A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Entity/Entity.cpp
- Committer:
- el17sm
- Date:
- 2019-04-24
- Revision:
- 14:3361879490b2
- Parent:
- 13:d04a6caba40d
- Child:
- 20:6405835af6e2
- Child:
- 21:be18f33da757
File content as of revision 14:3361879490b2:
#include "Entity.h" // functions 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){ position.y = prev_pos.y; } } 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++){ if ((j>=48) || (i>=84) || (j<0) || (i<0)) {} else if ((level_map[0][j][i] == 1)) { return true; } } } return false; } void Entity::take_damage(int damage){ hp -= damage; } bool Entity::death_check(){ if (hp <= 0){ return true; } return false; } // 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;}