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 12:42:12 2019 +0000
Revision:
40:cbcbf6fc1421
Parent:
39:0c2521949429
Child:
41:0697508a28ba
Restart Works

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17sm 25:112cbcb0b4a7 1 #ifndef ROOM_H
el17sm 25:112cbcb0b4a7 2 #define ROOM_H
el17sm 27:a1b41626f57c 3 #include "sprites.h"
el17sm 29:6b8411bb040a 4
el17sm 26:abbc19edc5c1 5 #include "Entity.h"
el17sm 25:112cbcb0b4a7 6 #include "Player.h"
el17sm 25:112cbcb0b4a7 7 #include "Headless.h"
el17sm 25:112cbcb0b4a7 8 #include "Snake.h"
el17sm 36:92d131695e7c 9 #include "Skull.h"
el17sm 40:cbcbf6fc1421 10 #include "Walls.h"
el17sm 29:6b8411bb040a 11
el17sm 26:abbc19edc5c1 12 #include "N5110.h"
el17sm 25:112cbcb0b4a7 13
el17sm 26:abbc19edc5c1 14 #define MAX_ENEMIES 10
el17sm 26:abbc19edc5c1 15
el17sm 26:abbc19edc5c1 16 class Room // contains the type of room, number of enemies inside it, the doorways existing in the room, functions to spawn enemies
el17sm 25:112cbcb0b4a7 17 {
el17sm 29:6b8411bb040a 18 private:
el17sm 27:a1b41626f57c 19 bool _doorways[4];
el17sm 28:98848e6a77a2 20 int _room_type;
el17sm 29:6b8411bb040a 21 int _enemy_coord[MAX_ENEMIES][2]; // _enemy_coord[EnemyID][x/y]
el17sm 27:a1b41626f57c 22
el17sm 27:a1b41626f57c 23 // Functions
el17sm 29:6b8411bb040a 24 void draw_walls(N5110 &lcd);
el17sm 29:6b8411bb040a 25 void draw_walls_overlay(N5110 &lcd);
el17sm 39:0c2521949429 26 void init_normal_room(int no_of_enemies);
el17sm 39:0c2521949429 27 void init_middle_walled_room(int no_of_enemies);
el17sm 39:0c2521949429 28 void init_side_walled_room(int no_of_enemies);
el17sm 39:0c2521949429 29 void init_boss_room(int no_of_enemies);
el17sm 25:112cbcb0b4a7 30
el17sm 29:6b8411bb040a 31 public:
el17sm 26:abbc19edc5c1 32 // Constructors
el17sm 36:92d131695e7c 33 Room(int no_of_enemies, int room_type);
el17sm 27:a1b41626f57c 34 // Deconstructors
el17sm 27:a1b41626f57c 35 ~Room();
el17sm 27:a1b41626f57c 36
el17sm 27:a1b41626f57c 37 // Accessors
el17sm 34:1d5b4da3935e 38 char * get_current_map_2d();
el17sm 29:6b8411bb040a 39 bool * get_doorways();
el17sm 25:112cbcb0b4a7 40
el17sm 26:abbc19edc5c1 41 // Functions
el17sm 28:98848e6a77a2 42 void load();
el17sm 28:98848e6a77a2 43 void unload();
el17sm 27:a1b41626f57c 44 void draw_room(N5110 &lcd);
el17sm 27:a1b41626f57c 45 void draw_room_overlay(N5110 &lcd);
el17sm 39:0c2521949429 46 void draw_enemies(N5110 &lcd, int j);
el17sm 39:0c2521949429 47 void draw_collectibles(N5110 &lcd, int j);
el17sm 26:abbc19edc5c1 48
el17sm 26:abbc19edc5c1 49 // Variables
el17sm 26:abbc19edc5c1 50 Entity *enemies[MAX_ENEMIES];
el17sm 26:abbc19edc5c1 51 bool valid_enemies[MAX_ENEMIES];
el17sm 36:92d131695e7c 52 Entity *collectibles[MAX_ENEMIES];
el17sm 36:92d131695e7c 53 bool valid_collectibles[MAX_ENEMIES];
el17sm 28:98848e6a77a2 54 int enemies_type[MAX_ENEMIES];
el17sm 25:112cbcb0b4a7 55 };
el17sm 25:112cbcb0b4a7 56
el17sm 33:4f3948dcd2f7 57 const char wall_x[2][11][3] = { // [E/W][Size_Y][Size_X]
el17sm 27:a1b41626f57c 58 { // E
el17sm 28:98848e6a77a2 59 {1,2,2},
el17sm 28:98848e6a77a2 60 {1,2,2},
el17sm 28:98848e6a77a2 61 {1,2,2},
el17sm 28:98848e6a77a2 62 {1,2,2},
el17sm 28:98848e6a77a2 63 {1,2,2},
el17sm 28:98848e6a77a2 64 {1,2,2},
el17sm 28:98848e6a77a2 65 {1,2,2},
el17sm 28:98848e6a77a2 66 {1,2,2},
el17sm 28:98848e6a77a2 67 {1,2,2},
el17sm 28:98848e6a77a2 68 {1,2,2},
el17sm 28:98848e6a77a2 69 {1,2,2},
el17sm 27:a1b41626f57c 70 },
el17sm 27:a1b41626f57c 71 { // W
el17sm 28:98848e6a77a2 72 {2,2,1},
el17sm 28:98848e6a77a2 73 {2,2,1},
el17sm 28:98848e6a77a2 74 {2,2,1},
el17sm 28:98848e6a77a2 75 {2,2,1},
el17sm 28:98848e6a77a2 76 {2,2,1},
el17sm 28:98848e6a77a2 77 {2,2,1},
el17sm 28:98848e6a77a2 78 {2,2,1},
el17sm 28:98848e6a77a2 79 {2,2,1},
el17sm 28:98848e6a77a2 80 {2,2,1},
el17sm 28:98848e6a77a2 81 {2,2,1},
el17sm 28:98848e6a77a2 82 {2,2,1},
el17sm 27:a1b41626f57c 83 }
el17sm 27:a1b41626f57c 84 };
el17sm 27:a1b41626f57c 85
el17sm 33:4f3948dcd2f7 86 const char wall_n[10][12] = { // [Size_Y][Size_X]
el17sm 29:6b8411bb040a 87 {0,0,0,0,0,0,0,0,0,0,0,0,},
el17sm 29:6b8411bb040a 88 {0,0,0,0,0,0,0,0,0,0,0,0,},
el17sm 29:6b8411bb040a 89 {1,1,1,1,1,1,1,1,1,1,1,1,},
el17sm 29:6b8411bb040a 90 {0,0,0,0,0,0,0,0,0,0,0,0,},
el17sm 29:6b8411bb040a 91 {0,0,0,0,0,0,0,0,0,0,0,0,},
el17sm 29:6b8411bb040a 92 {0,0,0,0,0,0,0,0,0,0,0,0,},
el17sm 29:6b8411bb040a 93 {0,0,0,0,0,0,0,0,0,0,0,0,},
el17sm 29:6b8411bb040a 94 {0,0,0,0,0,0,0,0,0,0,0,0,},
el17sm 29:6b8411bb040a 95 {0,0,0,0,0,0,0,0,0,0,0,0,},
el17sm 29:6b8411bb040a 96 {1,1,1,1,1,1,1,1,1,1,1,1,},
el17sm 27:a1b41626f57c 97 };
el17sm 27:a1b41626f57c 98
el17sm 33:4f3948dcd2f7 99 const char wall_s[3][12] = { // [Size_Y][Size_X]
el17sm 29:6b8411bb040a 100 {1,1,1,1,1,1,1,1,1,1,1,1,},
el17sm 29:6b8411bb040a 101 {2,2,2,2,2,2,2,2,2,2,2,2,},
el17sm 29:6b8411bb040a 102 {2,2,2,2,2,2,2,2,2,2,2,2,},
el17sm 27:a1b41626f57c 103 };
el17sm 27:a1b41626f57c 104
el17sm 25:112cbcb0b4a7 105 #endif