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:
2019-04-29
Revision:
26:abbc19edc5c1
Child:
27:a1b41626f57c

File content as of revision 26:abbc19edc5c1:

#include "RoomEngine.h"

void GameEngine::init()
{
    Player player(39, 27);
}

void GameEngine::read_input(Gamepad &gamepad)
{
    _L = gamepad.check_event(Gamepad::L_PRESSED);
    _R = gamepad.check_event(Gamepad::R_PRESSED);
    _START = gamepad.check_event(Gamepad::START_PRESSED);
    _BACK = gamepad.check_event(Gamepad::BACK_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 GameEngine::update(N5110 &lcd)
{
    check_damage();
    check_death();
    move();
    minimap_detection(lcd);
    pause_detection(lcd);
}

void GameEngine::draw(N5110 &lcd)
{   
    lcd.drawSprite(0,0,screen_height,screen_width,(int *)level_map[1]);
    draw_player(lcd);
    draw_enemies(lcd);
    draw_bullets(lcd);
    draw_health(lcd);
}

// Private Functions

bool GameEngine::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 GameEngine::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]) {
            if(i != current_entity) {
                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 GameEngine::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]) {
            if(i != current_entity) {
                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 GameEngine::check_damage()
{
    check_damage_player();
    check_damage_enemies();
}

void GameEngine::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());
            }
        }
    };
}

void GameEngine::check_damage_enemies()
{
    for (int i = 0; i < bullets_max; i++) {
        if (player.valid_bullets[i]) {
            if (player.bullets_array[i]->out_of_bounds_check()) {
                player.valid_bullets[i] = false;
                delete player.bullets_array[i];
            } 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 GameEngine::check_death()
{
    // Player Death
    if (player.get_hp() <= 0) {
    }
    // Enemy Death
    for (int i = 0; i < MAX_ENEMIES; i++) {
        if (room.valid_enemies[i]) {
            if(room.enemies[i]->get_hp() <= 0) {
                room.valid_enemies[i] = false;
                delete room.enemies[i];
            }
        }
    }
}

void GameEngine::move()
{
    move_player();
    move_enemies();
    move_bullets();
}

void GameEngine::move_player()
{
    player.move(mapped_coord.x, mapped_coord.y);
}

void GameEngine::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());
        }
    };
    // 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 GameEngine::move_bullets()
{
    for (int i = 0; i < bullets_max; i++) {
        if (player.valid_bullets[i]) {
            player.bullets_array[i]->move(player.get_bullet_speed(), 0);
        }
    };
}

void GameEngine::minimap_detection(N5110 &lcd)
{
    while(_BACK) {
        wait(0.05);
        lcd.clear();
    };
}

void GameEngine::pause_detection(N5110 &lcd)
{
    if(_START) {
        lcd.drawSpriteTransparent(0,
                                  0,
                                  player.get_hearts_height(),
                                  player.get_hearts_width(),
                                  player.get_hearts_sprite());
        int * paused_screen = lcd.readScreen();
        int pause_timer = 2;
        lcd.drawSpriteTransparent(20, 20, 9, 45, (int *)pause_sprite);
        wait(0.05);
        while(_START) {
            lcd.clear();
            lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
            if (pause_timer % 10 <= 4) {
                lcd.drawSpriteTransparent(20, 20, 9, 45, (int *)pause_sprite);
            }
            lcd.refresh();
            pause_timer++;
            wait_ms(1000/40);
        };
        wait(0.05);
        pause_timer += 2;
        while(!_START) {
            lcd.clear();
            lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
            if (pause_timer % 10 <= 4) {
                lcd.drawSpriteTransparent(20, 20, 9, 45, (int *)pause_sprite);
            }
            lcd.refresh();
            pause_timer++;
            wait_ms(1000/40);
        };
        wait(0.05);
        pause_timer += 2;
        while(_START) {
            lcd.clear();
            lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
            if (pause_timer % 10 <= 4) {
                lcd.drawSpriteTransparent(20, 20, 9, 45, (int *)pause_sprite);
            }
            lcd.refresh();
            pause_timer++;
            wait_ms(1000/40);
        };
    }
}

void GameEngine::draw_player(N5110 &lcd)
{
    lcd.drawSpriteTransparent(player.get_pos_x()-player.get_offset_x(),
                              player.get_pos_y()-player.get_offset_y(),
                              player.get_sprite_height(),
                              player.get_sprite_width(),
                              player.get_frame());
}

void GameEngine::draw_enemies(N5110 &lcd)
{
    for (int i = 0; i < MAX_ENEMIES; i++) {
        if (room.valid_enemies[i]) {
            lcd.drawSpriteTransparent(room.enemies[i]->get_pos_x()-room.enemies[i]->get_offset_x(),
                                      room.enemies[i]->get_pos_y()-room.enemies[i]->get_offset_y(),
                                      room.enemies[i]->get_sprite_height(),
                                      room.enemies[i]->get_sprite_width(),
                                      room.enemies[i]->get_frame());
        }
    };
}

void GameEngine::draw_bullets(N5110 &lcd)
{
    for (int i = 0; i < bullets_max; i++) {
        if (player.valid_bullets[i]) {
            lcd.drawSpriteTransparent(player.bullets_array[i]->get_pos_x()-player.bullets_array[i]->get_offset_x(),
                                      player.bullets_array[i]->get_pos_y()-player.bullets_array[i]->get_offset_y(),
                                      player.bullets_array[i]->get_sprite_height(),
                                      player.bullets_array[i]->get_sprite_width(),
                                      player.bullets_array[i]->get_frame());
        }
    };
}

void GameEngine::draw_health(N5110 &lcd)
{
    lcd.drawSpriteTransparent(0,
                              0,
                              player.get_hearts_height(),
                              player.get_hearts_width(),
                              player.get_hearts_sprite());
}