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

Dependencies:   mbed MotionSensor

RoomEngine/RoomEngine.h

Committer:
el17sm
Date:
2019-04-29
Revision:
27:a1b41626f57c
Parent:
26:abbc19edc5c1
Child:
28:98848e6a77a2

File content as of revision 27:a1b41626f57c:

#ifndef ROOMENGINE_H
#define ROOMENGINE_H
#include "Player.h"
#include "Bullets.h"
#include "Room.h"
#include "Gamepad.h"
#include "sprites.h"

class RoomEngine
{
public:
    RoomEngine();
    ~RoomEngine();
    void load_room(Room &current_room);
    void read_input(Gamepad &gamepad);
    void update();
    void render(N5110 &lcd, Gamepad &gamepad);
    bool check_player_death();
    
private:
    bool _L;
    bool _R;
    bool _START;
    bool _BACK;
    bool _A;
    bool _B;
    bool _X;
    bool _Y;
    Vector2D mapped_coord;
    
    Room *room;
    Player *player;
    
    // Functions
    void check_damage();
    void check_damage_player();
    void check_damage_enemies();
    void check_enemies_death();
    void move();
    void move_player();
    void move_enemies();
    void move_bullets();
    void minimap_detection(N5110 &lcd, Gamepad &gamepad);
    void pause_detection(N5110 &lcd, Gamepad &gamepad);
    
    void draw(N5110 &lcd);
    void draw_player(N5110 &lcd);
    void draw_enemies(N5110 &lcd);
    void draw_bullets(N5110 &lcd);
    void draw_health(N5110 &lcd);
    
    bool entity_collision(Entity &a, Entity &b);
    float entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]);
    float entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]);
};
#endif