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