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

Dependencies:   mbed MotionSensor

Revision:
41:0697508a28ba
Parent:
40:cbcbf6fc1421
Child:
44:cc4cecfc639f
--- a/RoomEngine/Room/Room.h	Tue May 07 12:42:12 2019 +0000
+++ b/RoomEngine/Room/Room.h	Tue May 07 17:02:30 2019 +0000
@@ -19,14 +19,18 @@
     bool _doorways[4];
     int _room_type;
     int _enemy_coord[MAX_ENEMIES][2]; //  _enemy_coord[EnemyID][x/y]
+    char _wall_stat[2][4]; // _wall_coord[WallID][x/y/width/height]
     
     // Functions
-    void draw_walls(N5110 &lcd);
-    void draw_walls_overlay(N5110 &lcd);
-    void init_normal_room(int no_of_enemies);
-    void init_middle_walled_room(int no_of_enemies);
-    void init_side_walled_room(int no_of_enemies);
-    void init_boss_room(int no_of_enemies);
+    void draw_doorways(N5110 &lcd);
+    void draw_doorways_overlay(N5110 &lcd);
+    void draw_enemies(N5110 &lcd, int j);
+    void draw_collectibles(N5110 &lcd, int j);
+    void draw_walls(N5110 &lcd, int j);
+    void init_normal_room();
+    void init_middle_walled_room();
+    void init_side_walled_room();
+    void init_boss_room();
     
 public:
     // Constructors
@@ -43,14 +47,15 @@
     void unload();
     void draw_room(N5110 &lcd);
     void draw_room_overlay(N5110 &lcd);
-    void draw_enemies(N5110 &lcd, int j);
-    void draw_collectibles(N5110 &lcd, int j);
+    void draw(N5110 &lcd, int j);
     
     // Variables
     Entity *enemies[MAX_ENEMIES];
     bool valid_enemies[MAX_ENEMIES];
     Entity *collectibles[MAX_ENEMIES];
     bool valid_collectibles[MAX_ENEMIES];
+    Entity *walls[2];
+    bool valid_walls[2];
     int enemies_type[MAX_ENEMIES];
 };