A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Diff: main.cpp
- Revision:
- 16:ddb203a74dfc
- Parent:
- 14:3361879490b2
- Child:
- 17:99e533f7f2fb
- Child:
- 19:bfe410c82b45
--- a/main.cpp Wed Apr 24 06:28:14 2019 +0000 +++ b/main.cpp Wed Apr 24 21:21:37 2019 +0000 @@ -86,12 +86,12 @@ bool valid_enemies[no_of_enemies]; for (int i = 0; i < no_of_enemies; i++){valid_enemies[i] = false;} Entity *enemies[no_of_enemies]; - enemies[0] = new Headless(20, 20); - valid_enemies[0] = true; - enemies[1] = new Headless(20, 30); - valid_enemies[1] = true; - enemies[2] = new Headless(60, 30); - valid_enemies[2] = true; + //enemies[0] = new Snake(20, 20); +// valid_enemies[0] = true; +// enemies[1] = new Snake(20, 30); +// valid_enemies[1] = true; +// enemies[2] = new Snake(60, 30); +// valid_enemies[2] = true; while(1){ int pos_x = player.get_pos_x(); @@ -112,6 +112,7 @@ enemies[j]->take_damage(player.get_attack()); player.valid_bullets[i] = false; player.bullets_array[i]->~Bullets; + goto multiple_damage_prevention; } } if (player.bullets_array[i]->out_of_bounds_check()){ @@ -119,6 +120,7 @@ player.bullets_array[i]->~Bullets; } }; + multiple_damage_prevention:{} } }; @@ -206,7 +208,7 @@ counter++; } - gameover: + gameover:{ lcd.clear(); lcd.printString("Game Over", 0, 0); lcd.printString("Retry?", 0, 1); @@ -220,6 +222,7 @@ }; wait(0.05); while(gamepad.check_event(Gamepad::A_PRESSED)){ - }; + }; + } }; } \ No newline at end of file