A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Diff: RoomEngine/Room/Room.h
- Revision:
- 58:c8d90bb7404a
- Parent:
- 51:4d0cd75e7ed3
- Child:
- 59:fd4669864b67
--- a/RoomEngine/Room/Room.h Thu May 09 09:50:19 2019 +0000 +++ b/RoomEngine/Room/Room.h Thu May 09 14:43:45 2019 +0000 @@ -12,66 +12,212 @@ #include "N5110.h" #define MAX_ENEMIES 10 - +/**Room Class +@author Steven Mahasin +@brief Create a Room which holds the enemies, collectibles and doorways +@date May 2019 +*/ class Room // contains the type of room, number of enemies inside it, the doorways existing in the room, functions to spawn enemies { private: + /** + * @brief an array that dictates which side of the wall has a doorway + */ bool _doorways[4]; + /** + * @brief states the type of room (boss, normal, walled) + */ int _room_type; + /** + * @brief the coordinates of enemies to be spawned + */ int _enemy_coord[MAX_ENEMIES][2]; // _enemy_coord[EnemyID][x/y] + /** + * @brief the status of the walls, used to construct a wall at any x, y, width and height + */ char _wall_stat[2][4]; // _wall_coord[WallID][x/y/width/height] + /** + * @brief the special boss doorway is held in this member variable (0-3); if no boss doorway, it is default to 4 + */ int _before_boss_room; + /** + * @brief a counter integer to increment through the spawn points in the spawn_area array and id each point + */ short int _spawn_point_counter; + /** + * @brief a variable to hold the decided randomised spawn point id to spawn an enemy + */ short int _spawn_point_coord; // Functions + /** + * @brief initialisation of boss room + */ void init_boss_room(); + /** + * @brief initialisation of normal rooms + */ void init_normal_room(); + /** + * @brief initialisation of middle walled rooms (not used in this version, in progress) + */ void init_middle_walled_room(); + /** + * @brief initialisation of side walled rooms (not used in this version, in progress) + */ void init_side_walled_room(); + /** + * @brief set the _enemy_coord of index id to a random valid spawn area x and y + * @param id @details the index of the enemy to be given a random coord + */ void rand_enemy_coordinate(int id); + /** + * @brief draws the doorways that are behind the player + * @param lcd @details the screen where the doorway is drawn + */ void draw_doorways(N5110 &lcd); + /** + * @brief draws overlayed doorways, these doorways are in front of the player + * @param lcd @details the screen where the doorway_overlay is drawn + */ void draw_doorways_overlay(N5110 &lcd); + /** + * @brief draws enemies onto the screen + * @param lcd @details the screen where the enemies are drawn + * @param j @details the current y-position of entities that are being drawn + */ void draw_enemies(N5110 &lcd, int j); + /** + * @brief draws collectibles onto the screen + * @param lcd @details the screen where the collectibles is drawn + * @param j @details the current y-position of entities that are being drawn + */ void draw_collectibles(N5110 &lcd, int j); + /** + * @brief draws walls entity onto the screen + * @param lcd @details the screen where the walls is drawn + * @param j @details the current y-position of entities that are being drawn + */ void draw_walls(N5110 &lcd, int j); public: - // Constructors + /** Constructors + * @brief create a room with a set number of enemies and a set room type + * @param no_of_enemies @details the number of enemies to be spawned in the room + * @param room_type @details the type of room to be initialised with + */ Room(int no_of_enemies, int room_type); - // Deconstructors + /** Destructors */ ~Room(); // Mutators + /** + * @brief sets _doorway at index "index" with the value of "doorway_value" + * @param index @details the index of the mutated doorway + * @param doorway_value @details the value of the mutated doorway + */ void set_doorway(int index, bool doorway_value); + /** + * @brief sets the position of boss doorway on this room + * @param before_boss_room @details the side in which boss doorway exists (0-3 = sides, 4 = doesn't exist) + */ void set_boss_doorway(int before_boss_room); // Accessors + /** + * @brief get the 2d map array that dictates where there are walls or empty space + * @return the char pointer array of the 2d level map + */ char * get_current_map_2d(); + /** + * @brief get the doorways of the room + * @return boolean pointer array of the _doorways member variable + */ bool * get_doorways(); + /** + * @brief get the doorway status of the room at index "index" + * @return _doorway[index] + */ bool get_doorway(int index); + /** + * @brief get the type of room + * @return _room_type + */ char get_room_type(); + /** + * @brief get the boss doorway status + * @return _before_boss_room + */ int get_boss_doorway(); // Functions + /** + * @brief loads all the entities in the room + */ void load(); + /** + * @brief deletes all entities in the room + */ void unload(); + /** + * @brief close all doorways if the room is a boss room + */ void update_doorways(); + /** + * @brief draws the room including enemies + * @param lcd @details the screen in which the room is being drawn in + * @param j @details the current y-position of entities that are being drawn + */ void draw(N5110 &lcd, int j); + /** + * @brief draws the room + * @param lcd @details the screen in which the room is being drawn in + */ void draw_room(N5110 &lcd); + /** + * @brief draws the room_overlay + * @param lcd @details the screen in which the room_overlay is being drawn in + */ void draw_room_overlay(N5110 &lcd); + + /** + * @brief checks if there is any valid enemies in the room + * @return true if there is any valid enemies in the room + */ bool enemies_exist(); // Variables + /** + * @brief A pointer to an array of Entities where all the possible enemies in the room are stored + */ Entity *enemies[MAX_ENEMIES]; + /** + * @brief A boolean array to dictate which enemies exist + */ bool valid_enemies[MAX_ENEMIES]; + /** + * @brief A pointer to an array of Entities where all the possible collectibles in the room are stored + */ Entity *collectibles[MAX_ENEMIES]; + /** + * @brief A boolean array to dictate which collectibles exist + */ bool valid_collectibles[MAX_ENEMIES]; + /** + * @brief A pointer to an array of Entities where all the possible walls in the room are stored + */ Entity *walls[2]; + /** + * @brief A boolean array to dictate which walls exist + */ bool valid_walls[2]; + /** + * @brief An array of enemy types for each enemy in the room + * @note currently only snake and headless + */ int enemies_type[MAX_ENEMIES]; };