A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Diff: main.h
- Revision:
- 57:1c12361b6e3d
- Parent:
- 50:2c5cb92a5361
--- a/main.h Thu May 09 08:42:52 2019 +0000 +++ b/main.h Thu May 09 09:50:19 2019 +0000 @@ -18,16 +18,16 @@ // Variables float global_contrast = 0.5; -int boss_room_number; -bool boss_room_exist; -int number_of_enemies_killed; -int total_time; -int no_of_doorways; -int boss_room_counter = 0; -int room_x = MAX_ROOMS_MAP_X; -int room_y = MAX_ROOMS_MAP_Y; -bool have_to[4] = {false, false, false, false}; -bool cannot[4] = {false, false, false, false}; +int boss_room_counter = 0; // Counter of how mnay rooms have been explored/spawned +int boss_room_number; // Number of rooms that must be explored for a boss room to spawn +bool boss_room_exist; // Wether or not boss room has been spawned +int number_of_enemies_killed; // For scoring, no of kills +int total_time; // For scoring, time of which the game was played (without pause, without minimap, without room transitions) +int no_of_doorways; // For room generation, number of doorways that room should have +int room_x = MAX_ROOMS_MAP_X; // Room x-coordinate +int room_y = MAX_ROOMS_MAP_Y; // Room y-coordinate +bool have_to[4] = {false, false, false, false}; // Array of which doorways must exist (index order = NESW) +bool cannot[4] = {false, false, false, false}; // Array of which doorways must not exist (index order = NESW) Player *player; Room *rooms[MAX_ROOMS_MAP_Y][MAX_ROOMS_MAP_X]; bool valid_rooms[MAX_ROOMS_MAP_Y][MAX_ROOMS_MAP_X];