A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Diff: Entity/Entity.cpp
- Revision:
- 51:4d0cd75e7ed3
- Parent:
- 41:0697508a28ba
- Child:
- 57:1c12361b6e3d
--- a/Entity/Entity.cpp Thu May 09 06:33:28 2019 +0000 +++ b/Entity/Entity.cpp Thu May 09 07:39:49 2019 +0000 @@ -1,15 +1,15 @@ #include "Entity.h" // Functions -void Entity::undo_move_x(bool status_x) +void Entity::undo_move_x(bool condition) { - if (status_x) { + if (condition) { position.x = prev_pos.x; } } -void Entity::undo_move_y(bool status_y) +void Entity::undo_move_y(bool condition) { - if (status_y) { + if (condition) { position.y = prev_pos.y; } } @@ -18,12 +18,12 @@ prev_pos = position; } -bool Entity::entity_to_map_collision_test(float pos_x, float pos_y, char * map, bool * doorways) +bool Entity::entity_to_map_collision_test(float pos_x, float pos_y, char * two_d_map, bool * doorways) // Returns true if the entity clashes a wall { for (int j = pos_y; j < (int)pos_y + hitbox.height; j++) { for(int i = pos_x; i < (int)pos_x + hitbox.width; i++) { if ((j>=screen_height) || (i>=screen_width) || (j<0) || (i<0)) {} // To allow movement towards outside of the map - else if (*((map+j*screen_width)+i) == 1) { + else if (*((two_d_map+j*screen_width)+i) == 1) { // if entity clashes the 2d map return true; } @@ -62,11 +62,7 @@ position.y += change_y; } -// accessors -bool Entity::get_moving() -{ - return moving; -} +// Accessors int Entity::get_hp_drop_chance() { return _hp_drop_chance;