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:
- 2019-04-25
- Revision:
- 21:be18f33da757
- Parent:
- 14:3361879490b2
- Child:
- 23:5a8f75e93508
File content as of revision 21:be18f33da757:
#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::matrix_collision_test(float pos_x, float pos_y, int map_no) { 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>=48) || (i>=84) || (j<0) || (i<0)) {} else if ((level_map[0][j][i] == 1)) { return true; } } } return false; } void Entity::take_damage(int damage) { hp -= damage; } bool Entity::death_check() { if (hp <= 0) { return true; } return false; } // mutators // accessors bool Entity::get_moving() { return moving; } 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; }