A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.

Dependencies:   mbed MotionSensor

Revision:
49:3f83ed62d123
Parent:
47:6e31b195ce3c
Child:
50:2c5cb92a5361
diff -r f7d9ae3e554d -r 3f83ed62d123 RoomEngine/RoomEngine.cpp
--- a/RoomEngine/RoomEngine.cpp	Thu May 09 02:46:44 2019 +0000
+++ b/RoomEngine/RoomEngine.cpp	Thu May 09 04:24:30 2019 +0000
@@ -26,29 +26,22 @@
 void RoomEngine::entrance_scene(N5110 &lcd, Gamepad &gamepad)
 {
     int side = check_player_room_position();
-    
     for(int i = 0; i<50; i++) {
-        switch(side) {
+        switch(side) {  // Setting movement of player as it enters the screen (velocity)
             case 0 :
-                set_mapped_coord(0, -((4 + player->get_sprite_height()) / (50 * player->get_velocity())));
-                break;
+                set_mapped_coord(0, -((4 + player->get_sprite_height()) / (50 * player->get_velocity()))); break;
             case 1 :
-                set_mapped_coord(-((4 + player->get_hitbox_width()) / (50 * player->get_velocity())), 0);
-                break;
+                set_mapped_coord(-((4 + player->get_hitbox_width()) / (50 * player->get_velocity())), 0); break;
             case 2 :
-                set_mapped_coord(0, ((4 + player->get_hitbox_height()) / (50 * player->get_velocity())));
-                break;
+                set_mapped_coord(0, ((4 + player->get_hitbox_height()) / (50 * player->get_velocity()))); break;
             case 3 :
-                set_mapped_coord(((4 + player->get_hitbox_width()) / (50 * player->get_velocity())), 0);
-                break;
+                set_mapped_coord(((4 + player->get_hitbox_width()) / (50 * player->get_velocity())), 0); break;
         }
         move_player();
         render(lcd, gamepad);
-        if (0.75 - (i * 0.005) > _global_contrast) {
+        if (0.75 - (i * 0.005) > _global_contrast) {    // Fade in
             lcd.setContrast(0.75 - (i * 0.005));
-        } else {
-            lcd.setContrast(_global_contrast);
-        }
+        } else { lcd.setContrast(_global_contrast);}
     }
 }
 
@@ -57,23 +50,19 @@
     int side = check_player_room_position();
     
    for(int i = 0; i<50; i++) {
-        switch(side) {
+        switch(side) {  // Setting movement of player as it exits the screen (velocity)
             case 0 :
-                set_mapped_coord(0, (player->get_velocity() / 2));
-                break;
+                set_mapped_coord(0, (player->get_velocity() / 2)); break;
             case 1 :
-                set_mapped_coord((player->get_velocity() / 2), 0);
-                break;
+                set_mapped_coord((player->get_velocity() / 2), 0); break;
             case 2 :
-                set_mapped_coord(0, -(player->get_velocity() / 2));
-                break;
+                set_mapped_coord(0, -(player->get_velocity() / 2)); break;
             case 3 :
-                set_mapped_coord(-(player->get_velocity() / 2), 0);
-                break;
+                set_mapped_coord(-(player->get_velocity() / 2), 0); break;
         }
         move_player();
         render(lcd, gamepad);
-        lcd.setContrast(_global_contrast + (i * 0.005));
+        lcd.setContrast(_global_contrast + (i * 0.005)); // Fade out
     }
     lcd.setContrast(0.75);
 }
@@ -195,14 +184,12 @@
 float RoomEngine::entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
 {
     for (int i = 0; i < no_of_enemies; i++) {
-        if (valid_enemies[i]) {
-            if(i != current_entity) {
-                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)) ||
-                        ((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))) {
-                    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)) ||
-                            ((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))) {
-                        return (2*((a->get_pos_x() > array[i]->get_prev_pos_x()) - 0.5));
-                    }
+        if ((valid_enemies[i]) && (i != current_entity)) {  // only check if entity b exists and entity a is not the same as entity b
+            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)) ||
+                    ((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))) {
+                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)) ||
+                        ((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))) {
+                    return (2*((a->get_pos_x() > array[i]->get_prev_pos_x()) - 0.5));
                 }
             }
         }
@@ -214,14 +201,12 @@
 float RoomEngine::entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
 {
     for (int i = 0; i < no_of_enemies; i++) {
-        if (valid_enemies[i]) {
-            if(i != current_entity) {
-                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)) ||
-                        ((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))) {
-                    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)) ||
-                            ((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))) {
-                        return (2*((a->get_pos_y() > array[i]->get_prev_pos_y()) - 0.5));
-                    }
+        if ((valid_enemies[i]) && (i != current_entity)) {  // only check if entity b exists and entity a is not the same as entity b
+            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)) ||
+                    ((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))) {
+                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)) ||
+                        ((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))) {
+                    return (2*((a->get_pos_y() > array[i]->get_prev_pos_y()) - 0.5));
                 }
             }
         }
@@ -374,44 +359,32 @@
         char * paused_screen = lcd.readScreen();
         int pause_timer = 2;
         lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
-        wait(0.05);
         while(gamepad.check_event(Gamepad::START_PRESSED)) {
-            lcd.clear();
-            lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
-            if (pause_timer % 10 <= 4) {
-                lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
-            }
-            lcd.refresh();
-            pause_timer++;
-            wait_ms(1000/40);
+            draw_pause_screen(lcd, paused_screen, pause_timer);
         }
-        wait(0.05);
         pause_timer += 2;
         while(!gamepad.check_event(Gamepad::START_PRESSED)) {
-            lcd.clear();
-            lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
-            if (pause_timer % 10 <= 4) {
-                lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
-            }
-            lcd.refresh();
-            pause_timer++;
-            wait_ms(1000/40);
+            draw_pause_screen(lcd, paused_screen, pause_timer);
         }
-        wait(0.05);
         pause_timer += 2;
         while(gamepad.check_event(Gamepad::START_PRESSED)) {
-            lcd.clear();
-            lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
-            if (pause_timer % 10 <= 4) {
-                lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
-            }
-            lcd.refresh();
-            pause_timer++;
-            wait_ms(1000/40);
+            draw_pause_screen(lcd, paused_screen, pause_timer);
         }
     }
 }
 
+void RoomEngine::draw_pause_screen(N5110 &lcd, char * paused_screen, int &pause_timer)
+{
+    lcd.clear();
+    lcd.drawSprite(0, 0, HEIGHT, WIDTH, paused_screen);
+    if (pause_timer % 10 <= 4) {
+        lcd.drawSpriteTransparent(20, 20, 9, 45, (char *)pause_sprite);
+    }
+    lcd.refresh();
+    pause_timer++;
+    wait_ms(1000/40);
+}
+
 void RoomEngine::draw(N5110 &lcd)
 {   
     room->draw_room(lcd);