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A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
RoomEngine/RoomEngine.cpp@26:abbc19edc5c1, 2019-04-29 (annotated)
- Committer:
- el17sm
- Date:
- Mon Apr 29 02:45:17 2019 +0000
- Revision:
- 26:abbc19edc5c1
- Child:
- 27:a1b41626f57c
RoomEngine done, no test yet, Room h partial done;
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
el17sm | 26:abbc19edc5c1 | 1 | #include "RoomEngine.h" |
el17sm | 26:abbc19edc5c1 | 2 | |
el17sm | 26:abbc19edc5c1 | 3 | void GameEngine::init() |
el17sm | 26:abbc19edc5c1 | 4 | { |
el17sm | 26:abbc19edc5c1 | 5 | Player player(39, 27); |
el17sm | 26:abbc19edc5c1 | 6 | } |
el17sm | 26:abbc19edc5c1 | 7 | |
el17sm | 26:abbc19edc5c1 | 8 | void GameEngine::read_input(Gamepad &gamepad) |
el17sm | 26:abbc19edc5c1 | 9 | { |
el17sm | 26:abbc19edc5c1 | 10 | _L = gamepad.check_event(Gamepad::L_PRESSED); |
el17sm | 26:abbc19edc5c1 | 11 | _R = gamepad.check_event(Gamepad::R_PRESSED); |
el17sm | 26:abbc19edc5c1 | 12 | _START = gamepad.check_event(Gamepad::START_PRESSED); |
el17sm | 26:abbc19edc5c1 | 13 | _BACK = gamepad.check_event(Gamepad::BACK_PRESSED); |
el17sm | 26:abbc19edc5c1 | 14 | _A = gamepad.check_event(Gamepad::A_PRESSED); |
el17sm | 26:abbc19edc5c1 | 15 | _B = gamepad.check_event(Gamepad::B_PRESSED); |
el17sm | 26:abbc19edc5c1 | 16 | _X = gamepad.check_event(Gamepad::X_PRESSED); |
el17sm | 26:abbc19edc5c1 | 17 | _Y = gamepad.check_event(Gamepad::Y_PRESSED); |
el17sm | 26:abbc19edc5c1 | 18 | mapped_coord = gamepad.get_mapped_coord(); |
el17sm | 26:abbc19edc5c1 | 19 | } |
el17sm | 26:abbc19edc5c1 | 20 | |
el17sm | 26:abbc19edc5c1 | 21 | void GameEngine::update(N5110 &lcd) |
el17sm | 26:abbc19edc5c1 | 22 | { |
el17sm | 26:abbc19edc5c1 | 23 | check_damage(); |
el17sm | 26:abbc19edc5c1 | 24 | check_death(); |
el17sm | 26:abbc19edc5c1 | 25 | move(); |
el17sm | 26:abbc19edc5c1 | 26 | minimap_detection(lcd); |
el17sm | 26:abbc19edc5c1 | 27 | pause_detection(lcd); |
el17sm | 26:abbc19edc5c1 | 28 | } |
el17sm | 26:abbc19edc5c1 | 29 | |
el17sm | 26:abbc19edc5c1 | 30 | void GameEngine::draw(N5110 &lcd) |
el17sm | 26:abbc19edc5c1 | 31 | { |
el17sm | 26:abbc19edc5c1 | 32 | lcd.drawSprite(0,0,screen_height,screen_width,(int *)level_map[1]); |
el17sm | 26:abbc19edc5c1 | 33 | draw_player(lcd); |
el17sm | 26:abbc19edc5c1 | 34 | draw_enemies(lcd); |
el17sm | 26:abbc19edc5c1 | 35 | draw_bullets(lcd); |
el17sm | 26:abbc19edc5c1 | 36 | draw_health(lcd); |
el17sm | 26:abbc19edc5c1 | 37 | } |
el17sm | 26:abbc19edc5c1 | 38 | |
el17sm | 26:abbc19edc5c1 | 39 | // Private Functions |
el17sm | 26:abbc19edc5c1 | 40 | |
el17sm | 26:abbc19edc5c1 | 41 | bool GameEngine::entity_collision(Entity &a, Entity &b) // returns true if the two entity hitboxes collide |
el17sm | 26:abbc19edc5c1 | 42 | { |
el17sm | 26:abbc19edc5c1 | 43 | 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 | 44 | ((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 | 45 | 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 | 46 | ((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 | 47 | return true; |
el17sm | 26:abbc19edc5c1 | 48 | } |
el17sm | 26:abbc19edc5c1 | 49 | } |
el17sm | 26:abbc19edc5c1 | 50 | return 0; |
el17sm | 26:abbc19edc5c1 | 51 | } |
el17sm | 26:abbc19edc5c1 | 52 | |
el17sm | 26:abbc19edc5c1 | 53 | // 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 | 26:abbc19edc5c1 | 54 | float GameEngine::entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]) |
el17sm | 26:abbc19edc5c1 | 55 | { |
el17sm | 26:abbc19edc5c1 | 56 | for (int i = 0; i < no_of_enemies; i++) { |
el17sm | 26:abbc19edc5c1 | 57 | if (valid_enemies[i]) { |
el17sm | 26:abbc19edc5c1 | 58 | if(i != current_entity) { |
el17sm | 26:abbc19edc5c1 | 59 | 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 | 60 | ((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 | 61 | 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 | 62 | ((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 | 63 | return (2*((a->get_pos_x() > array[i]->get_prev_pos_x()) - 0.5)); |
el17sm | 26:abbc19edc5c1 | 64 | } |
el17sm | 26:abbc19edc5c1 | 65 | } |
el17sm | 26:abbc19edc5c1 | 66 | } |
el17sm | 26:abbc19edc5c1 | 67 | } |
el17sm | 26:abbc19edc5c1 | 68 | } |
el17sm | 26:abbc19edc5c1 | 69 | return 0; |
el17sm | 26:abbc19edc5c1 | 70 | } |
el17sm | 26:abbc19edc5c1 | 71 | |
el17sm | 26:abbc19edc5c1 | 72 | // 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 | 26:abbc19edc5c1 | 73 | float GameEngine::entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]) |
el17sm | 26:abbc19edc5c1 | 74 | { |
el17sm | 26:abbc19edc5c1 | 75 | for (int i = 0; i < no_of_enemies; i++) { |
el17sm | 26:abbc19edc5c1 | 76 | if (valid_enemies[i]) { |
el17sm | 26:abbc19edc5c1 | 77 | if(i != current_entity) { |
el17sm | 26:abbc19edc5c1 | 78 | 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 | 79 | ((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 | 80 | 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 | 81 | ((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 | 82 | return (2*((a->get_pos_y() > array[i]->get_prev_pos_y()) - 0.5)); |
el17sm | 26:abbc19edc5c1 | 83 | } |
el17sm | 26:abbc19edc5c1 | 84 | } |
el17sm | 26:abbc19edc5c1 | 85 | } |
el17sm | 26:abbc19edc5c1 | 86 | } |
el17sm | 26:abbc19edc5c1 | 87 | } |
el17sm | 26:abbc19edc5c1 | 88 | return 0; |
el17sm | 26:abbc19edc5c1 | 89 | } |
el17sm | 26:abbc19edc5c1 | 90 | |
el17sm | 26:abbc19edc5c1 | 91 | void GameEngine::check_damage() |
el17sm | 26:abbc19edc5c1 | 92 | { |
el17sm | 26:abbc19edc5c1 | 93 | check_damage_player(); |
el17sm | 26:abbc19edc5c1 | 94 | check_damage_enemies(); |
el17sm | 26:abbc19edc5c1 | 95 | } |
el17sm | 26:abbc19edc5c1 | 96 | |
el17sm | 26:abbc19edc5c1 | 97 | void GameEngine::check_damage_player() |
el17sm | 26:abbc19edc5c1 | 98 | { |
el17sm | 26:abbc19edc5c1 | 99 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 26:abbc19edc5c1 | 100 | if (room.valid_enemies[i]) { |
el17sm | 26:abbc19edc5c1 | 101 | if(entity_collision(player, *room.enemies[i])) { |
el17sm | 26:abbc19edc5c1 | 102 | player.take_damage(room.enemies[i]->get_attack()); |
el17sm | 26:abbc19edc5c1 | 103 | } |
el17sm | 26:abbc19edc5c1 | 104 | } |
el17sm | 26:abbc19edc5c1 | 105 | }; |
el17sm | 26:abbc19edc5c1 | 106 | } |
el17sm | 26:abbc19edc5c1 | 107 | |
el17sm | 26:abbc19edc5c1 | 108 | void GameEngine::check_damage_enemies() |
el17sm | 26:abbc19edc5c1 | 109 | { |
el17sm | 26:abbc19edc5c1 | 110 | for (int i = 0; i < bullets_max; i++) { |
el17sm | 26:abbc19edc5c1 | 111 | if (player.valid_bullets[i]) { |
el17sm | 26:abbc19edc5c1 | 112 | if (player.bullets_array[i]->out_of_bounds_check()) { |
el17sm | 26:abbc19edc5c1 | 113 | player.valid_bullets[i] = false; |
el17sm | 26:abbc19edc5c1 | 114 | delete player.bullets_array[i]; |
el17sm | 26:abbc19edc5c1 | 115 | } else { |
el17sm | 26:abbc19edc5c1 | 116 | for (int j = 0; j < MAX_ENEMIES; j++) { |
el17sm | 26:abbc19edc5c1 | 117 | if (room.valid_enemies[j] && (entity_collision(*player.bullets_array[i], *room.enemies[j]))) { |
el17sm | 26:abbc19edc5c1 | 118 | room.enemies[j]->take_damage(player.get_attack()); |
el17sm | 26:abbc19edc5c1 | 119 | player.valid_bullets[i] = false; |
el17sm | 26:abbc19edc5c1 | 120 | delete player.bullets_array[i]; |
el17sm | 26:abbc19edc5c1 | 121 | break; |
el17sm | 26:abbc19edc5c1 | 122 | } |
el17sm | 26:abbc19edc5c1 | 123 | } |
el17sm | 26:abbc19edc5c1 | 124 | } |
el17sm | 26:abbc19edc5c1 | 125 | } |
el17sm | 26:abbc19edc5c1 | 126 | } |
el17sm | 26:abbc19edc5c1 | 127 | } |
el17sm | 26:abbc19edc5c1 | 128 | |
el17sm | 26:abbc19edc5c1 | 129 | void GameEngine::check_death() |
el17sm | 26:abbc19edc5c1 | 130 | { |
el17sm | 26:abbc19edc5c1 | 131 | // Player Death |
el17sm | 26:abbc19edc5c1 | 132 | if (player.get_hp() <= 0) { |
el17sm | 26:abbc19edc5c1 | 133 | } |
el17sm | 26:abbc19edc5c1 | 134 | // Enemy Death |
el17sm | 26:abbc19edc5c1 | 135 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 26:abbc19edc5c1 | 136 | if (room.valid_enemies[i]) { |
el17sm | 26:abbc19edc5c1 | 137 | if(room.enemies[i]->get_hp() <= 0) { |
el17sm | 26:abbc19edc5c1 | 138 | room.valid_enemies[i] = false; |
el17sm | 26:abbc19edc5c1 | 139 | delete room.enemies[i]; |
el17sm | 26:abbc19edc5c1 | 140 | } |
el17sm | 26:abbc19edc5c1 | 141 | } |
el17sm | 26:abbc19edc5c1 | 142 | } |
el17sm | 26:abbc19edc5c1 | 143 | } |
el17sm | 26:abbc19edc5c1 | 144 | |
el17sm | 26:abbc19edc5c1 | 145 | void GameEngine::move() |
el17sm | 26:abbc19edc5c1 | 146 | { |
el17sm | 26:abbc19edc5c1 | 147 | move_player(); |
el17sm | 26:abbc19edc5c1 | 148 | move_enemies(); |
el17sm | 26:abbc19edc5c1 | 149 | move_bullets(); |
el17sm | 26:abbc19edc5c1 | 150 | } |
el17sm | 26:abbc19edc5c1 | 151 | |
el17sm | 26:abbc19edc5c1 | 152 | void GameEngine::move_player() |
el17sm | 26:abbc19edc5c1 | 153 | { |
el17sm | 26:abbc19edc5c1 | 154 | player.move(mapped_coord.x, mapped_coord.y); |
el17sm | 26:abbc19edc5c1 | 155 | } |
el17sm | 26:abbc19edc5c1 | 156 | |
el17sm | 26:abbc19edc5c1 | 157 | void GameEngine::move_enemies() |
el17sm | 26:abbc19edc5c1 | 158 | { |
el17sm | 26:abbc19edc5c1 | 159 | // Actual Movement of Enemies |
el17sm | 26:abbc19edc5c1 | 160 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 26:abbc19edc5c1 | 161 | if (room.valid_enemies[i]) { |
el17sm | 26:abbc19edc5c1 | 162 | room.enemies[i]->update_prev_pos(); |
el17sm | 26:abbc19edc5c1 | 163 | room.enemies[i]->move(player.get_pos_x(), player.get_pos_y()); |
el17sm | 26:abbc19edc5c1 | 164 | } |
el17sm | 26:abbc19edc5c1 | 165 | }; |
el17sm | 26:abbc19edc5c1 | 166 | // Entity Collision Repulsion |
el17sm | 26:abbc19edc5c1 | 167 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 26:abbc19edc5c1 | 168 | if (room.valid_enemies[i]) { |
el17sm | 26:abbc19edc5c1 | 169 | room.enemies[i]->position_add_x(entity_move_check_x(room.enemies[i], room.enemies, MAX_ENEMIES, i, room.valid_enemies)); |
el17sm | 26:abbc19edc5c1 | 170 | room.enemies[i]->position_add_y(entity_move_check_y(room.enemies[i], room.enemies, MAX_ENEMIES, i, room.valid_enemies)); |
el17sm | 26:abbc19edc5c1 | 171 | } |
el17sm | 26:abbc19edc5c1 | 172 | }; |
el17sm | 26:abbc19edc5c1 | 173 | } |
el17sm | 26:abbc19edc5c1 | 174 | |
el17sm | 26:abbc19edc5c1 | 175 | void GameEngine::move_bullets() |
el17sm | 26:abbc19edc5c1 | 176 | { |
el17sm | 26:abbc19edc5c1 | 177 | for (int i = 0; i < bullets_max; i++) { |
el17sm | 26:abbc19edc5c1 | 178 | if (player.valid_bullets[i]) { |
el17sm | 26:abbc19edc5c1 | 179 | player.bullets_array[i]->move(player.get_bullet_speed(), 0); |
el17sm | 26:abbc19edc5c1 | 180 | } |
el17sm | 26:abbc19edc5c1 | 181 | }; |
el17sm | 26:abbc19edc5c1 | 182 | } |
el17sm | 26:abbc19edc5c1 | 183 | |
el17sm | 26:abbc19edc5c1 | 184 | void GameEngine::minimap_detection(N5110 &lcd) |
el17sm | 26:abbc19edc5c1 | 185 | { |
el17sm | 26:abbc19edc5c1 | 186 | while(_BACK) { |
el17sm | 26:abbc19edc5c1 | 187 | wait(0.05); |
el17sm | 26:abbc19edc5c1 | 188 | lcd.clear(); |
el17sm | 26:abbc19edc5c1 | 189 | }; |
el17sm | 26:abbc19edc5c1 | 190 | } |
el17sm | 26:abbc19edc5c1 | 191 | |
el17sm | 26:abbc19edc5c1 | 192 | void GameEngine::pause_detection(N5110 &lcd) |
el17sm | 26:abbc19edc5c1 | 193 | { |
el17sm | 26:abbc19edc5c1 | 194 | if(_START) { |
el17sm | 26:abbc19edc5c1 | 195 | lcd.drawSpriteTransparent(0, |
el17sm | 26:abbc19edc5c1 | 196 | 0, |
el17sm | 26:abbc19edc5c1 | 197 | player.get_hearts_height(), |
el17sm | 26:abbc19edc5c1 | 198 | player.get_hearts_width(), |
el17sm | 26:abbc19edc5c1 | 199 | player.get_hearts_sprite()); |
el17sm | 26:abbc19edc5c1 | 200 | int * paused_screen = lcd.readScreen(); |
el17sm | 26:abbc19edc5c1 | 201 | int pause_timer = 2; |
el17sm | 26:abbc19edc5c1 | 202 | lcd.drawSpriteTransparent(20, 20, 9, 45, (int *)pause_sprite); |
el17sm | 26:abbc19edc5c1 | 203 | wait(0.05); |
el17sm | 26:abbc19edc5c1 | 204 | while(_START) { |
el17sm | 26:abbc19edc5c1 | 205 | lcd.clear(); |
el17sm | 26:abbc19edc5c1 | 206 | lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen); |
el17sm | 26:abbc19edc5c1 | 207 | if (pause_timer % 10 <= 4) { |
el17sm | 26:abbc19edc5c1 | 208 | lcd.drawSpriteTransparent(20, 20, 9, 45, (int *)pause_sprite); |
el17sm | 26:abbc19edc5c1 | 209 | } |
el17sm | 26:abbc19edc5c1 | 210 | lcd.refresh(); |
el17sm | 26:abbc19edc5c1 | 211 | pause_timer++; |
el17sm | 26:abbc19edc5c1 | 212 | wait_ms(1000/40); |
el17sm | 26:abbc19edc5c1 | 213 | }; |
el17sm | 26:abbc19edc5c1 | 214 | wait(0.05); |
el17sm | 26:abbc19edc5c1 | 215 | pause_timer += 2; |
el17sm | 26:abbc19edc5c1 | 216 | while(!_START) { |
el17sm | 26:abbc19edc5c1 | 217 | lcd.clear(); |
el17sm | 26:abbc19edc5c1 | 218 | lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen); |
el17sm | 26:abbc19edc5c1 | 219 | if (pause_timer % 10 <= 4) { |
el17sm | 26:abbc19edc5c1 | 220 | lcd.drawSpriteTransparent(20, 20, 9, 45, (int *)pause_sprite); |
el17sm | 26:abbc19edc5c1 | 221 | } |
el17sm | 26:abbc19edc5c1 | 222 | lcd.refresh(); |
el17sm | 26:abbc19edc5c1 | 223 | pause_timer++; |
el17sm | 26:abbc19edc5c1 | 224 | wait_ms(1000/40); |
el17sm | 26:abbc19edc5c1 | 225 | }; |
el17sm | 26:abbc19edc5c1 | 226 | wait(0.05); |
el17sm | 26:abbc19edc5c1 | 227 | pause_timer += 2; |
el17sm | 26:abbc19edc5c1 | 228 | while(_START) { |
el17sm | 26:abbc19edc5c1 | 229 | lcd.clear(); |
el17sm | 26:abbc19edc5c1 | 230 | lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen); |
el17sm | 26:abbc19edc5c1 | 231 | if (pause_timer % 10 <= 4) { |
el17sm | 26:abbc19edc5c1 | 232 | lcd.drawSpriteTransparent(20, 20, 9, 45, (int *)pause_sprite); |
el17sm | 26:abbc19edc5c1 | 233 | } |
el17sm | 26:abbc19edc5c1 | 234 | lcd.refresh(); |
el17sm | 26:abbc19edc5c1 | 235 | pause_timer++; |
el17sm | 26:abbc19edc5c1 | 236 | wait_ms(1000/40); |
el17sm | 26:abbc19edc5c1 | 237 | }; |
el17sm | 26:abbc19edc5c1 | 238 | } |
el17sm | 26:abbc19edc5c1 | 239 | } |
el17sm | 26:abbc19edc5c1 | 240 | |
el17sm | 26:abbc19edc5c1 | 241 | void GameEngine::draw_player(N5110 &lcd) |
el17sm | 26:abbc19edc5c1 | 242 | { |
el17sm | 26:abbc19edc5c1 | 243 | lcd.drawSpriteTransparent(player.get_pos_x()-player.get_offset_x(), |
el17sm | 26:abbc19edc5c1 | 244 | player.get_pos_y()-player.get_offset_y(), |
el17sm | 26:abbc19edc5c1 | 245 | player.get_sprite_height(), |
el17sm | 26:abbc19edc5c1 | 246 | player.get_sprite_width(), |
el17sm | 26:abbc19edc5c1 | 247 | player.get_frame()); |
el17sm | 26:abbc19edc5c1 | 248 | } |
el17sm | 26:abbc19edc5c1 | 249 | |
el17sm | 26:abbc19edc5c1 | 250 | void GameEngine::draw_enemies(N5110 &lcd) |
el17sm | 26:abbc19edc5c1 | 251 | { |
el17sm | 26:abbc19edc5c1 | 252 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 26:abbc19edc5c1 | 253 | if (room.valid_enemies[i]) { |
el17sm | 26:abbc19edc5c1 | 254 | lcd.drawSpriteTransparent(room.enemies[i]->get_pos_x()-room.enemies[i]->get_offset_x(), |
el17sm | 26:abbc19edc5c1 | 255 | room.enemies[i]->get_pos_y()-room.enemies[i]->get_offset_y(), |
el17sm | 26:abbc19edc5c1 | 256 | room.enemies[i]->get_sprite_height(), |
el17sm | 26:abbc19edc5c1 | 257 | room.enemies[i]->get_sprite_width(), |
el17sm | 26:abbc19edc5c1 | 258 | room.enemies[i]->get_frame()); |
el17sm | 26:abbc19edc5c1 | 259 | } |
el17sm | 26:abbc19edc5c1 | 260 | }; |
el17sm | 26:abbc19edc5c1 | 261 | } |
el17sm | 26:abbc19edc5c1 | 262 | |
el17sm | 26:abbc19edc5c1 | 263 | void GameEngine::draw_bullets(N5110 &lcd) |
el17sm | 26:abbc19edc5c1 | 264 | { |
el17sm | 26:abbc19edc5c1 | 265 | for (int i = 0; i < bullets_max; i++) { |
el17sm | 26:abbc19edc5c1 | 266 | if (player.valid_bullets[i]) { |
el17sm | 26:abbc19edc5c1 | 267 | lcd.drawSpriteTransparent(player.bullets_array[i]->get_pos_x()-player.bullets_array[i]->get_offset_x(), |
el17sm | 26:abbc19edc5c1 | 268 | player.bullets_array[i]->get_pos_y()-player.bullets_array[i]->get_offset_y(), |
el17sm | 26:abbc19edc5c1 | 269 | player.bullets_array[i]->get_sprite_height(), |
el17sm | 26:abbc19edc5c1 | 270 | player.bullets_array[i]->get_sprite_width(), |
el17sm | 26:abbc19edc5c1 | 271 | player.bullets_array[i]->get_frame()); |
el17sm | 26:abbc19edc5c1 | 272 | } |
el17sm | 26:abbc19edc5c1 | 273 | }; |
el17sm | 26:abbc19edc5c1 | 274 | } |
el17sm | 26:abbc19edc5c1 | 275 | |
el17sm | 26:abbc19edc5c1 | 276 | void GameEngine::draw_health(N5110 &lcd) |
el17sm | 26:abbc19edc5c1 | 277 | { |
el17sm | 26:abbc19edc5c1 | 278 | lcd.drawSpriteTransparent(0, |
el17sm | 26:abbc19edc5c1 | 279 | 0, |
el17sm | 26:abbc19edc5c1 | 280 | player.get_hearts_height(), |
el17sm | 26:abbc19edc5c1 | 281 | player.get_hearts_width(), |
el17sm | 26:abbc19edc5c1 | 282 | player.get_hearts_sprite()); |
el17sm | 26:abbc19edc5c1 | 283 | } |