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

Dependencies:   mbed MotionSensor

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];