A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
RoomEngine/RoomEngine.cpp
- Committer:
- el17sm
- Date:
- 2019-05-09
- Revision:
- 49:3f83ed62d123
- Parent:
- 47:6e31b195ce3c
- Child:
- 50:2c5cb92a5361
File content as of revision 49:3f83ed62d123:
#include "RoomEngine.h" // Constructor RoomEngine::RoomEngine(float global_contrast) { _room_x = MAX_ROOMS_MAP_X / 2; _room_y = MAX_ROOMS_MAP_Y / 2; _global_contrast = global_contrast; } // Destructor RoomEngine::~RoomEngine() { room->unload(); } // Public Functions void RoomEngine::load(Player *current_player, Room *current_room) { player = current_player; room = current_room; set_input(0,0,0,0,0,0,0,0); update_player_position(check_player_room_position()); room->load(); } void RoomEngine::entrance_scene(N5110 &lcd, Gamepad &gamepad) { int side = check_player_room_position(); for(int i = 0; i<50; i++) { switch(side) { // Setting movement of player as it enters the screen (velocity) case 0 : set_mapped_coord(0, -((4 + player->get_sprite_height()) / (50 * player->get_velocity()))); break; case 1 : set_mapped_coord(-((4 + player->get_hitbox_width()) / (50 * player->get_velocity())), 0); break; case 2 : set_mapped_coord(0, ((4 + player->get_hitbox_height()) / (50 * player->get_velocity()))); break; case 3 : set_mapped_coord(((4 + player->get_hitbox_width()) / (50 * player->get_velocity())), 0); break; } move_player(); render(lcd, gamepad); if (0.75 - (i * 0.005) > _global_contrast) { // Fade in lcd.setContrast(0.75 - (i * 0.005)); } else { lcd.setContrast(_global_contrast);} } } void RoomEngine::exit_scene(N5110 &lcd, Gamepad &gamepad) { int side = check_player_room_position(); for(int i = 0; i<50; i++) { switch(side) { // Setting movement of player as it exits the screen (velocity) case 0 : set_mapped_coord(0, (player->get_velocity() / 2)); break; case 1 : set_mapped_coord((player->get_velocity() / 2), 0); break; case 2 : set_mapped_coord(0, -(player->get_velocity() / 2)); break; case 3 : set_mapped_coord(-(player->get_velocity() / 2), 0); break; } move_player(); render(lcd, gamepad); lcd.setContrast(_global_contrast + (i * 0.005)); // Fade out } lcd.setContrast(0.75); } void RoomEngine::update_current_room() { switch(check_player_room_position()) { case 0 : _room_y--; break; case 1 : _room_x++; break; case 2 : _room_y++; break; case 3 : _room_x--; break; default : break; } } void RoomEngine::read_input(Gamepad &gamepad) { _L = gamepad.check_event(Gamepad::L_PRESSED); _R = gamepad.check_event(Gamepad::R_PRESSED); _A = gamepad.check_event(Gamepad::A_PRESSED); _B = gamepad.check_event(Gamepad::B_PRESSED); _X = gamepad.check_event(Gamepad::X_PRESSED); _Y = gamepad.check_event(Gamepad::Y_PRESSED); mapped_coord = gamepad.get_mapped_coord(); } void RoomEngine::update(int &number_of_enemies_killed) { room->update_doorways(); check_damage(); check_enemies_death(number_of_enemies_killed); check_walls_collision(); move(); player->buttons(_A, _B, _Y, _X); } void RoomEngine::render(N5110 &lcd, Gamepad &gamepad) { pause_detection(lcd, gamepad); lcd.clear(); draw(lcd); lcd.refresh(); wait_ms(1000/40); // setting FPS } int RoomEngine::check_player_room_position() // returns 0,1,2,3 if the player exits the respective directions, returns 4 if the player is in the room { if (player->get_pos_y() < 0) { return 0; } else if (player->get_pos_x() > WIDTH - (player->get_hitbox_width())) { return 1; } else if (player->get_pos_y() > HEIGHT - (player->get_hitbox_height())) { return 2; } else if (player->get_pos_x() < 0) { return 3; } else { return 4; } } // Public Accessors int RoomEngine::get_room_x() { return _room_x; } int RoomEngine::get_room_y() { return _room_y; } // Private Mutators void RoomEngine::set_input(bool L, bool R, bool A, bool B, bool X, bool Y, float mapped_x, float mapped_y) { _L = L; _R = R; _A = A; _B = B; _X = X; _Y = Y; set_mapped_coord(mapped_x, mapped_y); } void RoomEngine::set_mapped_coord(float x, float y) { mapped_coord.x = x; mapped_coord.y = y; } // Private Functions bool RoomEngine::entity_collision(Entity &a, Entity &b) // returns true if the two entity hitboxes collide { if (((b.get_pos_x() <= a.get_pos_x()) && (a.get_pos_x() <= b.get_pos_x() + b.get_hitbox_width() - 1)) || ((b.get_pos_x() <= a.get_pos_x() + a.get_hitbox_width() - 1) && (a.get_pos_x() + a.get_hitbox_width() - 1 <= b.get_pos_x() + b.get_hitbox_width() - 1))) { if (((b.get_pos_y() <= a.get_pos_y()) && (a.get_pos_y() <= b.get_pos_y() + b.get_hitbox_height() - 1)) || ((b.get_pos_y() <= a.get_pos_y() + a.get_hitbox_height() - 1) && (a.get_pos_y() + a.get_hitbox_height() - 1 <= b.get_pos_y() + b.get_hitbox_height() - 1))) { return true; } } return 0; } // returns true if the hitbox of "entity a" collides with any hitboxes of enttities within "array" as "entity a" moves on the x direction float RoomEngine::entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]) { for (int i = 0; i < no_of_enemies; i++) { if ((valid_enemies[i]) && (i != current_entity)) { // only check if entity b exists and entity a is not the same as entity b if (((array[i]->get_prev_pos_x() <= a->get_pos_x()) && (a->get_pos_x() <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1)) || ((array[i]->get_prev_pos_x() <= a->get_pos_x() + a->get_hitbox_width() - 1) && (a->get_pos_x() + a->get_hitbox_width() - 1 <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1))) { if (((array[i]->get_prev_pos_y() <= a->get_prev_pos_y()) && (a->get_prev_pos_y() <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1)) || ((array[i]->get_prev_pos_y() <= a->get_prev_pos_y() + a->get_hitbox_height() - 1) && (a->get_prev_pos_y() + a->get_hitbox_height() - 1 <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1))) { return (2*((a->get_pos_x() > array[i]->get_prev_pos_x()) - 0.5)); } } } } return 0; } // returns true if the hitbox of "entity a" collides with any hitboxes of enttities within "array" as "entity a" moves on the y direction float RoomEngine::entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]) { for (int i = 0; i < no_of_enemies; i++) { if ((valid_enemies[i]) && (i != current_entity)) { // only check if entity b exists and entity a is not the same as entity b if (((array[i]->get_prev_pos_x() <= a->get_prev_pos_x()) && (a->get_prev_pos_x() <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1)) || ((array[i]->get_prev_pos_x() <= a->get_prev_pos_x() + a->get_hitbox_width() - 1) && (a->get_prev_pos_x() + a->get_hitbox_width() - 1 <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1))) { if (((array[i]->get_prev_pos_y() <= a->get_pos_y()) && (a->get_pos_y() <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1)) || ((array[i]->get_prev_pos_y() <= a->get_pos_y() + a->get_hitbox_height() - 1) && (a->get_pos_y() + a->get_hitbox_height() - 1 <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1))) { return (2*((a->get_pos_y() > array[i]->get_prev_pos_y()) - 0.5)); } } } } return 0; } void RoomEngine::check_damage() { check_damage_player(); check_damage_enemies(); } void RoomEngine::check_damage_player() { for (int i = 0; i < MAX_ENEMIES; i++) { if (room->valid_enemies[i]) { if(entity_collision(*player, *room->enemies[i])) { player->take_damage(room->enemies[i]->get_attack()); break; // only let 1 enemy damage player at a time } } if (room->valid_collectibles[i]) { if(entity_collision(*player, *room->collectibles[i])) { player->take_damage(room->collectibles[i]->get_attack()); delete room->collectibles[i]; room->valid_collectibles[i] = false; break; // only let 1 heart heal player at a time } } } } void RoomEngine::check_damage_enemies() { for (int i = 0; i < bullets_max; i++) { if (player->valid_bullets[i]) { if (player->update_bullets(room->get_current_map_2d(), room->get_doorways())) { } else { for (int j = 0; j < MAX_ENEMIES; j++) { if (room->valid_enemies[j] && (entity_collision(*player->bullets_array[i], *room->enemies[j]))) { room->enemies[j]->take_damage(player->get_attack()); player->valid_bullets[i] = false; delete player->bullets_array[i]; break; } } } } } } void RoomEngine::check_enemies_death(int &number_of_enemies_killed) { // Enemy Death for (int i = 0; i < MAX_ENEMIES; i++) { if((room->valid_enemies[i]) && (room->enemies[i]->get_hp() <= 0)) { if ((rand() % 100) < room->enemies[i]->get_hp_drop_chance()){ for (int j = 0; j < MAX_ENEMIES; j++) { if (!room->valid_collectibles[j]) { room->collectibles[j] = new Health(room->enemies[i]->get_pos_x(), room->enemies[i]->get_pos_y()); // Spawn a health drop room->valid_collectibles[j] = true; break; } } } delete room->enemies[i]; room->valid_enemies[i] = false; number_of_enemies_killed++; } } } 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; } } } } void RoomEngine::move() { move_player(); move_enemies(); } void RoomEngine::move_player() { player->move(mapped_coord.x, mapped_coord.y, room->get_current_map_2d(), room->get_doorways()); } void RoomEngine::move_enemies() { // Actual Movement of Enemies for (int i = 0; i < MAX_ENEMIES; i++) { if (room->valid_enemies[i]) { room->enemies[i]->update_prev_pos(); room->enemies[i]->move(player->get_pos_x(), player->get_pos_y(), room->get_current_map_2d(), room->get_doorways()); } } // Entity Collision Repulsion for (int i = 0; i < MAX_ENEMIES; i++) { if (room->valid_enemies[i]) { room->enemies[i]->position_add_x(entity_move_check_x(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies)); room->enemies[i]->position_add_y(entity_move_check_y(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies)); } } } void RoomEngine::update_player_position(int side) { switch(side) { case 0 : player->set_position(39, 49); break; case 1 : player->set_position(0 - player->get_hitbox_width(), 25); break; case 2 : player->set_position(39, 0 - player->get_hitbox_height()); break; case 3 : player->set_position(85, 25); break; case 4 : player->set_position(39, 37); break; } } void RoomEngine::pause_detection(N5110 &lcd, Gamepad &gamepad) { if(gamepad.check_event(Gamepad::START_PRESSED)) { draw_health(lcd); char * paused_screen = lcd.readScreen(); int pause_timer = 2; lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite); while(gamepad.check_event(Gamepad::START_PRESSED)) { draw_pause_screen(lcd, paused_screen, pause_timer); } pause_timer += 2; while(!gamepad.check_event(Gamepad::START_PRESSED)) { draw_pause_screen(lcd, paused_screen, pause_timer); } pause_timer += 2; while(gamepad.check_event(Gamepad::START_PRESSED)) { draw_pause_screen(lcd, paused_screen, pause_timer); } } } void RoomEngine::draw_pause_screen(N5110 &lcd, char * paused_screen, int &pause_timer) { lcd.clear(); lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen); if (pause_timer % 10 <= 4) { lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite); } lcd.refresh(); pause_timer++; wait_ms(1000/40); } void RoomEngine::draw(N5110 &lcd) { room->draw_room(lcd); //lcd.drawSprite(0,0,screen_height,screen_width,(char *)level_map[1]); for(int j = 0; j < HEIGHT; j++) { if (j == player->get_pos_y()) { player->draw(lcd); } player->draw_bullets(lcd, j); room->draw(lcd, j); } room->draw_room_overlay(lcd); if (_L) { draw_health(lcd); } } void RoomEngine::draw_health(N5110 &lcd) { for (int i = 0; i < player->get_hp(); i++){ lcd.drawSpriteTransparent(i*10, 0, player->get_hearts_height(), player->get_hearts_width(), player->get_hearts_sprite()); } }