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:
- 26:abbc19edc5c1
- Child:
- 27:a1b41626f57c
File content as of revision 26:abbc19edc5c1:
#ifndef ROOMENGINE_H #define ROOMENGINE_H #include "Player.h" #include "Bullets.h" #include "Room.h" #include "Gamepad.h" #include "sprites.h" class GameEngine { public: void init(); void read_input(Gamepad &gamepad); void update(N5110 &lcd); void draw(N5110 &lcd); private: bool _L; bool _R; bool _START; bool _BACK; bool _A; bool _B; bool _X; bool _Y; Vector2D mapped_coord; Player player; Room room; // Functions void check_damage(); void check_damage_player(); void check_damage_enemies(); void check_death(); void move(); void move_player(); void move_enemies(); void move_bullets(); void minimap_detection(N5110 &lcd); void pause_detection(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