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

Dependencies:   mbed MotionSensor

Entity/Entity.cpp

Committer:
el17sm
Date:
2019-05-07
Revision:
37:a404860171a9
Parent:
34:1d5b4da3935e
Child:
38:09832e662803
Child:
41:0697508a28ba

File content as of revision 37:a404860171a9:

#include "Entity.h"

// Functions
void Entity::undo_move_x(bool status_x)
{
    if (status_x) {
        position.x = prev_pos.x;
    }
}
void Entity::undo_move_y(bool status_y)
{
    if (status_y) {
        position.y = prev_pos.y;
    }
}
void Entity::update_prev_pos()
{
    prev_pos = position;
}

bool Entity::entity_to_map_collision_test(float pos_x, float pos_y, char * map, bool * doorways)
{      
    for (int j = pos_y; j < (int)pos_y + hitbox.height; j++) {
        for(int i = pos_x; i < (int)pos_x + hitbox.width; i++) {
            if ((j>=screen_height) || (i>=screen_width) || (j<0) || (i<0)) {} // To allow movement towards outside of the map
            else if (*((map+j*screen_width)+i) == 1) {
                return true;
            }
            
            // Checking if the player walks into a wall if no doorway on that side exists
            else if ( !(*(doorways)) && (pos_y < 9) ) {
                return true;
            }
            else if ( !(*(doorways+1)) && (pos_x + hitbox.width - 1 > 81) ) {
                return true;
            }
            else if ( !(*(doorways+2)) && (pos_y + hitbox.width - 1 > 36) ) {
                return true;
            }
            else if ( !(*(doorways+3)) && (pos_x < 2) ) {
                return true;
            }
        }
    }
    return false;
}

// Mutators

void Entity::set_position(float x, float y)
{
    position.x = x;
    position.y = y;
}

void Entity::position_add_x(float change_x)
{
    position.x += change_x;
}
void Entity::position_add_y(float change_y)
{
    position.y += change_y;
}

// accessors
bool Entity::get_moving()
{
    return moving;
}
int Entity::get_hp_drop_chance()
{
    return _hp_drop_chance;
}
int Entity::get_hitbox_width()
{
    return hitbox.width;
}
int Entity::get_hitbox_height()
{
    return hitbox.height;
}
int Entity::get_face()
{
    return face;
}
int Entity::get_sprite_width()
{
    return sprite_size.width;
}
int Entity::get_sprite_height()
{
    return sprite_size.height;
}
int Entity::get_offset_x()
{
    return sprite_size.offset_x;
}
int Entity::get_offset_y()
{
    return sprite_size.offset_y;
}
int Entity::get_pos_x()
{
    return position.x;
}
int Entity::get_pos_y()
{
    return position.y;
}
int Entity::get_prev_pos_x()
{
    return prev_pos.x;
}
int Entity::get_prev_pos_y()
{
    return prev_pos.y;
}
int Entity::get_attack()
{
    return attack;
}
int Entity::get_hp()
{
    return hp;
}
float Entity::get_velocity()
{
    return velocity;
}