A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
RoomEngine/RoomEngine.cpp@55:fc618f82d1d0, 2019-05-09 (annotated)
- Committer:
- el17sm
- Date:
- Thu May 09 08:18:36 2019 +0000
- Revision:
- 55:fc618f82d1d0
- Parent:
- 50:2c5cb92a5361
- Child:
- 58:c8d90bb7404a
Bullets collision fixed
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
el17sm | 26:abbc19edc5c1 | 1 | #include "RoomEngine.h" |
el17sm | 32:fe6359ef9916 | 2 | // Constructor |
el17sm | 41:0697508a28ba | 3 | RoomEngine::RoomEngine(float global_contrast) |
el17sm | 26:abbc19edc5c1 | 4 | { |
el17sm | 46:f09711580d4a | 5 | _room_x = MAX_ROOMS_MAP_X / 2; |
el17sm | 46:f09711580d4a | 6 | _room_y = MAX_ROOMS_MAP_Y / 2; |
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 | 40:cbcbf6fc1421 | 13 | room->unload(); |
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 | 50:2c5cb92a5361 | 21 | set_input(true,0,0,0,0,0,0,0); // Displays health throughout entrance_scene |
el17sm | 50:2c5cb92a5361 | 22 | update_player_position(check_player_room_position()); // Moving the player such that he enters opposite of his exit |
el17sm | 46:f09711580d4a | 23 | room->load(); |
el17sm | 28:98848e6a77a2 | 24 | } |
el17sm | 28:98848e6a77a2 | 25 | |
el17sm | 50:2c5cb92a5361 | 26 | void RoomEngine::update_player_position(int side) |
el17sm | 50:2c5cb92a5361 | 27 | { |
el17sm | 50:2c5cb92a5361 | 28 | switch(side) { // Depending on which side it exits from, player is repositioned |
el17sm | 50:2c5cb92a5361 | 29 | case 0 : // N |
el17sm | 50:2c5cb92a5361 | 30 | player->set_position(39, 49); |
el17sm | 50:2c5cb92a5361 | 31 | break; |
el17sm | 50:2c5cb92a5361 | 32 | case 1 : // E |
el17sm | 50:2c5cb92a5361 | 33 | player->set_position(0 - player->get_hitbox_width(), 25); |
el17sm | 50:2c5cb92a5361 | 34 | break; |
el17sm | 50:2c5cb92a5361 | 35 | case 2 : // S |
el17sm | 50:2c5cb92a5361 | 36 | player->set_position(39, 0 - player->get_hitbox_height()); |
el17sm | 50:2c5cb92a5361 | 37 | break; |
el17sm | 50:2c5cb92a5361 | 38 | case 3 : // W |
el17sm | 50:2c5cb92a5361 | 39 | player->set_position(85, 25); |
el17sm | 50:2c5cb92a5361 | 40 | break; |
el17sm | 50:2c5cb92a5361 | 41 | case 4 : // Default where an exit does not exist (starting position) |
el17sm | 50:2c5cb92a5361 | 42 | player->set_position(39, 30); |
el17sm | 50:2c5cb92a5361 | 43 | break; |
el17sm | 50:2c5cb92a5361 | 44 | } |
el17sm | 50:2c5cb92a5361 | 45 | } |
el17sm | 50:2c5cb92a5361 | 46 | |
el17sm | 28:98848e6a77a2 | 47 | void RoomEngine::entrance_scene(N5110 &lcd, Gamepad &gamepad) |
el17sm | 27:a1b41626f57c | 48 | { |
el17sm | 28:98848e6a77a2 | 49 | int side = check_player_room_position(); |
el17sm | 28:98848e6a77a2 | 50 | for(int i = 0; i<50; i++) { |
el17sm | 49:3f83ed62d123 | 51 | switch(side) { // Setting movement of player as it enters the screen (velocity) |
el17sm | 28:98848e6a77a2 | 52 | case 0 : |
el17sm | 49:3f83ed62d123 | 53 | set_mapped_coord(0, -((4 + player->get_sprite_height()) / (50 * player->get_velocity()))); break; |
el17sm | 28:98848e6a77a2 | 54 | case 1 : |
el17sm | 49:3f83ed62d123 | 55 | set_mapped_coord(-((4 + player->get_hitbox_width()) / (50 * player->get_velocity())), 0); break; |
el17sm | 28:98848e6a77a2 | 56 | case 2 : |
el17sm | 49:3f83ed62d123 | 57 | set_mapped_coord(0, ((4 + player->get_hitbox_height()) / (50 * player->get_velocity()))); break; |
el17sm | 28:98848e6a77a2 | 58 | case 3 : |
el17sm | 49:3f83ed62d123 | 59 | set_mapped_coord(((4 + player->get_hitbox_width()) / (50 * player->get_velocity())), 0); break; |
el17sm | 28:98848e6a77a2 | 60 | } |
el17sm | 28:98848e6a77a2 | 61 | move_player(); |
el17sm | 28:98848e6a77a2 | 62 | render(lcd, gamepad); |
el17sm | 49:3f83ed62d123 | 63 | if (0.75 - (i * 0.005) > _global_contrast) { // Fade in |
el17sm | 30:ec915d24d3e9 | 64 | lcd.setContrast(0.75 - (i * 0.005)); |
el17sm | 49:3f83ed62d123 | 65 | } else { lcd.setContrast(_global_contrast);} |
el17sm | 28:98848e6a77a2 | 66 | } |
el17sm | 28:98848e6a77a2 | 67 | } |
el17sm | 28:98848e6a77a2 | 68 | |
el17sm | 50:2c5cb92a5361 | 69 | 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 | 50:2c5cb92a5361 | 70 | { |
el17sm | 50:2c5cb92a5361 | 71 | if (player->get_pos_y() < 0) { |
el17sm | 50:2c5cb92a5361 | 72 | return 0; |
el17sm | 50:2c5cb92a5361 | 73 | } |
el17sm | 50:2c5cb92a5361 | 74 | else if (player->get_pos_x() > WIDTH - (player->get_hitbox_width())) { |
el17sm | 50:2c5cb92a5361 | 75 | return 1; |
el17sm | 50:2c5cb92a5361 | 76 | } |
el17sm | 50:2c5cb92a5361 | 77 | else if (player->get_pos_y() > HEIGHT - (player->get_hitbox_height())) { |
el17sm | 50:2c5cb92a5361 | 78 | return 2; |
el17sm | 50:2c5cb92a5361 | 79 | } |
el17sm | 50:2c5cb92a5361 | 80 | else if (player->get_pos_x() < 0) { |
el17sm | 50:2c5cb92a5361 | 81 | return 3; |
el17sm | 50:2c5cb92a5361 | 82 | } |
el17sm | 50:2c5cb92a5361 | 83 | else { |
el17sm | 50:2c5cb92a5361 | 84 | return 4; |
el17sm | 50:2c5cb92a5361 | 85 | } |
el17sm | 50:2c5cb92a5361 | 86 | } |
el17sm | 50:2c5cb92a5361 | 87 | |
el17sm | 50:2c5cb92a5361 | 88 | void RoomEngine::read_input(Gamepad &gamepad) // Updates member variables for easier access |
el17sm | 50:2c5cb92a5361 | 89 | { |
el17sm | 50:2c5cb92a5361 | 90 | _L = gamepad.check_event(Gamepad::L_PRESSED); |
el17sm | 50:2c5cb92a5361 | 91 | _R = gamepad.check_event(Gamepad::R_PRESSED); |
el17sm | 50:2c5cb92a5361 | 92 | _A = gamepad.check_event(Gamepad::A_PRESSED); |
el17sm | 50:2c5cb92a5361 | 93 | _B = gamepad.check_event(Gamepad::B_PRESSED); |
el17sm | 50:2c5cb92a5361 | 94 | _X = gamepad.check_event(Gamepad::X_PRESSED); |
el17sm | 50:2c5cb92a5361 | 95 | _Y = gamepad.check_event(Gamepad::Y_PRESSED); |
el17sm | 50:2c5cb92a5361 | 96 | mapped_coord = gamepad.get_mapped_coord(); |
el17sm | 50:2c5cb92a5361 | 97 | } |
el17sm | 50:2c5cb92a5361 | 98 | |
el17sm | 50:2c5cb92a5361 | 99 | void RoomEngine::update(int &number_of_enemies_killed) // Updates all HP, deletes dead entities, increment score (kills), |
el17sm | 50:2c5cb92a5361 | 100 | { // checks wall collisions (exclusive for entity:walls), movements for all entities and player action detection |
el17sm | 50:2c5cb92a5361 | 101 | room->update_doorways(); |
el17sm | 50:2c5cb92a5361 | 102 | check_damage(); |
el17sm | 50:2c5cb92a5361 | 103 | check_enemies_death(number_of_enemies_killed); |
el17sm | 50:2c5cb92a5361 | 104 | check_walls_collision(); |
el17sm | 50:2c5cb92a5361 | 105 | move(); |
el17sm | 50:2c5cb92a5361 | 106 | player->buttons(_A, _B, _Y, _X); |
el17sm | 50:2c5cb92a5361 | 107 | } |
el17sm | 50:2c5cb92a5361 | 108 | |
el17sm | 50:2c5cb92a5361 | 109 | void RoomEngine::check_damage() |
el17sm | 50:2c5cb92a5361 | 110 | { |
el17sm | 50:2c5cb92a5361 | 111 | check_damage_player(); // damage player if collide with enemy / heal if collide with hearts |
el17sm | 50:2c5cb92a5361 | 112 | check_damage_enemies(); // damage enemy if collide with player's bullets |
el17sm | 50:2c5cb92a5361 | 113 | } |
el17sm | 50:2c5cb92a5361 | 114 | |
el17sm | 50:2c5cb92a5361 | 115 | |
el17sm | 50:2c5cb92a5361 | 116 | void RoomEngine::check_enemies_death(int &number_of_enemies_killed) // Deletes dead enemies, spawn hearts based on chance(defined in each enemy) and increments kill score |
el17sm | 50:2c5cb92a5361 | 117 | { |
el17sm | 50:2c5cb92a5361 | 118 | // Enemy Death |
el17sm | 50:2c5cb92a5361 | 119 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 50:2c5cb92a5361 | 120 | if((room->valid_enemies[i]) && (room->enemies[i]->get_hp() <= 0)) { |
el17sm | 50:2c5cb92a5361 | 121 | if ((rand() % 100) < room->enemies[i]->get_hp_drop_chance()){ |
el17sm | 50:2c5cb92a5361 | 122 | for (int j = 0; j < MAX_ENEMIES; j++) { |
el17sm | 50:2c5cb92a5361 | 123 | if (!room->valid_collectibles[j]) { |
el17sm | 50:2c5cb92a5361 | 124 | room->collectibles[j] = new Health(room->enemies[i]->get_pos_x(), room->enemies[i]->get_pos_y()); // Spawn a health drop |
el17sm | 50:2c5cb92a5361 | 125 | room->valid_collectibles[j] = true; |
el17sm | 50:2c5cb92a5361 | 126 | break; |
el17sm | 50:2c5cb92a5361 | 127 | } |
el17sm | 50:2c5cb92a5361 | 128 | } |
el17sm | 50:2c5cb92a5361 | 129 | } |
el17sm | 50:2c5cb92a5361 | 130 | delete room->enemies[i]; |
el17sm | 50:2c5cb92a5361 | 131 | room->valid_enemies[i] = false; |
el17sm | 50:2c5cb92a5361 | 132 | number_of_enemies_killed++; |
el17sm | 50:2c5cb92a5361 | 133 | } |
el17sm | 50:2c5cb92a5361 | 134 | } |
el17sm | 50:2c5cb92a5361 | 135 | } |
el17sm | 50:2c5cb92a5361 | 136 | |
el17sm | 50:2c5cb92a5361 | 137 | void RoomEngine::check_walls_collision() // Undo moves of player and enemy if colliding with entity:wall and kills bullets when colliding with entity:wall |
el17sm | 50:2c5cb92a5361 | 138 | { // Currently unused (room types 0 and 10 do not spawn entity:wall) |
el17sm | 50:2c5cb92a5361 | 139 | // Enemy |
el17sm | 50:2c5cb92a5361 | 140 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 50:2c5cb92a5361 | 141 | if(room->valid_enemies[i]) { // Undo move of every valid enemy upon collision with entity:wall |
el17sm | 50:2c5cb92a5361 | 142 | room->enemies[i]->undo_move_x(entity_move_check_x(room->enemies[i], room->walls, 2, 10, room->valid_walls)); |
el17sm | 50:2c5cb92a5361 | 143 | room->enemies[i]->undo_move_y(entity_move_check_y(room->enemies[i], room->walls, 2, 10, room->valid_walls)); |
el17sm | 50:2c5cb92a5361 | 144 | } |
el17sm | 50:2c5cb92a5361 | 145 | } |
el17sm | 50:2c5cb92a5361 | 146 | // Player |
el17sm | 50:2c5cb92a5361 | 147 | player->undo_move_x(entity_move_check_x(player, room->walls, 2, 10, room->valid_walls)); |
el17sm | 50:2c5cb92a5361 | 148 | player->undo_move_y(entity_move_check_y(player, room->walls, 2, 10, room->valid_walls)); |
el17sm | 50:2c5cb92a5361 | 149 | // Bullets |
el17sm | 50:2c5cb92a5361 | 150 | for (int i = 0; i < bullets_max; i++) { |
el17sm | 50:2c5cb92a5361 | 151 | for (int j = 0; j < 2; j++) { // given that both walls and bullets are valid, check if they're colliding |
el17sm | 50:2c5cb92a5361 | 152 | if ((player->valid_bullets[i]) && (room->valid_walls[j]) && (entity_collision(*player->bullets_array[i], *room->walls[j]))) { |
el17sm | 50:2c5cb92a5361 | 153 | delete player->bullets_array[i]; player->valid_bullets[i] = false; |
el17sm | 50:2c5cb92a5361 | 154 | } |
el17sm | 50:2c5cb92a5361 | 155 | } |
el17sm | 50:2c5cb92a5361 | 156 | } |
el17sm | 50:2c5cb92a5361 | 157 | } |
el17sm | 50:2c5cb92a5361 | 158 | |
el17sm | 50:2c5cb92a5361 | 159 | void RoomEngine::move() |
el17sm | 50:2c5cb92a5361 | 160 | { |
el17sm | 50:2c5cb92a5361 | 161 | move_player(); |
el17sm | 50:2c5cb92a5361 | 162 | move_enemies(); |
el17sm | 50:2c5cb92a5361 | 163 | } |
el17sm | 50:2c5cb92a5361 | 164 | |
el17sm | 50:2c5cb92a5361 | 165 | void RoomEngine::render(N5110 &lcd, Gamepad &gamepad) |
el17sm | 50:2c5cb92a5361 | 166 | { |
el17sm | 50:2c5cb92a5361 | 167 | pause_detection(lcd, gamepad); |
el17sm | 50:2c5cb92a5361 | 168 | lcd.clear(); |
el17sm | 50:2c5cb92a5361 | 169 | draw(lcd); |
el17sm | 50:2c5cb92a5361 | 170 | lcd.refresh(); |
el17sm | 50:2c5cb92a5361 | 171 | wait_ms(1000/40); // setting FPS |
el17sm | 50:2c5cb92a5361 | 172 | } |
el17sm | 50:2c5cb92a5361 | 173 | |
el17sm | 50:2c5cb92a5361 | 174 | void RoomEngine::pause_detection(N5110 &lcd, Gamepad &gamepad) |
el17sm | 50:2c5cb92a5361 | 175 | { |
el17sm | 50:2c5cb92a5361 | 176 | if(gamepad.check_event(Gamepad::START_PRESSED)) { |
el17sm | 50:2c5cb92a5361 | 177 | draw_health(lcd); |
el17sm | 50:2c5cb92a5361 | 178 | char * paused_screen = lcd.readScreen(); // Saves current screen |
el17sm | 50:2c5cb92a5361 | 179 | int pause_timer = 0; |
el17sm | 50:2c5cb92a5361 | 180 | lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite); |
el17sm | 50:2c5cb92a5361 | 181 | // Ensures that Start button is toggled twice to exit loop |
el17sm | 50:2c5cb92a5361 | 182 | while(gamepad.check_event(Gamepad::START_PRESSED)) { |
el17sm | 50:2c5cb92a5361 | 183 | draw_pause_screen(lcd, paused_screen, pause_timer); |
el17sm | 50:2c5cb92a5361 | 184 | } |
el17sm | 50:2c5cb92a5361 | 185 | while(!gamepad.check_event(Gamepad::START_PRESSED)) { |
el17sm | 50:2c5cb92a5361 | 186 | draw_pause_screen(lcd, paused_screen, pause_timer); |
el17sm | 50:2c5cb92a5361 | 187 | } |
el17sm | 50:2c5cb92a5361 | 188 | while(gamepad.check_event(Gamepad::START_PRESSED)) { |
el17sm | 50:2c5cb92a5361 | 189 | draw_pause_screen(lcd, paused_screen, pause_timer); |
el17sm | 50:2c5cb92a5361 | 190 | } |
el17sm | 50:2c5cb92a5361 | 191 | } |
el17sm | 50:2c5cb92a5361 | 192 | } |
el17sm | 50:2c5cb92a5361 | 193 | |
el17sm | 50:2c5cb92a5361 | 194 | void RoomEngine::draw_pause_screen(N5110 &lcd, char * paused_screen, int &pause_timer) |
el17sm | 50:2c5cb92a5361 | 195 | { |
el17sm | 50:2c5cb92a5361 | 196 | lcd.clear(); |
el17sm | 50:2c5cb92a5361 | 197 | lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen); |
el17sm | 50:2c5cb92a5361 | 198 | if (pause_timer % 20 < 10) { // Draws pause sprite only 10/20 frames of pause_timer, this way pause blinks |
el17sm | 50:2c5cb92a5361 | 199 | lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite); |
el17sm | 50:2c5cb92a5361 | 200 | } |
el17sm | 50:2c5cb92a5361 | 201 | lcd.refresh(); |
el17sm | 50:2c5cb92a5361 | 202 | pause_timer++; |
el17sm | 50:2c5cb92a5361 | 203 | wait_ms(1000/40); |
el17sm | 50:2c5cb92a5361 | 204 | } |
el17sm | 50:2c5cb92a5361 | 205 | |
el17sm | 50:2c5cb92a5361 | 206 | void RoomEngine::draw(N5110 &lcd) // Draws everything onto the screen |
el17sm | 50:2c5cb92a5361 | 207 | { |
el17sm | 50:2c5cb92a5361 | 208 | room->draw_room(lcd); |
el17sm | 50:2c5cb92a5361 | 209 | for(int j = 0; j < HEIGHT; j++) { // To create a 3D illusion, all entities are drawn at the order of it's hitbox height (highest to lowest) |
el17sm | 50:2c5cb92a5361 | 210 | if (j == player->get_pos_y()) { |
el17sm | 50:2c5cb92a5361 | 211 | player->draw(lcd); |
el17sm | 50:2c5cb92a5361 | 212 | } |
el17sm | 50:2c5cb92a5361 | 213 | player->draw_bullets(lcd, j); |
el17sm | 50:2c5cb92a5361 | 214 | room->draw(lcd, j); |
el17sm | 50:2c5cb92a5361 | 215 | } |
el17sm | 50:2c5cb92a5361 | 216 | |
el17sm | 50:2c5cb92a5361 | 217 | room->draw_room_overlay(lcd); // Special overlay such as side doorways and boss doorways |
el17sm | 50:2c5cb92a5361 | 218 | |
el17sm | 50:2c5cb92a5361 | 219 | if (_L) { // Displaying Hearts if L is pressed |
el17sm | 50:2c5cb92a5361 | 220 | draw_health(lcd); |
el17sm | 50:2c5cb92a5361 | 221 | } |
el17sm | 50:2c5cb92a5361 | 222 | } |
el17sm | 50:2c5cb92a5361 | 223 | |
el17sm | 50:2c5cb92a5361 | 224 | void RoomEngine::draw_health(N5110 &lcd) |
el17sm | 50:2c5cb92a5361 | 225 | { |
el17sm | 50:2c5cb92a5361 | 226 | for (int i = 0; i < player->get_hp(); i++){ // For every health, draw a heart at x pos i*10 |
el17sm | 50:2c5cb92a5361 | 227 | lcd.drawSpriteTransparent(i*10, |
el17sm | 50:2c5cb92a5361 | 228 | 0, |
el17sm | 50:2c5cb92a5361 | 229 | player->get_hearts_height(), |
el17sm | 50:2c5cb92a5361 | 230 | player->get_hearts_width(), |
el17sm | 50:2c5cb92a5361 | 231 | player->get_hearts_sprite()); |
el17sm | 50:2c5cb92a5361 | 232 | } |
el17sm | 50:2c5cb92a5361 | 233 | } |
el17sm | 50:2c5cb92a5361 | 234 | |
el17sm | 50:2c5cb92a5361 | 235 | void RoomEngine::exit_scene(N5110 &lcd, Gamepad &gamepad) // Plays an exit scene |
el17sm | 28:98848e6a77a2 | 236 | { |
el17sm | 28:98848e6a77a2 | 237 | int side = check_player_room_position(); |
el17sm | 28:98848e6a77a2 | 238 | |
el17sm | 28:98848e6a77a2 | 239 | for(int i = 0; i<50; i++) { |
el17sm | 49:3f83ed62d123 | 240 | switch(side) { // Setting movement of player as it exits the screen (velocity) |
el17sm | 28:98848e6a77a2 | 241 | case 0 : |
el17sm | 49:3f83ed62d123 | 242 | set_mapped_coord(0, (player->get_velocity() / 2)); break; |
el17sm | 28:98848e6a77a2 | 243 | case 1 : |
el17sm | 49:3f83ed62d123 | 244 | set_mapped_coord((player->get_velocity() / 2), 0); break; |
el17sm | 28:98848e6a77a2 | 245 | case 2 : |
el17sm | 49:3f83ed62d123 | 246 | set_mapped_coord(0, -(player->get_velocity() / 2)); break; |
el17sm | 28:98848e6a77a2 | 247 | case 3 : |
el17sm | 49:3f83ed62d123 | 248 | set_mapped_coord(-(player->get_velocity() / 2), 0); break; |
el17sm | 28:98848e6a77a2 | 249 | } |
el17sm | 28:98848e6a77a2 | 250 | move_player(); |
el17sm | 28:98848e6a77a2 | 251 | render(lcd, gamepad); |
el17sm | 49:3f83ed62d123 | 252 | lcd.setContrast(_global_contrast + (i * 0.005)); // Fade out |
el17sm | 28:98848e6a77a2 | 253 | } |
el17sm | 30:ec915d24d3e9 | 254 | lcd.setContrast(0.75); |
el17sm | 27:a1b41626f57c | 255 | } |
el17sm | 27:a1b41626f57c | 256 | |
el17sm | 50:2c5cb92a5361 | 257 | void RoomEngine::update_current_room() // Increments room coord depending on direction |
el17sm | 29:6b8411bb040a | 258 | { |
el17sm | 29:6b8411bb040a | 259 | switch(check_player_room_position()) { |
el17sm | 29:6b8411bb040a | 260 | case 0 : |
el17sm | 46:f09711580d4a | 261 | _room_y--; |
el17sm | 29:6b8411bb040a | 262 | break; |
el17sm | 29:6b8411bb040a | 263 | case 1 : |
el17sm | 29:6b8411bb040a | 264 | _room_x++; |
el17sm | 29:6b8411bb040a | 265 | break; |
el17sm | 29:6b8411bb040a | 266 | case 2 : |
el17sm | 46:f09711580d4a | 267 | _room_y++; |
el17sm | 29:6b8411bb040a | 268 | break; |
el17sm | 29:6b8411bb040a | 269 | case 3 : |
el17sm | 29:6b8411bb040a | 270 | _room_x--; |
el17sm | 29:6b8411bb040a | 271 | break; |
el17sm | 29:6b8411bb040a | 272 | default : |
el17sm | 29:6b8411bb040a | 273 | break; |
el17sm | 29:6b8411bb040a | 274 | } |
el17sm | 29:6b8411bb040a | 275 | } |
el17sm | 29:6b8411bb040a | 276 | |
el17sm | 29:6b8411bb040a | 277 | // Public Accessors |
el17sm | 29:6b8411bb040a | 278 | |
el17sm | 29:6b8411bb040a | 279 | int RoomEngine::get_room_x() |
el17sm | 29:6b8411bb040a | 280 | { |
el17sm | 29:6b8411bb040a | 281 | return _room_x; |
el17sm | 29:6b8411bb040a | 282 | } |
el17sm | 29:6b8411bb040a | 283 | int RoomEngine::get_room_y() |
el17sm | 29:6b8411bb040a | 284 | { |
el17sm | 29:6b8411bb040a | 285 | return _room_y; |
el17sm | 29:6b8411bb040a | 286 | } |
el17sm | 29:6b8411bb040a | 287 | |
el17sm | 28:98848e6a77a2 | 288 | // Private Mutators |
el17sm | 28:98848e6a77a2 | 289 | |
el17sm | 28:98848e6a77a2 | 290 | 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 | 291 | { |
el17sm | 28:98848e6a77a2 | 292 | _L = L; |
el17sm | 28:98848e6a77a2 | 293 | _R = R; |
el17sm | 28:98848e6a77a2 | 294 | _A = A; |
el17sm | 28:98848e6a77a2 | 295 | _B = B; |
el17sm | 28:98848e6a77a2 | 296 | _X = X; |
el17sm | 28:98848e6a77a2 | 297 | _Y = Y; |
el17sm | 28:98848e6a77a2 | 298 | set_mapped_coord(mapped_x, mapped_y); |
el17sm | 28:98848e6a77a2 | 299 | } |
el17sm | 28:98848e6a77a2 | 300 | |
el17sm | 28:98848e6a77a2 | 301 | void RoomEngine::set_mapped_coord(float x, float y) |
el17sm | 28:98848e6a77a2 | 302 | { |
el17sm | 28:98848e6a77a2 | 303 | mapped_coord.x = x; |
el17sm | 28:98848e6a77a2 | 304 | mapped_coord.y = y; |
el17sm | 28:98848e6a77a2 | 305 | } |
el17sm | 28:98848e6a77a2 | 306 | |
el17sm | 50:2c5cb92a5361 | 307 | // Methods |
el17sm | 26:abbc19edc5c1 | 308 | |
el17sm | 27:a1b41626f57c | 309 | bool RoomEngine::entity_collision(Entity &a, Entity &b) // returns true if the two entity hitboxes collide |
el17sm | 26:abbc19edc5c1 | 310 | { |
el17sm | 50:2c5cb92a5361 | 311 | if (((b.get_pos_x() <= a.get_pos_x()) && (a.get_pos_x() <= b.get_pos_x() + b.get_hitbox_width() - 1)) || // if Entity A's x of left side of the hitbox is inside Entity B's hitbox x range |
el17sm | 50:2c5cb92a5361 | 312 | ((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))) { // if Entity A's x of right side of the hitbox is inside Entity B's hitbox x range |
el17sm | 50:2c5cb92a5361 | 313 | if (((b.get_pos_y() <= a.get_pos_y()) && (a.get_pos_y() <= b.get_pos_y() + b.get_hitbox_height() - 1)) || // if Entity A's y of top side of the hitbox is inside Entity B's hitbox y range |
el17sm | 50:2c5cb92a5361 | 314 | ((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))) { // if Entity A's y of bottom side of the hitbox is inside Entity B's hitbox y range |
el17sm | 26:abbc19edc5c1 | 315 | return true; |
el17sm | 26:abbc19edc5c1 | 316 | } |
el17sm | 26:abbc19edc5c1 | 317 | } |
el17sm | 26:abbc19edc5c1 | 318 | return 0; |
el17sm | 26:abbc19edc5c1 | 319 | } |
el17sm | 26:abbc19edc5c1 | 320 | |
el17sm | 50:2c5cb92a5361 | 321 | // returns true if the hitbox of "entity a" collides with any hitboxes of entities within "array" as "entity a" moves on the x direction |
el17sm | 27:a1b41626f57c | 322 | float RoomEngine::entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]) |
el17sm | 26:abbc19edc5c1 | 323 | { |
el17sm | 50:2c5cb92a5361 | 324 | for (int i = 0; i < no_of_enemies; i++) { // For every enemy = Entity B |
el17sm | 49:3f83ed62d123 | 325 | if ((valid_enemies[i]) && (i != current_entity)) { // only check if entity b exists and entity a is not the same as entity b |
el17sm | 50:2c5cb92a5361 | 326 | 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)) || // Same as entity_collision, except that Entity B's x position is its previous x position |
el17sm | 49:3f83ed62d123 | 327 | ((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 | 49:3f83ed62d123 | 328 | 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 | 49:3f83ed62d123 | 329 | ((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 | 49:3f83ed62d123 | 330 | return (2*((a->get_pos_x() > array[i]->get_prev_pos_x()) - 0.5)); |
el17sm | 26:abbc19edc5c1 | 331 | } |
el17sm | 26:abbc19edc5c1 | 332 | } |
el17sm | 26:abbc19edc5c1 | 333 | } |
el17sm | 26:abbc19edc5c1 | 334 | } |
el17sm | 26:abbc19edc5c1 | 335 | return 0; |
el17sm | 26:abbc19edc5c1 | 336 | } |
el17sm | 26:abbc19edc5c1 | 337 | |
el17sm | 50:2c5cb92a5361 | 338 | // returns true if the hitbox of "entity a" collides with any hitboxes of entities within "array" as "entity a" moves on the y direction |
el17sm | 27:a1b41626f57c | 339 | float RoomEngine::entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[]) |
el17sm | 26:abbc19edc5c1 | 340 | { |
el17sm | 50:2c5cb92a5361 | 341 | for (int i = 0; i < no_of_enemies; i++) { // For every enemy = Entity B |
el17sm | 49:3f83ed62d123 | 342 | if ((valid_enemies[i]) && (i != current_entity)) { // only check if entity b exists and entity a is not the same as entity b |
el17sm | 50:2c5cb92a5361 | 343 | 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)) || // Same as entity_collision, except that Entity B's y position is its previous y position |
el17sm | 49:3f83ed62d123 | 344 | ((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 | 49:3f83ed62d123 | 345 | 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 | 49:3f83ed62d123 | 346 | ((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 | 49:3f83ed62d123 | 347 | return (2*((a->get_pos_y() > array[i]->get_prev_pos_y()) - 0.5)); |
el17sm | 26:abbc19edc5c1 | 348 | } |
el17sm | 26:abbc19edc5c1 | 349 | } |
el17sm | 26:abbc19edc5c1 | 350 | } |
el17sm | 26:abbc19edc5c1 | 351 | } |
el17sm | 26:abbc19edc5c1 | 352 | return 0; |
el17sm | 26:abbc19edc5c1 | 353 | } |
el17sm | 26:abbc19edc5c1 | 354 | |
el17sm | 27:a1b41626f57c | 355 | void RoomEngine::check_damage_player() |
el17sm | 26:abbc19edc5c1 | 356 | { |
el17sm | 26:abbc19edc5c1 | 357 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 50:2c5cb92a5361 | 358 | if (room->valid_enemies[i]) { // Checking each valid enemy |
el17sm | 27:a1b41626f57c | 359 | if(entity_collision(*player, *room->enemies[i])) { |
el17sm | 27:a1b41626f57c | 360 | player->take_damage(room->enemies[i]->get_attack()); |
el17sm | 28:98848e6a77a2 | 361 | break; // only let 1 enemy damage player at a time |
el17sm | 26:abbc19edc5c1 | 362 | } |
el17sm | 26:abbc19edc5c1 | 363 | } |
el17sm | 50:2c5cb92a5361 | 364 | if (room->valid_collectibles[i]) { // Checking each valid collectible (hearts, coins) |
el17sm | 37:a404860171a9 | 365 | if(entity_collision(*player, *room->collectibles[i])) { |
el17sm | 37:a404860171a9 | 366 | player->take_damage(room->collectibles[i]->get_attack()); |
el17sm | 37:a404860171a9 | 367 | delete room->collectibles[i]; |
el17sm | 37:a404860171a9 | 368 | room->valid_collectibles[i] = false; |
el17sm | 37:a404860171a9 | 369 | break; // only let 1 heart heal player at a time |
el17sm | 37:a404860171a9 | 370 | } |
el17sm | 37:a404860171a9 | 371 | } |
el17sm | 27:a1b41626f57c | 372 | } |
el17sm | 26:abbc19edc5c1 | 373 | } |
el17sm | 26:abbc19edc5c1 | 374 | |
el17sm | 27:a1b41626f57c | 375 | void RoomEngine::check_damage_enemies() |
el17sm | 26:abbc19edc5c1 | 376 | { |
el17sm | 26:abbc19edc5c1 | 377 | for (int i = 0; i < bullets_max; i++) { |
el17sm | 27:a1b41626f57c | 378 | if (player->valid_bullets[i]) { |
el17sm | 55:fc618f82d1d0 | 379 | if (!(player->delete_out_of_bounds_bullets(room->get_current_map_2d(), room->get_doorways()))) { // Delete any bullet that goes out the screen or hits walls, if none, then |
el17sm | 26:abbc19edc5c1 | 380 | for (int j = 0; j < MAX_ENEMIES; j++) { |
el17sm | 50:2c5cb92a5361 | 381 | if (room->valid_enemies[j] && (entity_collision(*player->bullets_array[i], *room->enemies[j]))) { // Delete bullets and damage enemy if player bullets collide with any enemy |
el17sm | 27:a1b41626f57c | 382 | room->enemies[j]->take_damage(player->get_attack()); |
el17sm | 50:2c5cb92a5361 | 383 | delete player->bullets_array[i]; player->valid_bullets[i] = false; |
el17sm | 26:abbc19edc5c1 | 384 | break; |
el17sm | 26:abbc19edc5c1 | 385 | } |
el17sm | 26:abbc19edc5c1 | 386 | } |
el17sm | 26:abbc19edc5c1 | 387 | } |
el17sm | 26:abbc19edc5c1 | 388 | } |
el17sm | 26:abbc19edc5c1 | 389 | } |
el17sm | 26:abbc19edc5c1 | 390 | } |
el17sm | 26:abbc19edc5c1 | 391 | |
el17sm | 27:a1b41626f57c | 392 | void RoomEngine::move_player() |
el17sm | 26:abbc19edc5c1 | 393 | { |
el17sm | 29:6b8411bb040a | 394 | player->move(mapped_coord.x, mapped_coord.y, room->get_current_map_2d(), room->get_doorways()); |
el17sm | 26:abbc19edc5c1 | 395 | } |
el17sm | 26:abbc19edc5c1 | 396 | |
el17sm | 27:a1b41626f57c | 397 | void RoomEngine::move_enemies() |
el17sm | 26:abbc19edc5c1 | 398 | { |
el17sm | 26:abbc19edc5c1 | 399 | // Actual Movement of Enemies |
el17sm | 26:abbc19edc5c1 | 400 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 27:a1b41626f57c | 401 | if (room->valid_enemies[i]) { |
el17sm | 27:a1b41626f57c | 402 | room->enemies[i]->update_prev_pos(); |
el17sm | 29:6b8411bb040a | 403 | room->enemies[i]->move(player->get_pos_x(), player->get_pos_y(), room->get_current_map_2d(), room->get_doorways()); |
el17sm | 26:abbc19edc5c1 | 404 | } |
el17sm | 27:a1b41626f57c | 405 | } |
el17sm | 26:abbc19edc5c1 | 406 | // Entity Collision Repulsion |
el17sm | 26:abbc19edc5c1 | 407 | for (int i = 0; i < MAX_ENEMIES; i++) { |
el17sm | 37:a404860171a9 | 408 | if (room->valid_enemies[i]) { |
el17sm | 50:2c5cb92a5361 | 409 | room->enemies[i]->position_add_x(entity_move_check_x(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies)); // add 1 x position if collide |
el17sm | 50:2c5cb92a5361 | 410 | room->enemies[i]->position_add_y(entity_move_check_y(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies)); // add 1 y position if collide |
el17sm | 26:abbc19edc5c1 | 411 | } |
el17sm | 27:a1b41626f57c | 412 | } |
el17sm | 26:abbc19edc5c1 | 413 | } |