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 20:57:44 2019 +0000
Revision:
43:63f5c9d9689c
Parent:
41:0697508a28ba
Child:
46:f09711580d4a
fixed draw entities

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17sm 26:abbc19edc5c1 1 #ifndef ROOMENGINE_H
el17sm 26:abbc19edc5c1 2 #define ROOMENGINE_H
el17sm 28:98848e6a77a2 3 #include "N5110.h"
el17sm 29:6b8411bb040a 4 #include "Gamepad.h"
el17sm 29:6b8411bb040a 5
el17sm 26:abbc19edc5c1 6 #include "Player.h"
el17sm 29:6b8411bb040a 7 #include "Health.h"
el17sm 26:abbc19edc5c1 8 #include "Room.h"
el17sm 29:6b8411bb040a 9
el17sm 26:abbc19edc5c1 10 #include "sprites.h"
el17sm 29:6b8411bb040a 11
el17sm 26:abbc19edc5c1 12
el17sm 27:a1b41626f57c 13 class RoomEngine
el17sm 26:abbc19edc5c1 14 {
el17sm 26:abbc19edc5c1 15 public:
el17sm 32:fe6359ef9916 16 // Constructor
el17sm 41:0697508a28ba 17 RoomEngine(float global_contrast);
el17sm 32:fe6359ef9916 18 // Destructor
el17sm 27:a1b41626f57c 19 ~RoomEngine();
el17sm 32:fe6359ef9916 20
el17sm 32:fe6359ef9916 21 // Functions
el17sm 31:ab24d028ddfd 22 void load(Player *current_player, Room *current_room);
el17sm 28:98848e6a77a2 23 void entrance_scene(N5110 &lcd, Gamepad &gamepad);
el17sm 28:98848e6a77a2 24 void exit_scene(N5110 &lcd, Gamepad &gamepad);
el17sm 29:6b8411bb040a 25 void update_current_room();
el17sm 29:6b8411bb040a 26
el17sm 26:abbc19edc5c1 27 void read_input(Gamepad &gamepad);
el17sm 27:a1b41626f57c 28 void update();
el17sm 27:a1b41626f57c 29 void render(N5110 &lcd, Gamepad &gamepad);
el17sm 32:fe6359ef9916 30
el17sm 28:98848e6a77a2 31 int check_player_room_position();
el17sm 26:abbc19edc5c1 32
el17sm 29:6b8411bb040a 33 // Accessor
el17sm 29:6b8411bb040a 34 int get_room_x();
el17sm 29:6b8411bb040a 35 int get_room_y();
el17sm 29:6b8411bb040a 36
el17sm 26:abbc19edc5c1 37 private:
el17sm 26:abbc19edc5c1 38 bool _L;
el17sm 26:abbc19edc5c1 39 bool _R;
el17sm 26:abbc19edc5c1 40 bool _A;
el17sm 26:abbc19edc5c1 41 bool _B;
el17sm 26:abbc19edc5c1 42 bool _X;
el17sm 26:abbc19edc5c1 43 bool _Y;
el17sm 26:abbc19edc5c1 44 Vector2D mapped_coord;
el17sm 26:abbc19edc5c1 45
el17sm 29:6b8411bb040a 46 int _room_x;
el17sm 29:6b8411bb040a 47 int _room_y;
el17sm 29:6b8411bb040a 48
el17sm 30:ec915d24d3e9 49 float _global_contrast;
el17sm 30:ec915d24d3e9 50
el17sm 27:a1b41626f57c 51 Room *room;
el17sm 27:a1b41626f57c 52 Player *player;
el17sm 26:abbc19edc5c1 53
el17sm 28:98848e6a77a2 54 // Mutator
el17sm 28:98848e6a77a2 55 void set_input(bool L, bool R, bool A, bool B, bool X, bool Y, float mapped_x, float mapped_y);
el17sm 28:98848e6a77a2 56 void set_mapped_coord(float x, float y);
el17sm 28:98848e6a77a2 57
el17sm 26:abbc19edc5c1 58 // Functions
el17sm 28:98848e6a77a2 59 bool entity_collision(Entity &a, Entity &b);
el17sm 28:98848e6a77a2 60 float entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]);
el17sm 28:98848e6a77a2 61 float entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]);
el17sm 28:98848e6a77a2 62
el17sm 26:abbc19edc5c1 63 void check_damage();
el17sm 26:abbc19edc5c1 64 void check_damage_player();
el17sm 26:abbc19edc5c1 65 void check_damage_enemies();
el17sm 27:a1b41626f57c 66 void check_enemies_death();
el17sm 41:0697508a28ba 67 void check_walls_collision();
el17sm 41:0697508a28ba 68
el17sm 26:abbc19edc5c1 69 void move();
el17sm 26:abbc19edc5c1 70 void move_player();
el17sm 26:abbc19edc5c1 71 void move_enemies();
el17sm 28:98848e6a77a2 72 void update_player_position(int side);
el17sm 28:98848e6a77a2 73
el17sm 27:a1b41626f57c 74 void minimap_detection(N5110 &lcd, Gamepad &gamepad);
el17sm 27:a1b41626f57c 75 void pause_detection(N5110 &lcd, Gamepad &gamepad);
el17sm 26:abbc19edc5c1 76
el17sm 27:a1b41626f57c 77 void draw(N5110 &lcd);
el17sm 26:abbc19edc5c1 78 void draw_health(N5110 &lcd);
el17sm 26:abbc19edc5c1 79
el17sm 26:abbc19edc5c1 80 };
el17sm 26:abbc19edc5c1 81 #endif