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

Dependencies:   mbed MotionSensor

Revision:
22:7abf4581bc9b
Parent:
16:ddb203a74dfc
Child:
23:5a8f75e93508
--- a/Entity/Entity.h	Thu Apr 25 03:32:36 2019 +0000
+++ b/Entity/Entity.h	Thu Apr 25 05:53:30 2019 +0000
@@ -4,67 +4,67 @@
 #include "math.h"
 
 class Entity
-{   
-    protected:
-        bool moving;
-        struct Hitbox {
-            int width;
-            int height;
-        };
-        Hitbox hitbox;
-        struct SpriteSize {
-            int width;
-            int height;
-            // Top-left corner of sprite is offset_x 
-            // to the right of top-left corner of hitbox
-            int offset_x;
-            // Top-left corner of sprite is offset_y 
-            // above of top-left corner of hitbox
-            int offset_y;
-        };
-        SpriteSize sprite_size;
-        struct Position {
-            float x;
-            float y;
-        };
-        Position position;
-        Position prev_pos;
-        struct FrameCount  {
-            int count;
-            int number;
-            int max;
-        };
-        FrameCount frame;
-        int hp;
-        int face;
-        float velocity;
-        
-    public:
-        // Function
-        virtual void move(float, float) = 0; // movement control and miscellaneous updates
-        virtual int * get_frame() = 0;
-        bool matrix_collision_test(float, float, int);
-        void undo_move_x(bool);
-        void undo_move_y(bool);
-        void update_prev_pos();
-        void take_damage(int);
-        bool death_check();
-        
-        // Mutator
-        
-        // Accessors
-        bool get_moving();
-        int get_hitbox_width();
-        int get_hitbox_height();
-        int get_face();
-        int get_sprite_width();
-        int get_sprite_height();
-        int get_offset_x();
-        int get_offset_y();
-        int get_pos_x();
-        int get_pos_y();
-        int get_prev_pos_x();
-        int get_prev_pos_y();
+{
+protected:
+    bool moving;
+    struct Hitbox {
+        int width;
+        int height;
+    };
+    Hitbox hitbox;
+    struct SpriteSize {
+        int width;
+        int height;
+        // Top-left corner of sprite is offset_x
+        // to the right of top-left corner of hitbox
+        int offset_x;
+        // Top-left corner of sprite is offset_y
+        // above of top-left corner of hitbox
+        int offset_y;
+    };
+    SpriteSize sprite_size;
+    struct Position {
+        float x;
+        float y;
+    };
+    Position position;
+    Position prev_pos;
+    struct FrameCount  {
+        int count;
+        int number;
+        int max;
+    };
+    FrameCount frame;
+    int hp;
+    int face;
+    float velocity;
+
+public:
+    // Function
+    virtual void move(float, float) = 0; // movement control and miscellaneous updates
+    virtual int * get_frame() = 0;
+    bool matrix_collision_test(float, float, int);
+    void undo_move_x(bool);
+    void undo_move_y(bool);
+    void update_prev_pos();
+    void take_damage(int);
+    bool death_check();
+
+    // Mutator
+
+    // Accessors
+    bool get_moving();
+    int get_hitbox_width();
+    int get_hitbox_height();
+    int get_face();
+    int get_sprite_width();
+    int get_sprite_height();
+    int get_offset_x();
+    int get_offset_y();
+    int get_pos_x();
+    int get_pos_y();
+    int get_prev_pos_x();
+    int get_prev_pos_y();
 
 };