A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Diff: RoomEngine/RoomEngine.cpp
- Revision:
- 38:09832e662803
- Parent:
- 37:a404860171a9
diff -r a404860171a9 -r 09832e662803 RoomEngine/RoomEngine.cpp --- a/RoomEngine/RoomEngine.cpp Tue May 07 03:47:39 2019 +0000 +++ b/RoomEngine/RoomEngine.cpp Tue May 07 09:09:38 2019 +0000 @@ -235,6 +235,12 @@ void RoomEngine::check_damage_player() { + check_damage_players_by_collision(); + check_damage_players_by_bullets(); +} + +void RoomEngine::check_damage_players_by_collision() +{ for (int i = 0; i < MAX_ENEMIES; i++) { if (room->valid_enemies[i]) { if(entity_collision(*player, *room->enemies[i])) { @@ -253,6 +259,21 @@ } } +void RoomEngine::check_damage_players_by_bullets() +{ + for(int j = 0; j < MAX_ENEMIES; j++) { + if (room->enemies[j]->get_type() == 4) { + for (int i = 0; i < MAX_BULLETS; i++) { + if (room->enemies[j]->valid_bullets[i]) && (!room->enemies[j]->update_bullets(room->get_current_map_2d(), room->get_doorways())) && (entity_collision(*player, *enemies[j]->bullets_array[i])) { + player->take_damage(room->enemies[j]->get_attack()); + room->enemies[j]->valid_bullets[i] = false; + delete room->enemies[j]->bullets_array[i]; + } + } + } + } +} + void RoomEngine::check_damage_enemies() { check_damage_enemies_by_bullets(); @@ -262,8 +283,7 @@ { for (int i = 0; i < bullets_max; i++) { if (player->valid_bullets[i]) { - if (player->update_bullets(room->get_current_map_2d(), room->get_doorways())) { - } else { + if (!player->update_bullets(room->get_current_map_2d(), room->get_doorways())) { for (int j = 0; j < MAX_ENEMIES; j++) { if (room->valid_enemies[j] && (entity_collision(*player->bullets_array[i], *room->enemies[j]))) { room->enemies[j]->take_damage(player->get_attack());