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:
- 21:be18f33da757
- Parent:
- 14:3361879490b2
- Child:
- 23:5a8f75e93508
--- a/Entity/Entity.cpp Thu Apr 25 03:56:09 2019 +0000 +++ b/Entity/Entity.cpp Thu Apr 25 05:27:43 2019 +0000 @@ -1,21 +1,27 @@ #include "Entity.h" // functions -void Entity::undo_move_x(bool status_x){ - if (status_x){ +void Entity::undo_move_x(bool status_x) +{ + if (status_x) { position.x = prev_pos.x; } } -void Entity::undo_move_y(bool status_y){ - if (status_y){ +void Entity::undo_move_y(bool status_y) +{ + if (status_y) { position.y = prev_pos.y; } } -void Entity::update_prev_pos(){prev_pos = position;}; +void Entity::update_prev_pos() +{ + prev_pos = position; +}; -bool Entity::matrix_collision_test(float pos_x, float pos_y, int map_no){ - for (int j = pos_y; j < (int)pos_y + hitbox.height; j++){ - for(int i = pos_x; i < (int)pos_x + hitbox.width; i++){ +bool Entity::matrix_collision_test(float pos_x, float pos_y, int map_no) +{ + 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>=48) || (i>=84) || (j<0) || (i<0)) {} else if ((level_map[0][j][i] == 1)) { return true; @@ -25,12 +31,14 @@ return false; } -void Entity::take_damage(int damage){ +void Entity::take_damage(int damage) +{ hp -= damage; } -bool Entity::death_check(){ - if (hp <= 0){ +bool Entity::death_check() +{ + if (hp <= 0) { return true; } return false; @@ -39,15 +47,51 @@ // mutators // accessors -bool Entity::get_moving(){return moving;} -int Entity::get_hitbox_width(){return hitbox.width;} -int Entity::get_hitbox_height(){return hitbox.height;} -int Entity::get_face(){return face;} -int Entity::get_sprite_width(){return sprite_size.width;} -int Entity::get_sprite_height(){return sprite_size.height;} -int Entity::get_offset_x(){return sprite_size.offset_x;} -int Entity::get_offset_y(){return sprite_size.offset_y;} -int Entity::get_pos_x(){return position.x;} -int Entity::get_pos_y(){return position.y;} -int Entity::get_prev_pos_x(){return prev_pos.x;} -int Entity::get_prev_pos_y(){return prev_pos.y;} \ No newline at end of file +bool Entity::get_moving() +{ + return moving; +} +int Entity::get_hitbox_width() +{ + return hitbox.width; +} +int Entity::get_hitbox_height() +{ + return hitbox.height; +} +int Entity::get_face() +{ + return face; +} +int Entity::get_sprite_width() +{ + return sprite_size.width; +} +int Entity::get_sprite_height() +{ + return sprite_size.height; +} +int Entity::get_offset_x() +{ + return sprite_size.offset_x; +} +int Entity::get_offset_y() +{ + return sprite_size.offset_y; +} +int Entity::get_pos_x() +{ + return position.x; +} +int Entity::get_pos_y() +{ + return position.y; +} +int Entity::get_prev_pos_x() +{ + return prev_pos.x; +} +int Entity::get_prev_pos_y() +{ + return prev_pos.y; +} \ No newline at end of file