A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Diff: main.cpp
- Revision:
- 7:4aaa37a711a1
- Parent:
- 6:104c2506237e
- Child:
- 10:1a3499f6b583
--- a/main.cpp Tue Apr 16 12:30:33 2019 +0000 +++ b/main.cpp Sat Apr 20 22:17:24 2019 +0000 @@ -8,24 +8,51 @@ Date: 11/04/2019 */ -#include "main.h" +#include "mbed.h" +#include "Gamepad.h" +#include "N5110.h" +#include "math.h" +#include "sprites.h" +#include "Entity.h" +#include "Player.h" + +N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); +Gamepad gamepad; + +int counter = 0; int main() { lcd.init(); lcd.setContrast(0.45); gamepad.init(); + Player player(39, 27); while(1){ + // Player Movement + // Enemy Movement - move_player(); + // MiniMap Generation + // MiniMap Screen Detection + + // Pause Detection + + // screen update + + Vector2D mapped_coord = gamepad.get_mapped_coord(); + player.move(mapped_coord.x, mapped_coord.y); lcd.clear(); - lcd.drawSprite(0,0,48,84,(int *)level_map[1]); - lcd.drawSpriteTransparent(player_pos[0],player_pos[1]-7,12,6,(int *)player[face][(int)(moving*(counter/5)%4)]); + lcd.drawSprite(0,0,screen_height,screen_width,(int *)level_map[1]); + lcd.drawSpriteTransparent(player.get_pos_x()-player.get_offset_x(), + player.get_pos_y()-player.get_offset_y(), + player.get_sprite_height(), + player.get_sprite_width(), + (int *)sprite_player[player.get_face()][(int)(player.get_moving()*(counter/5)%4)]); lcd.refresh(); wait_ms(1000/20); counter++; } -} \ No newline at end of file + +}