323
el17sm 27:a1b41626f57c 324 void RoomEngine::move_enemies()
el17sm 26:abbc19edc5c1 325 {
el17sm 26:abbc19edc5c1 326 // Actual Movement of Enemies
el17sm 26:abbc19edc5c1 327 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 27:a1b41626f57c 328 if (room->valid_enemies[i]) {
el17sm 27:a1b41626f57c 329 room->enemies[i]->update_prev_pos();
el17sm 29:6b8411bb040a 330 room->enemies[i]->move(player->get_pos_x(), player->get_pos_y(), room->get_current_map_2d(), room->get_doorways());
el17sm 26:abbc19edc5c1 331 }
el17sm 27:a1b41626f57c 332 }
el17sm 26:abbc19edc5c1 333 // Entity Collision Repulsion
el17sm 26:abbc19edc5c1 334 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 30:ec915d24d3e9 335 if (room->valid_enemies[i] && !room->enemies[i]->is_damaged_by_collision()) {
el17sm 27:a1b41626f57c 336 room->enemies[i]->position_add_x(entity_move_check_x(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies));
el17sm 27:a1b41626f57c 337 room->enemies[i]->position_add_y(entity_move_check_y(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies));
el17sm 26:abbc19edc5c1 338 }
el17sm 27:a1b41626f57c 339 }
el17sm 27:a1b41626f57c 340 }
el17sm 27:a1b41626f57c 341
el17sm 28:98848e6a77a2 342 void RoomEngine::update_player_position(int side)
el17sm 28:98848e6a77a2 343 {
el17sm 28:98848e6a77a2 344 switch(side) {
el17sm 28:98848e6a77a2 345 case 0 :
el17sm 28:98848e6a77a2 346 player->set_position(39, 49);
el17sm 28:98848e6a77a2 347 break;
el17sm 28:98848e6a77a2 348 case 1 :
el17sm 28:98848e6a77a2 349 player->set_position(0 - player->get_hitbox_width(), 25);
el17sm 28:98848e6a77a2 350 break;
el17sm 28:98848e6a77a2 351 case 2 :
el17sm 28:98848e6a77a2 352 player->set_position(39, 0 - player->get_hitbox_height());
el17sm 28:98848e6a77a2 353 break;
el17sm 28:98848e6a77a2 354 case 3 :
el17sm 28:98848e6a77a2 355 player->set_position(85, 25);
el17sm 28:98848e6a77a2 356 break;
el17sm 28:98848e6a77a2 357 case 4 :
el17sm 28:98848e6a77a2 358 player->set_position(39, 27);
el17sm 28:98848e6a77a2 359 break;
el17sm 28:98848e6a77a2 360 }
el17sm 28:98848e6a77a2 361 }
el17sm 28:98848e6a77a2 362
el17sm 27:a1b41626f57c 363 void RoomEngine::minimap_detection(N5110 &lcd, Gamepad &gamepad)
el17sm 27:a1b41626f57c 364 {
el17sm 28:98848e6a77a2 365 while(gamepad.check_event(Gamepad::BACK_PRESSED)) {
el17sm 27:a1b41626f57c 366 lcd.clear();
el17sm 27:a1b41626f57c 367 lcd.refresh();
el17sm 27:a1b41626f57c 368 wait_ms(1000/40);
el17sm 26:abbc19edc5c1 369 };
el17sm 26:abbc19edc5c1 370 }
el17sm 26:abbc19edc5c1 371
el17sm 27:a1b41626f57c 372 void RoomEngine::pause_detection(N5110 &lcd, Gamepad &gamepad)
el17sm 26:abbc19edc5c1 373 {
el17sm 28:98848e6a77a2 374 if(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 27:a1b41626f57c 375 draw_health(lcd);
el17sm 33:4f3948dcd2f7 376 char * paused_screen = lcd.readScreen();
el17sm 26:abbc19edc5c1 377 int pause_timer = 2;
el17sm 33:4f3948dcd2f7 378 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 379 wait(0.05);
el17sm 28:98848e6a77a2 380 while(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 26:abbc19edc5c1 381 lcd.clear();
el17sm 26:abbc19edc5c1 382 lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
el17sm 26:abbc19edc5c1 383 if (pause_timer % 10 <= 4) {
el17sm 33:4f3948dcd2f7 384 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 385 }
el17sm 26:abbc19edc5c1 386 lcd.refresh();
el17sm 26:abbc19edc5c1 387 pause_timer++;
el17sm 26:abbc19edc5c1 388 wait_ms(1000/40);
el17sm 27:a1b41626f57c 389 }
el17sm 26:abbc19edc5c1 390 wait(0.05);
el17sm 26:abbc19edc5c1 391 pause_timer += 2;
el17sm 28:98848e6a77a2 392 while(!gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 26:abbc19edc5c1 393 lcd.clear();
el17sm 26:abbc19edc5c1 394 lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
el17sm 26:abbc19edc5c1 395 if (pause_timer % 10 <= 4) {
el17sm 33:4f3948dcd2f7 396 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 397 }
el17sm 26:abbc19edc5c1 398 lcd.refresh();
el17sm 26:abbc19edc5c1 399 pause_timer++;
el17sm 26:abbc19edc5c1 400 wait_ms(1000/40);
el17sm 27:a1b41626f57c 401 }
el17sm 26:abbc19edc5c1 402 wait(0.05);
el17sm 26:abbc19edc5c1 403 pause_timer += 2;
el17sm 28:98848e6a77a2 404 while(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 26:abbc19edc5c1 405 lcd.clear();
el17sm 26:abbc19edc5c1 406 lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
el17sm 26:abbc19edc5c1 407 if (pause_timer % 10 <= 4) {
el17sm 33:4f3948dcd2f7 408 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 409 }
el17sm 26:abbc19edc5c1 410 lcd.refresh();
el17sm 26:abbc19edc5c1 411 pause_timer++;
el17sm 26:abbc19edc5c1 412 wait_ms(1000/40);
el17sm 27:a1b41626f57c 413 }
el17sm 27:a1b41626f57c 414 }
el17sm 27:a1b41626f57c 415 }
el17sm 27:a1b41626f57c 416
el17sm 27:a1b41626f57c 417 void RoomEngine::draw(N5110 &lcd)
el17sm 27:a1b41626f57c 418 {
el17sm 27:a1b41626f57c 419 room->draw_room(lcd);
el17sm 34:1d5b4da3935e 420 //lcd.drawSprite(0,0,screen_height,screen_width,(char *)level_map[1]);
el17sm 30:ec915d24d3e9 421 player->draw(lcd);
el17sm 32:fe6359ef9916 422 room->draw_enemies(lcd);
el17sm 29:6b8411bb040a 423 room->draw_room_overlay(lcd);
el17sm 27:a1b41626f57c 424 if (_L) {
el17sm 27:a1b41626f57c 425 draw_health(lcd);
el17sm 26:abbc19edc5c1 426 }
el17sm 26:abbc19edc5c1 427 }
el17sm 26:abbc19edc5c1 428
el17sm 27:a1b41626f57c 429 void RoomEngine::draw_health(N5110 &lcd)
el17sm 26:abbc19edc5c1 430 {
el17sm 27:a1b41626f57c 431 for (int i = 0; i < player->get_hp(); i++){
el17sm 27:a1b41626f57c 432 lcd.drawSpriteTransparent(i*10,
el17sm 27:a1b41626f57c 433 0,
el17sm 27:a1b41626f57c 434 player->get_hearts_height(),
el17sm 27:a1b41626f57c 435 player->get_hearts_width(),
el17sm 27:a1b41626f57c 436 player->get_hearts_sprite());
el17sm 27:a1b41626f57c 437 }
el17sm 26:abbc19edc5c1 438 }