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@27:a1b41626f57c, 2019-04-29 (annotated)
- Committer:
- el17sm
- Date:
- Mon Apr 29 10:39:09 2019 +0000
- Revision:
- 27:a1b41626f57c
- Parent:
- 26:abbc19edc5c1
- Child:
- 28:98848e6a77a2
Functional Room; Great Success;
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
el17sm | 26:abbc19edc5c1 | 1 | #ifndef ROOMENGINE_H |
el17sm | 26:abbc19edc5c1 | 2 | #define ROOMENGINE_H |
el17sm | 26:abbc19edc5c1 | 3 | #include "Player.h" |
el17sm | 26:abbc19edc5c1 | 4 | #include "Bullets.h" |
el17sm | 26:abbc19edc5c1 | 5 | #include "Room.h" |
el17sm | 26:abbc19edc5c1 | 6 | #include "Gamepad.h" |
el17sm | 26:abbc19edc5c1 | 7 | #include "sprites.h" |
el17sm | 26:abbc19edc5c1 | 8 | |
el17sm | 27:a1b41626f57c | 9 | class RoomEngine |
el17sm | 26:abbc19edc5c1 | 10 | { |
el17sm | 26:abbc19edc5c1 | 11 | public: |
el17sm | 27:a1b41626f57c | 12 | RoomEngine(); |
el17sm | 27:a1b41626f57c | 13 | ~RoomEngine(); |
el17sm | 27:a1b41626f57c | 14 | void load_room(Room ¤t_room); |
el17sm | 26:abbc19edc5c1 | 15 | void read_input(Gamepad &gamepad); |
el17sm | 27:a1b41626f57c | 16 | void update(); |
el17sm | 27:a1b41626f57c | 17 | void render(N5110 &lcd, Gamepad &gamepad); |
el17sm | 27:a1b41626f57c | 18 | bool check_player_death(); |
el17sm | 26:abbc19edc5c1 | 19 | |
el17sm | 26:abbc19edc5c1 | 20 | private: |
el17sm | 26:abbc19edc5c1 | 21 | bool _L; |
el17sm | 26:abbc19edc5c1 | 22 | bool _R; |
el17sm | 26:abbc19edc5c1 | 23 | bool _START; |
el17sm | 26:abbc19edc5c1 | 24 | bool _BACK; |
el17sm | 26:abbc19edc5c1 | 25 | bool _A; |
el17sm | 26:abbc19edc5c1 | 26 | bool _B; |
el17sm | 26:abbc19edc5c1 | 27 | bool _X; |
el17sm | 26:abbc19edc5c1 | 28 | bool _Y; |
el17sm | 26:abbc19edc5c1 | 29 | Vector2D mapped_coord; |
el17sm | 26:abbc19edc5c1 | 30 | |
el17sm | 27:a1b41626f57c | 31 | Room *room; |
el17sm | 27:a1b41626f57c | 32 | Player *player; |
el17sm | 26:abbc19edc5c1 | 33 | |
el17sm | 26:abbc19edc5c1 | 34 | // Functions |
el17sm | 26:abbc19edc5c1 | 35 | void check_damage(); |
el17sm | 26:abbc19edc5c1 | 36 | void check_damage_player(); |
el17sm | 26:abbc19edc5c1 | 37 | void check_damage_enemies(); |
el17sm | 27:a1b41626f57c | 38 | void check_enemies_death(); |
el17sm | 26:abbc19edc5c1 | 39 | void move(); |
el17sm | 26:abbc19edc5c1 | 40 | void move_player(); |
el17sm | 26:abbc19edc5c1 | 41 | void move_enemies(); |
el17sm | 26:abbc19edc5c1 | 42 | void move_bullets(); |
el17sm | 27:a1b41626f57c | 43 | void minimap_detection(N5110 &lcd, Gamepad &gamepad); |
el17sm | 27:a1b41626f57c | 44 | void pause_detection(N5110 &lcd, Gamepad &gamepad); |
el17sm | 26:abbc19edc5c1 | 45 | |
el17sm | 27:a1b41626f57c | 46 | void draw(N5110 &lcd); |
el17sm | 26:abbc19edc5c1 | 47 | void draw_player(N5110 &lcd); |
el17sm | 26:abbc19edc5c1 | 48 | void draw_enemies(N5110 &lcd); |
el17sm | 26:abbc19edc5c1 | 49 | void draw_bullets(N5110 &lcd); |
el17sm | 26:abbc19edc5c1 | 50 | void draw_health(N5110 &lcd); |
el17sm | 26:abbc19edc5c1 | 51 | |
el17sm | 26:abbc19edc5c1 | 52 | bool entity_collision(Entity &a, Entity &b); |
el17sm | 26:abbc19edc5c1 | 53 | float entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]); |
el17sm | 26:abbc19edc5c1 | 54 | float entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]); |
el17sm | 26:abbc19edc5c1 | 55 | }; |
el17sm | 26:abbc19edc5c1 | 56 | #endif |