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:
- 2019-05-04
- Revision:
- 29:6b8411bb040a
- Parent:
- 28:98848e6a77a2
- Child:
- 32:fe6359ef9916
File content as of revision 29:6b8411bb040a:
#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 attack; int face; float velocity; bool _damage_self_upon_collision; int _hp_drop_chance; public: // Function virtual void move(float, float, int * map, bool * doorways) = 0; // movement control and miscellaneous updates virtual int * get_frame() = 0; virtual void take_damage(int) = 0; void undo_move_x(bool); void undo_move_y(bool); void update_prev_pos(); bool entity_to_map_collision_test(float pos_x, float pos_y, int * map, bool * doorways); // Mutator void set_position(float x, float y); void position_add_x(float); void position_add_y(float); // Accessors bool get_moving(); bool is_damaged_by_collision(); int get_hp_drop_chance(); 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(); int get_attack(); int get_hp(); float get_velocity(); }; #endif