A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Diff: RoomEngine/Room/Room.h
- Revision:
- 41:0697508a28ba
- Parent:
- 40:cbcbf6fc1421
- Child:
- 44:cc4cecfc639f
diff -r cbcbf6fc1421 -r 0697508a28ba RoomEngine/Room/Room.h --- a/RoomEngine/Room/Room.h Tue May 07 12:42:12 2019 +0000 +++ b/RoomEngine/Room/Room.h Tue May 07 17:02:30 2019 +0000 @@ -19,14 +19,18 @@ bool _doorways[4]; int _room_type; int _enemy_coord[MAX_ENEMIES][2]; // _enemy_coord[EnemyID][x/y] + char _wall_stat[2][4]; // _wall_coord[WallID][x/y/width/height] // Functions - void draw_walls(N5110 &lcd); - void draw_walls_overlay(N5110 &lcd); - void init_normal_room(int no_of_enemies); - void init_middle_walled_room(int no_of_enemies); - void init_side_walled_room(int no_of_enemies); - void init_boss_room(int no_of_enemies); + void draw_doorways(N5110 &lcd); + void draw_doorways_overlay(N5110 &lcd); + void draw_enemies(N5110 &lcd, int j); + void draw_collectibles(N5110 &lcd, int j); + void draw_walls(N5110 &lcd, int j); + void init_normal_room(); + void init_middle_walled_room(); + void init_side_walled_room(); + void init_boss_room(); public: // Constructors @@ -43,14 +47,15 @@ void unload(); void draw_room(N5110 &lcd); void draw_room_overlay(N5110 &lcd); - void draw_enemies(N5110 &lcd, int j); - void draw_collectibles(N5110 &lcd, int j); + void draw(N5110 &lcd, int j); // Variables Entity *enemies[MAX_ENEMIES]; bool valid_enemies[MAX_ENEMIES]; Entity *collectibles[MAX_ENEMIES]; bool valid_collectibles[MAX_ENEMIES]; + Entity *walls[2]; + bool valid_walls[2]; int enemies_type[MAX_ENEMIES]; };