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

Dependencies:   mbed MotionSensor

Entity/Entity.h

Committer:
el17sm
Date:
2019-04-24
Revision:
14:3361879490b2
Parent:
13:d04a6caba40d
Child:
16:ddb203a74dfc

File content as of revision 14:3361879490b2:

#ifndef ENTITY_H
#define ENTITY_H
#include "sprites.h"
#include "math.h"

class Entity
{   
    protected:
        bool moving;
        struct Hitbox {
            int width;
            int height;
        };
        Hitbox hitbox;
        struct SpriteSize {
            int width;
            int height;
            // Top-left corner of sprite is offset_x 
            // to the right of top-left corner of hitbox
            int offset_x;
            // Top-left corner of sprite is offset_y 
            // above of top-left corner of hitbox
            int offset_y;
        };
        SpriteSize sprite_size;
        struct Position {
            float x;
            float y;
        };
        Position position;
        Position prev_pos;
        struct FrameCount  {
            int count;
            int number;
            int max;
        };
        FrameCount frame;
        int hp;
        int face;
        
    public:
        // Function
        virtual void move(float, float) = 0; // movement control and miscellaneous updates
        virtual int * get_frame() = 0;
        bool matrix_collision_test(float, float, int);
        void undo_move_x(bool);
        void undo_move_y(bool);
        void update_prev_pos();
        void take_damage(int);
        bool death_check();
        
        // Mutator
        
        // Accessors
        bool get_moving();
        int get_hitbox_width();
        int get_hitbox_height();
        int get_face();
        int get_sprite_width();
        int get_sprite_height();
        int get_offset_x();
        int get_offset_y();
        int get_pos_x();
        int get_pos_y();
        int get_prev_pos_x();
        int get_prev_pos_y();

};

#endif