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:
Sun May 05 18:04:43 2019 +0000
Revision:
30:ec915d24d3e9
Parent:
29:6b8411bb040a
Child:
31:ab24d028ddfd
Title Screen done;

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17sm 26:abbc19edc5c1 1 #ifndef ROOMENGINE_H
el17sm 26:abbc19edc5c1 2 #define ROOMENGINE_H
el17sm 28:98848e6a77a2 3 #include "N5110.h"
el17sm 29:6b8411bb040a 4 #include "Gamepad.h"
el17sm 29:6b8411bb040a 5
el17sm 26:abbc19edc5c1 6 #include "Player.h"
el17sm 29:6b8411bb040a 7 #include "Health.h"
el17sm 26:abbc19edc5c1 8 #include "Room.h"
el17sm 29:6b8411bb040a 9
el17sm 26:abbc19edc5c1 10 #include "sprites.h"
el17sm 29:6b8411bb040a 11
el17sm 26:abbc19edc5c1 12
el17sm 27:a1b41626f57c 13 class RoomEngine
el17sm 26:abbc19edc5c1 14 {
el17sm 26:abbc19edc5c1 15 public:
el17sm 30:ec915d24d3e9 16 RoomEngine(float global_contrast);
el17sm 27:a1b41626f57c 17 ~RoomEngine();
el17sm 29:6b8411bb040a 18 void load(Player &current_player, Room *current_room);
el17sm 28:98848e6a77a2 19 void entrance_scene(N5110 &lcd, Gamepad &gamepad);
el17sm 28:98848e6a77a2 20 void exit_scene(N5110 &lcd, Gamepad &gamepad);
el17sm 29:6b8411bb040a 21 void update_current_room();
el17sm 29:6b8411bb040a 22
el17sm 26:abbc19edc5c1 23 void read_input(Gamepad &gamepad);
el17sm 27:a1b41626f57c 24 void update();
el17sm 27:a1b41626f57c 25 void render(N5110 &lcd, Gamepad &gamepad);
el17sm 27:a1b41626f57c 26 bool check_player_death();
el17sm 28:98848e6a77a2 27 int check_player_room_position();
el17sm 26:abbc19edc5c1 28
el17sm 29:6b8411bb040a 29 // Accessor
el17sm 29:6b8411bb040a 30 int get_room_x();
el17sm 29:6b8411bb040a 31 int get_room_y();
el17sm 29:6b8411bb040a 32
el17sm 26:abbc19edc5c1 33 private:
el17sm 26:abbc19edc5c1 34 bool _L;
el17sm 26:abbc19edc5c1 35 bool _R;
el17sm 26:abbc19edc5c1 36 bool _A;
el17sm 26:abbc19edc5c1 37 bool _B;
el17sm 26:abbc19edc5c1 38 bool _X;
el17sm 26:abbc19edc5c1 39 bool _Y;
el17sm 26:abbc19edc5c1 40 Vector2D mapped_coord;
el17sm 26:abbc19edc5c1 41
el17sm 29:6b8411bb040a 42 int _room_x;
el17sm 29:6b8411bb040a 43 int _room_y;
el17sm 29:6b8411bb040a 44
el17sm 30:ec915d24d3e9 45 float _global_contrast;
el17sm 30:ec915d24d3e9 46
el17sm 27:a1b41626f57c 47 Room *room;
el17sm 27:a1b41626f57c 48 Player *player;
el17sm 26:abbc19edc5c1 49
el17sm 28:98848e6a77a2 50 // Mutator
el17sm 28:98848e6a77a2 51 void set_input(bool L, bool R, bool A, bool B, bool X, bool Y, float mapped_x, float mapped_y);
el17sm 28:98848e6a77a2 52 void set_mapped_coord(float x, float y);
el17sm 28:98848e6a77a2 53
el17sm 26:abbc19edc5c1 54 // Functions
el17sm 28:98848e6a77a2 55 bool entity_collision(Entity &a, Entity &b);
el17sm 28:98848e6a77a2 56 float entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]);
el17sm 28:98848e6a77a2 57 float entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]);
el17sm 28:98848e6a77a2 58
el17sm 26:abbc19edc5c1 59 void check_damage();
el17sm 26:abbc19edc5c1 60 void check_damage_player();
el17sm 26:abbc19edc5c1 61 void check_damage_enemies();
el17sm 28:98848e6a77a2 62 void check_damage_enemies_by_bullets();
el17sm 28:98848e6a77a2 63 void check_damage_enemies_by_collisions();
el17sm 27:a1b41626f57c 64 void check_enemies_death();
el17sm 26:abbc19edc5c1 65 void move();
el17sm 26:abbc19edc5c1 66 void move_player();
el17sm 26:abbc19edc5c1 67 void move_enemies();
el17sm 28:98848e6a77a2 68 void update_player_position(int side);
el17sm 28:98848e6a77a2 69
el17sm 27:a1b41626f57c 70 void minimap_detection(N5110 &lcd, Gamepad &gamepad);
el17sm 27:a1b41626f57c 71 void pause_detection(N5110 &lcd, Gamepad &gamepad);
el17sm 26:abbc19edc5c1 72
el17sm 27:a1b41626f57c 73 void draw(N5110 &lcd);
el17sm 26:abbc19edc5c1 74 void draw_enemies(N5110 &lcd);
el17sm 26:abbc19edc5c1 75 void draw_health(N5110 &lcd);
el17sm 26:abbc19edc5c1 76
el17sm 26:abbc19edc5c1 77 };
el17sm 26:abbc19edc5c1 78 #endif