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

Dependencies:   mbed MotionSensor

Revision:
42:cdcda895cb1b
Parent:
41:0697508a28ba
Child:
43:63f5c9d9689c
--- a/RoomEngine/RoomEngine.cpp	Tue May 07 17:02:30 2019 +0000
+++ b/RoomEngine/RoomEngine.cpp	Tue May 07 18:16:42 2019 +0000
@@ -300,24 +300,24 @@
 
 void RoomEngine::check_walls_collision()
 {
-    // Enemy
-    for (int i = 0; i < MAX_ENEMIES; i++) {
-        if(room->valid_enemies[i]) {
-            room->enemies[i]->undo_move_x(entity_move_check_x(room->enemies[i], room->walls, 2, 10, room->valid_walls));
-            room->enemies[i]->undo_move_y(entity_move_check_y(room->enemies[i], room->walls, 2, 10, room->valid_walls));
-        }
-    }
-    // Player
-    player->undo_move_x(entity_move_check_x(player, room->walls, 2, 10, room->valid_walls));
-    player->undo_move_y(entity_move_check_y(player, room->walls, 2, 10, room->valid_walls));
-    // Bullets
-    for (int i = 0; i < bullets_max; i++) {
-        for (int j = 0; j < 2; j++) {
-            if ((player->valid_bullets[i]) && (room->valid_walls[j]) && (entity_collision(*player->bullets_array[i], *room->walls[j]))) {
-                delete player->bullets_array[i]; player->valid_bullets[i] = false;
-            }
-        }
-    }
+//    // Enemy
+//    for (int i = 0; i < MAX_ENEMIES; i++) {
+//        if(room->valid_enemies[i]) {
+//            room->enemies[i]->undo_move_x(entity_move_check_x(room->enemies[i], room->walls, 2, 10, room->valid_walls));
+//            room->enemies[i]->undo_move_y(entity_move_check_y(room->enemies[i], room->walls, 2, 10, room->valid_walls));
+//        }
+//    }
+//    // Player
+//    player->undo_move_x(entity_move_check_x(player, room->walls, 2, 10, room->valid_walls));
+//    player->undo_move_y(entity_move_check_y(player, room->walls, 2, 10, room->valid_walls));
+//    // Bullets
+//    for (int i = 0; i < bullets_max; i++) {
+//        for (int j = 0; j < 2; j++) {
+//            if ((player->valid_bullets[i]) && (room->valid_walls[j]) && (entity_collision(*player->bullets_array[i], *room->walls[j]))) {
+//                delete player->bullets_array[i]; player->valid_bullets[i] = false;
+//            }
+//        }
+//    }
 }
 
 void RoomEngine::move()