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

Dependencies:   mbed MotionSensor

Committer:
el17sm
Date:
Tue May 07 09:43:36 2019 +0000
Revision:
39:0c2521949429
Parent:
37:a404860171a9
Child:
40:cbcbf6fc1421
Draws in layers;

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17sm 26:abbc19edc5c1 1 #include "RoomEngine.h"
el17sm 32:fe6359ef9916 2 // Constructor
el17sm 30:ec915d24d3e9 3 RoomEngine::RoomEngine(float global_contrast)
el17sm 26:abbc19edc5c1 4 {
el17sm 29:6b8411bb040a 5 _room_x = 5;
el17sm 29:6b8411bb040a 6 _room_y = 5;
el17sm 30:ec915d24d3e9 7 _global_contrast = global_contrast;
el17sm 26:abbc19edc5c1 8 }
el17sm 26:abbc19edc5c1 9
el17sm 32:fe6359ef9916 10 // Destructor
el17sm 27:a1b41626f57c 11 RoomEngine::~RoomEngine()
el17sm 27:a1b41626f57c 12 {
el17sm 27:a1b41626f57c 13 delete player;
el17sm 27:a1b41626f57c 14 }
el17sm 27:a1b41626f57c 15
el17sm 32:fe6359ef9916 16 // Public Functions
el17sm 31:ab24d028ddfd 17 void RoomEngine::load(Player *current_player, Room *current_room)
el17sm 28:98848e6a77a2 18 {
el17sm 31:ab24d028ddfd 19 player = current_player;
el17sm 29:6b8411bb040a 20 room = current_room;
el17sm 28:98848e6a77a2 21 set_input(0,0,0,0,0,0,0,0);
el17sm 28:98848e6a77a2 22 update_player_position(check_player_room_position());
el17sm 28:98848e6a77a2 23 }
el17sm 28:98848e6a77a2 24
el17sm 28:98848e6a77a2 25 void RoomEngine::entrance_scene(N5110 &lcd, Gamepad &gamepad)
el17sm 27:a1b41626f57c 26 {
el17sm 28:98848e6a77a2 27 int side = check_player_room_position();
el17sm 28:98848e6a77a2 28
el17sm 28:98848e6a77a2 29 for(int i = 0; i<50; i++) {
el17sm 28:98848e6a77a2 30 switch(side) {
el17sm 28:98848e6a77a2 31 case 0 :
el17sm 28:98848e6a77a2 32 set_mapped_coord(0, -((3 +player->get_sprite_height()) / (50 * player->get_velocity())));
el17sm 28:98848e6a77a2 33 break;
el17sm 28:98848e6a77a2 34 case 1 :
el17sm 28:98848e6a77a2 35 set_mapped_coord(-((3 +player->get_hitbox_width()) / (50 * player->get_velocity())), 0);
el17sm 28:98848e6a77a2 36 break;
el17sm 28:98848e6a77a2 37 case 2 :
el17sm 28:98848e6a77a2 38 set_mapped_coord(0, ((3 +player->get_hitbox_height()) / (50 * player->get_velocity())));
el17sm 28:98848e6a77a2 39 break;
el17sm 28:98848e6a77a2 40 case 3 :
el17sm 28:98848e6a77a2 41 set_mapped_coord(((3 +player->get_hitbox_width()) / (50 * player->get_velocity())), 0);
el17sm 28:98848e6a77a2 42 break;
el17sm 28:98848e6a77a2 43 }
el17sm 28:98848e6a77a2 44 move_player();
el17sm 28:98848e6a77a2 45 render(lcd, gamepad);
el17sm 30:ec915d24d3e9 46 if (0.75 - (i * 0.005) > _global_contrast) {
el17sm 30:ec915d24d3e9 47 lcd.setContrast(0.75 - (i * 0.005));
el17sm 30:ec915d24d3e9 48 } else {
el17sm 30:ec915d24d3e9 49 lcd.setContrast(_global_contrast);
el17sm 30:ec915d24d3e9 50 }
el17sm 28:98848e6a77a2 51 }
el17sm 28:98848e6a77a2 52 }
el17sm 28:98848e6a77a2 53
el17sm 28:98848e6a77a2 54 void RoomEngine::exit_scene(N5110 &lcd, Gamepad &gamepad)
el17sm 28:98848e6a77a2 55 {
el17sm 28:98848e6a77a2 56 int side = check_player_room_position();
el17sm 28:98848e6a77a2 57
el17sm 28:98848e6a77a2 58 for(int i = 0; i<50; i++) {
el17sm 28:98848e6a77a2 59 switch(side) {
el17sm 28:98848e6a77a2 60 case 0 :
el17sm 28:98848e6a77a2 61 set_mapped_coord(0, (player->get_velocity() / 2));
el17sm 28:98848e6a77a2 62 break;
el17sm 28:98848e6a77a2 63 case 1 :
el17sm 28:98848e6a77a2 64 set_mapped_coord((player->get_velocity() / 2), 0);
el17sm 28:98848e6a77a2 65 break;
el17sm 28:98848e6a77a2 66 case 2 :
el17sm 28:98848e6a77a2 67 set_mapped_coord(0, -(player->get_velocity() / 2));
el17sm 28:98848e6a77a2 68 break;
el17sm 28:98848e6a77a2 69 case 3 :
el17sm 28:98848e6a77a2 70 set_mapped_coord(-(player->get_velocity() / 2), 0);
el17sm 28:98848e6a77a2 71 break;
el17sm 28:98848e6a77a2 72 }
el17sm 28:98848e6a77a2 73 move_player();
el17sm 28:98848e6a77a2 74 render(lcd, gamepad);
el17sm 30:ec915d24d3e9 75 lcd.setContrast(_global_contrast + (i * 0.005));
el17sm 28:98848e6a77a2 76 }
el17sm 30:ec915d24d3e9 77 lcd.setContrast(0.75);
el17sm 27:a1b41626f57c 78 }
el17sm 27:a1b41626f57c 79
el17sm 29:6b8411bb040a 80 void RoomEngine::update_current_room()
el17sm 29:6b8411bb040a 81 {
el17sm 29:6b8411bb040a 82 switch(check_player_room_position()) {
el17sm 29:6b8411bb040a 83 case 0 :
el17sm 29:6b8411bb040a 84 _room_y++;
el17sm 29:6b8411bb040a 85 break;
el17sm 29:6b8411bb040a 86 case 1 :
el17sm 29:6b8411bb040a 87 _room_x++;
el17sm 29:6b8411bb040a 88 break;
el17sm 29:6b8411bb040a 89 case 2 :
el17sm 29:6b8411bb040a 90 _room_y--;
el17sm 29:6b8411bb040a 91 break;
el17sm 29:6b8411bb040a 92 case 3 :
el17sm 29:6b8411bb040a 93 _room_x--;
el17sm 29:6b8411bb040a 94 break;
el17sm 29:6b8411bb040a 95 default :
el17sm 29:6b8411bb040a 96 break;
el17sm 29:6b8411bb040a 97 }
el17sm 29:6b8411bb040a 98 }
el17sm 29:6b8411bb040a 99
el17sm 27:a1b41626f57c 100 void RoomEngine::read_input(Gamepad &gamepad)
el17sm 26:abbc19edc5c1 101 {
el17sm 26:abbc19edc5c1 102 _L = gamepad.check_event(Gamepad::L_PRESSED);
el17sm 26:abbc19edc5c1 103 _R = gamepad.check_event(Gamepad::R_PRESSED);
el17sm 26:abbc19edc5c1 104 _A = gamepad.check_event(Gamepad::A_PRESSED);
el17sm 26:abbc19edc5c1 105 _B = gamepad.check_event(Gamepad::B_PRESSED);
el17sm 26:abbc19edc5c1 106 _X = gamepad.check_event(Gamepad::X_PRESSED);
el17sm 26:abbc19edc5c1 107 _Y = gamepad.check_event(Gamepad::Y_PRESSED);
el17sm 26:abbc19edc5c1 108 mapped_coord = gamepad.get_mapped_coord();
el17sm 26:abbc19edc5c1 109 }
el17sm 26:abbc19edc5c1 110
el17sm 27:a1b41626f57c 111 void RoomEngine::update()
el17sm 26:abbc19edc5c1 112 {
el17sm 26:abbc19edc5c1 113 check_damage();
el17sm 27:a1b41626f57c 114 check_enemies_death();
el17sm 26:abbc19edc5c1 115 move();
el17sm 27:a1b41626f57c 116 player->buttons(_A, _B, _Y, _X);
el17sm 26:abbc19edc5c1 117 }
el17sm 26:abbc19edc5c1 118
el17sm 27:a1b41626f57c 119 void RoomEngine::render(N5110 &lcd, Gamepad &gamepad)
el17sm 27:a1b41626f57c 120 {
el17sm 27:a1b41626f57c 121 minimap_detection(lcd, gamepad);
el17sm 27:a1b41626f57c 122 pause_detection(lcd, gamepad);
el17sm 27:a1b41626f57c 123 lcd.clear();
el17sm 27:a1b41626f57c 124 draw(lcd);
el17sm 27:a1b41626f57c 125 lcd.refresh();
el17sm 27:a1b41626f57c 126 wait_ms(1000/40); // setting FPS
el17sm 27:a1b41626f57c 127 }
el17sm 27:a1b41626f57c 128
el17sm 28:98848e6a77a2 129 int RoomEngine::check_player_room_position() // returns 0,1,2,3 if the player exits the respective directions, returns 4 if the player is in the room
el17sm 28:98848e6a77a2 130 {
el17sm 28:98848e6a77a2 131 if (player->get_pos_y() < 0) {
el17sm 28:98848e6a77a2 132 return 0;
el17sm 28:98848e6a77a2 133 }
el17sm 28:98848e6a77a2 134 else if (player->get_pos_x() > WIDTH - (player->get_hitbox_width())) {
el17sm 28:98848e6a77a2 135 return 1;
el17sm 28:98848e6a77a2 136 }
el17sm 28:98848e6a77a2 137 else if (player->get_pos_y() > HEIGHT - (player->get_hitbox_height())) {
el17sm 28:98848e6a77a2 138 return 2;
el17sm 28:98848e6a77a2 139 }
el17sm 28:98848e6a77a2 140 else if (player->get_pos_x() < 0) {
el17sm 28:98848e6a77a2 141 return 3;
el17sm 28:98848e6a77a2 142 }
el17sm 28:98848e6a77a2 143 else {
el17sm 28:98848e6a77a2 144 return 4;
el17sm 28:98848e6a77a2 145 }
el17sm 28:98848e6a77a2 146 }
el17sm 28:98848e6a77a2 147
el17sm 29:6b8411bb040a 148 // Public Accessors
el17sm 29:6b8411bb040a 149
el17sm 29:6b8411bb040a 150 int RoomEngine::get_room_x()
el17sm 29:6b8411bb040a 151 {
el17sm 29:6b8411bb040a 152 return _room_x;
el17sm 29:6b8411bb040a 153 }
el17sm 29:6b8411bb040a 154 int RoomEngine::get_room_y()
el17sm 29:6b8411bb040a 155 {
el17sm 29:6b8411bb040a 156 return _room_y;
el17sm 29:6b8411bb040a 157 }
el17sm 29:6b8411bb040a 158
el17sm 28:98848e6a77a2 159 // Private Mutators
el17sm 28:98848e6a77a2 160
el17sm 28:98848e6a77a2 161 void RoomEngine::set_input(bool L, bool R, bool A, bool B, bool X, bool Y, float mapped_x, float mapped_y)
el17sm 28:98848e6a77a2 162 {
el17sm 28:98848e6a77a2 163 _L = L;
el17sm 28:98848e6a77a2 164 _R = R;
el17sm 28:98848e6a77a2 165 _A = A;
el17sm 28:98848e6a77a2 166 _B = B;
el17sm 28:98848e6a77a2 167 _X = X;
el17sm 28:98848e6a77a2 168 _Y = Y;
el17sm 28:98848e6a77a2 169 set_mapped_coord(mapped_x, mapped_y);
el17sm 28:98848e6a77a2 170 }
el17sm 28:98848e6a77a2 171
el17sm 28:98848e6a77a2 172 void RoomEngine::set_mapped_coord(float x, float y)
el17sm 28:98848e6a77a2 173 {
el17sm 28:98848e6a77a2 174 mapped_coord.x = x;
el17sm 28:98848e6a77a2 175 mapped_coord.y = y;
el17sm 28:98848e6a77a2 176 }
el17sm 28:98848e6a77a2 177
el17sm 26:abbc19edc5c1 178 // Private Functions
el17sm 26:abbc19edc5c1 179
el17sm 27:a1b41626f57c 180 bool RoomEngine::entity_collision(Entity &a, Entity &b) // returns true if the two entity hitboxes collide
el17sm 26:abbc19edc5c1 181 {
el17sm 26:abbc19edc5c1 182 if (((b.get_pos_x() <= a.get_pos_x()) && (a.get_pos_x() <= b.get_pos_x() + b.get_hitbox_width() - 1)) ||
el17sm 26:abbc19edc5c1 183 ((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))) {
el17sm 26:abbc19edc5c1 184 if (((b.get_pos_y() <= a.get_pos_y()) && (a.get_pos_y() <= b.get_pos_y() + b.get_hitbox_height() - 1)) ||
el17sm 26:abbc19edc5c1 185 ((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))) {
el17sm 26:abbc19edc5c1 186 return true;
el17sm 26:abbc19edc5c1 187 }
el17sm 26:abbc19edc5c1 188 }
el17sm 26:abbc19edc5c1 189 return 0;
el17sm 26:abbc19edc5c1 190 }
el17sm 26:abbc19edc5c1 191
el17sm 26:abbc19edc5c1 192 // returns true if the hitbox of "entity a" collides with any hitboxes of enttities within "array" as "entity a" moves on the x direction
el17sm 27:a1b41626f57c 193 float RoomEngine::entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
el17sm 26:abbc19edc5c1 194 {
el17sm 26:abbc19edc5c1 195 for (int i = 0; i < no_of_enemies; i++) {
el17sm 26:abbc19edc5c1 196 if (valid_enemies[i]) {
el17sm 26:abbc19edc5c1 197 if(i != current_entity) {
el17sm 26:abbc19edc5c1 198 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)) ||
el17sm 26:abbc19edc5c1 199 ((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))) {
el17sm 26:abbc19edc5c1 200 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)) ||
el17sm 26:abbc19edc5c1 201 ((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))) {
el17sm 26:abbc19edc5c1 202 return (2*((a->get_pos_x() > array[i]->get_prev_pos_x()) - 0.5));
el17sm 26:abbc19edc5c1 203 }
el17sm 26:abbc19edc5c1 204 }
el17sm 26:abbc19edc5c1 205 }
el17sm 26:abbc19edc5c1 206 }
el17sm 26:abbc19edc5c1 207 }
el17sm 26:abbc19edc5c1 208 return 0;
el17sm 26:abbc19edc5c1 209 }
el17sm 26:abbc19edc5c1 210
el17sm 26:abbc19edc5c1 211 // returns true if the hitbox of "entity a" collides with any hitboxes of enttities within "array" as "entity a" moves on the y direction
el17sm 27:a1b41626f57c 212 float RoomEngine::entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
el17sm 26:abbc19edc5c1 213 {
el17sm 26:abbc19edc5c1 214 for (int i = 0; i < no_of_enemies; i++) {
el17sm 26:abbc19edc5c1 215 if (valid_enemies[i]) {
el17sm 26:abbc19edc5c1 216 if(i != current_entity) {
el17sm 26:abbc19edc5c1 217 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)) ||
el17sm 26:abbc19edc5c1 218 ((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))) {
el17sm 26:abbc19edc5c1 219 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)) ||
el17sm 26:abbc19edc5c1 220 ((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))) {
el17sm 26:abbc19edc5c1 221 return (2*((a->get_pos_y() > array[i]->get_prev_pos_y()) - 0.5));
el17sm 26:abbc19edc5c1 222 }
el17sm 26:abbc19edc5c1 223 }
el17sm 26:abbc19edc5c1 224 }
el17sm 26:abbc19edc5c1 225 }
el17sm 26:abbc19edc5c1 226 }
el17sm 26:abbc19edc5c1 227 return 0;
el17sm 26:abbc19edc5c1 228 }
el17sm 26:abbc19edc5c1 229
el17sm 27:a1b41626f57c 230 void RoomEngine::check_damage()
el17sm 26:abbc19edc5c1 231 {
el17sm 26:abbc19edc5c1 232 check_damage_player();
el17sm 26:abbc19edc5c1 233 check_damage_enemies();
el17sm 26:abbc19edc5c1 234 }
el17sm 26:abbc19edc5c1 235
el17sm 27:a1b41626f57c 236 void RoomEngine::check_damage_player()
el17sm 26:abbc19edc5c1 237 {
el17sm 26:abbc19edc5c1 238 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 27:a1b41626f57c 239 if (room->valid_enemies[i]) {
el17sm 27:a1b41626f57c 240 if(entity_collision(*player, *room->enemies[i])) {
el17sm 27:a1b41626f57c 241 player->take_damage(room->enemies[i]->get_attack());
el17sm 28:98848e6a77a2 242 break; // only let 1 enemy damage player at a time
el17sm 26:abbc19edc5c1 243 }
el17sm 26:abbc19edc5c1 244 }
el17sm 37:a404860171a9 245 if (room->valid_collectibles[i]) {
el17sm 37:a404860171a9 246 if(entity_collision(*player, *room->collectibles[i])) {
el17sm 37:a404860171a9 247 player->take_damage(room->collectibles[i]->get_attack());
el17sm 37:a404860171a9 248 delete room->collectibles[i];
el17sm 37:a404860171a9 249 room->valid_collectibles[i] = false;
el17sm 37:a404860171a9 250 break; // only let 1 heart heal player at a time
el17sm 37:a404860171a9 251 }
el17sm 37:a404860171a9 252 }
el17sm 27:a1b41626f57c 253 }
el17sm 26:abbc19edc5c1 254 }
el17sm 26:abbc19edc5c1 255
el17sm 27:a1b41626f57c 256 void RoomEngine::check_damage_enemies()
el17sm 26:abbc19edc5c1 257 {
el17sm 28:98848e6a77a2 258 check_damage_enemies_by_bullets();
el17sm 28:98848e6a77a2 259 }
el17sm 28:98848e6a77a2 260
el17sm 28:98848e6a77a2 261 void RoomEngine::check_damage_enemies_by_bullets()
el17sm 28:98848e6a77a2 262 {
el17sm 26:abbc19edc5c1 263 for (int i = 0; i < bullets_max; i++) {
el17sm 27:a1b41626f57c 264 if (player->valid_bullets[i]) {
el17sm 30:ec915d24d3e9 265 if (player->update_bullets(room->get_current_map_2d(), room->get_doorways())) {
el17sm 26:abbc19edc5c1 266 } else {
el17sm 26:abbc19edc5c1 267 for (int j = 0; j < MAX_ENEMIES; j++) {
el17sm 27:a1b41626f57c 268 if (room->valid_enemies[j] && (entity_collision(*player->bullets_array[i], *room->enemies[j]))) {
el17sm 27:a1b41626f57c 269 room->enemies[j]->take_damage(player->get_attack());
el17sm 27:a1b41626f57c 270 player->valid_bullets[i] = false;
el17sm 27:a1b41626f57c 271 delete player->bullets_array[i];
el17sm 26:abbc19edc5c1 272 break;
el17sm 26:abbc19edc5c1 273 }
el17sm 26:abbc19edc5c1 274 }
el17sm 26:abbc19edc5c1 275 }
el17sm 26:abbc19edc5c1 276 }
el17sm 26:abbc19edc5c1 277 }
el17sm 26:abbc19edc5c1 278 }
el17sm 26:abbc19edc5c1 279
el17sm 27:a1b41626f57c 280 void RoomEngine::check_enemies_death()
el17sm 26:abbc19edc5c1 281 {
el17sm 26:abbc19edc5c1 282 // Enemy Death
el17sm 26:abbc19edc5c1 283 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 37:a404860171a9 284 if((room->valid_enemies[i]) && (room->enemies[i]->get_hp() <= 0)) {
el17sm 37:a404860171a9 285 if ((rand() % 100) < room->enemies[i]->get_hp_drop_chance()){
el17sm 37:a404860171a9 286 for (int j = 0; j < MAX_ENEMIES; j++) {
el17sm 37:a404860171a9 287 if (!room->valid_collectibles[j]) {
el17sm 37:a404860171a9 288 room->collectibles[j] = new Health(room->enemies[i]->get_pos_x(), room->enemies[i]->get_pos_y()); // Spawn a health drop
el17sm 37:a404860171a9 289 room->valid_collectibles[j] = true;
el17sm 37:a404860171a9 290 break;
el17sm 37:a404860171a9 291 }
el17sm 28:98848e6a77a2 292 }
el17sm 26:abbc19edc5c1 293 }
el17sm 37:a404860171a9 294 delete room->enemies[i];
el17sm 37:a404860171a9 295 room->valid_enemies[i] = false;
el17sm 26:abbc19edc5c1 296 }
el17sm 26:abbc19edc5c1 297 }
el17sm 26:abbc19edc5c1 298 }
el17sm 26:abbc19edc5c1 299
el17sm 27:a1b41626f57c 300 void RoomEngine::move()
el17sm 26:abbc19edc5c1 301 {
el17sm 26:abbc19edc5c1 302 move_player();
el17sm 26:abbc19edc5c1 303 move_enemies();
el17sm 26:abbc19edc5c1 304 }
el17sm 26:abbc19edc5c1 305
el17sm 27:a1b41626f57c 306 void RoomEngine::move_player()
el17sm 26:abbc19edc5c1 307 {
el17sm 29:6b8411bb040a 308 player->move(mapped_coord.x, mapped_coord.y, room->get_current_map_2d(), room->get_doorways());
el17sm 26:abbc19edc5c1 309 }
el17sm 26:abbc19edc5c1 310
el17sm 27:a1b41626f57c 311 void RoomEngine::move_enemies()
el17sm 26:abbc19edc5c1 312 {
el17sm 26:abbc19edc5c1 313 // Actual Movement of Enemies
el17sm 26:abbc19edc5c1 314 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 27:a1b41626f57c 315 if (room->valid_enemies[i]) {
el17sm 27:a1b41626f57c 316 room->enemies[i]->update_prev_pos();
el17sm 29:6b8411bb040a 317 room->enemies[i]->move(player->get_pos_x(), player->get_pos_y(), room->get_current_map_2d(), room->get_doorways());
el17sm 26:abbc19edc5c1 318 }
el17sm 27:a1b41626f57c 319 }
el17sm 26:abbc19edc5c1 320 // Entity Collision Repulsion
el17sm 26:abbc19edc5c1 321 for (int i = 0; i < MAX_ENEMIES; i++) {
el17sm 37:a404860171a9 322 if (room->valid_enemies[i]) {
el17sm 27:a1b41626f57c 323 room->enemies[i]->position_add_x(entity_move_check_x(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies));
el17sm 27:a1b41626f57c 324 room->enemies[i]->position_add_y(entity_move_check_y(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies));
el17sm 26:abbc19edc5c1 325 }
el17sm 27:a1b41626f57c 326 }
el17sm 27:a1b41626f57c 327 }
el17sm 27:a1b41626f57c 328
el17sm 28:98848e6a77a2 329 void RoomEngine::update_player_position(int side)
el17sm 28:98848e6a77a2 330 {
el17sm 28:98848e6a77a2 331 switch(side) {
el17sm 28:98848e6a77a2 332 case 0 :
el17sm 28:98848e6a77a2 333 player->set_position(39, 49);
el17sm 28:98848e6a77a2 334 break;
el17sm 28:98848e6a77a2 335 case 1 :
el17sm 28:98848e6a77a2 336 player->set_position(0 - player->get_hitbox_width(), 25);
el17sm 28:98848e6a77a2 337 break;
el17sm 28:98848e6a77a2 338 case 2 :
el17sm 28:98848e6a77a2 339 player->set_position(39, 0 - player->get_hitbox_height());
el17sm 28:98848e6a77a2 340 break;
el17sm 28:98848e6a77a2 341 case 3 :
el17sm 28:98848e6a77a2 342 player->set_position(85, 25);
el17sm 28:98848e6a77a2 343 break;
el17sm 28:98848e6a77a2 344 case 4 :
el17sm 28:98848e6a77a2 345 player->set_position(39, 27);
el17sm 28:98848e6a77a2 346 break;
el17sm 28:98848e6a77a2 347 }
el17sm 28:98848e6a77a2 348 }
el17sm 28:98848e6a77a2 349
el17sm 27:a1b41626f57c 350 void RoomEngine::minimap_detection(N5110 &lcd, Gamepad &gamepad)
el17sm 27:a1b41626f57c 351 {
el17sm 28:98848e6a77a2 352 while(gamepad.check_event(Gamepad::BACK_PRESSED)) {
el17sm 27:a1b41626f57c 353 lcd.clear();
el17sm 27:a1b41626f57c 354 lcd.refresh();
el17sm 27:a1b41626f57c 355 wait_ms(1000/40);
el17sm 26:abbc19edc5c1 356 };
el17sm 26:abbc19edc5c1 357 }
el17sm 26:abbc19edc5c1 358
el17sm 27:a1b41626f57c 359 void RoomEngine::pause_detection(N5110 &lcd, Gamepad &gamepad)
el17sm 26:abbc19edc5c1 360 {
el17sm 28:98848e6a77a2 361 if(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 27:a1b41626f57c 362 draw_health(lcd);
el17sm 33:4f3948dcd2f7 363 char * paused_screen = lcd.readScreen();
el17sm 26:abbc19edc5c1 364 int pause_timer = 2;
el17sm 33:4f3948dcd2f7 365 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 366 wait(0.05);
el17sm 28:98848e6a77a2 367 while(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 26:abbc19edc5c1 368 lcd.clear();
el17sm 26:abbc19edc5c1 369 lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
el17sm 26:abbc19edc5c1 370 if (pause_timer % 10 <= 4) {
el17sm 33:4f3948dcd2f7 371 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 372 }
el17sm 26:abbc19edc5c1 373 lcd.refresh();
el17sm 26:abbc19edc5c1 374 pause_timer++;
el17sm 26:abbc19edc5c1 375 wait_ms(1000/40);
el17sm 27:a1b41626f57c 376 }
el17sm 26:abbc19edc5c1 377 wait(0.05);
el17sm 26:abbc19edc5c1 378 pause_timer += 2;
el17sm 28:98848e6a77a2 379 while(!gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 26:abbc19edc5c1 380 lcd.clear();
el17sm 26:abbc19edc5c1 381 lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
el17sm 26:abbc19edc5c1 382 if (pause_timer % 10 <= 4) {
el17sm 33:4f3948dcd2f7 383 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 384 }
el17sm 26:abbc19edc5c1 385 lcd.refresh();
el17sm 26:abbc19edc5c1 386 pause_timer++;
el17sm 26:abbc19edc5c1 387 wait_ms(1000/40);
el17sm 27:a1b41626f57c 388 }
el17sm 26:abbc19edc5c1 389 wait(0.05);
el17sm 26:abbc19edc5c1 390 pause_timer += 2;
el17sm 28:98848e6a77a2 391 while(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 26:abbc19edc5c1 392 lcd.clear();
el17sm 26:abbc19edc5c1 393 lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
el17sm 26:abbc19edc5c1 394 if (pause_timer % 10 <= 4) {
el17sm 33:4f3948dcd2f7 395 lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
el17sm 26:abbc19edc5c1 396 }
el17sm 26:abbc19edc5c1 397 lcd.refresh();
el17sm 26:abbc19edc5c1 398 pause_timer++;
el17sm 26:abbc19edc5c1 399 wait_ms(1000/40);
el17sm 27:a1b41626f57c 400 }
el17sm 27:a1b41626f57c 401 }
el17sm 27:a1b41626f57c 402 }
el17sm 27:a1b41626f57c 403
el17sm 27:a1b41626f57c 404 void RoomEngine::draw(N5110 &lcd)
el17sm 27:a1b41626f57c 405 {
el17sm 27:a1b41626f57c 406 room->draw_room(lcd);
el17sm 34:1d5b4da3935e 407 //lcd.drawSprite(0,0,screen_height,screen_width,(char *)level_map[1]);
el17sm 39:0c2521949429 408 for(int j = 0; j < HEIGHT; j++) {
el17sm 39:0c2521949429 409 if (j == player->get_pos_y()) {
el17sm 39:0c2521949429 410 player->draw(lcd);
el17sm 39:0c2521949429 411 }
el17sm 39:0c2521949429 412 room->draw_enemies(lcd, j);
el17sm 39:0c2521949429 413 room->draw_collectibles(lcd, j);
el17sm 39:0c2521949429 414 }
el17sm 39:0c2521949429 415
el17sm 29:6b8411bb040a 416 room->draw_room_overlay(lcd);
el17sm 27:a1b41626f57c 417 if (_L) {
el17sm 27:a1b41626f57c 418 draw_health(lcd);
el17sm 26:abbc19edc5c1 419 }
el17sm 26:abbc19edc5c1 420 }
el17sm 26:abbc19edc5c1 421
el17sm 27:a1b41626f57c 422 void RoomEngine::draw_health(N5110 &lcd)
el17sm 26:abbc19edc5c1 423 {
el17sm 27:a1b41626f57c 424 for (int i = 0; i < player->get_hp(); i++){
el17sm 27:a1b41626f57c 425 lcd.drawSpriteTransparent(i*10,
el17sm 27:a1b41626f57c 426 0,
el17sm 27:a1b41626f57c 427 player->get_hearts_height(),
el17sm 27:a1b41626f57c 428 player->get_hearts_width(),
el17sm 27:a1b41626f57c 429 player->get_hearts_sprite());
el17sm 27:a1b41626f57c 430 }
el17sm 26:abbc19edc5c1 431 }