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Dependencies: mbed MotionSensor
Diff: Room/Room.cpp
- Revision:
- 60:44ddfb791e2b
- Parent:
- 51:4d0cd75e7ed3
diff -r fd4669864b67 -r 44ddfb791e2b Room/Room.cpp
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Room/Room.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,281 @@
+#include "Room.h"
+
+// Constructor
+Room::Room(int no_of_enemies, int room_type)
+{
+ _before_boss_room = 4;
+
+ _room_type = room_type;
+
+ for(int side = 0; side < 4; side++) {
+ _doorways[side] = false;
+ }
+ for(int id = 0; id < MAX_ENEMIES; id++) {
+ valid_collectibles[id] = false;
+ }
+
+ if(room_type >= 10) { // Special Case for Boss rooms
+ init_boss_room();
+ } else {
+ for (int id = 0; id < MAX_ENEMIES; id++) {
+ valid_enemies[id] = id < no_of_enemies;
+ if (id < no_of_enemies) { // For every undefined valid enemy, define:
+ enemies_type[id] = (int)(rand() % 3)/2; // 2/3 chance headless 1/3 chance snake
+ rand_enemy_coordinate(id); // define random spawn coordinate
+ }
+ }
+ if (room_type == 0){
+ init_normal_room();
+ } else if (room_type == 1){
+ init_middle_walled_room();
+ } else if (room_type == 2){
+ init_side_walled_room();
+ }
+ }
+}
+
+void Room::init_boss_room()
+{
+ valid_walls[0] = false;
+ valid_walls[1] = false;
+ valid_enemies[0] = true;
+ for (int id = 1; id < MAX_ENEMIES; id++) { // Updating valid_enemies to be false for all the others
+ valid_enemies[id] = false;
+ }
+}
+
+void Room::init_normal_room()
+{
+ valid_walls[0] = false;
+ valid_walls[1] = false;
+}
+
+void Room::init_middle_walled_room()
+{
+ valid_walls[0] = true;
+ _wall_stat[0][0] = 14;
+ _wall_stat[0][1] = 22;
+ _wall_stat[0][2] = 56;
+ _wall_stat[0][3] = 12;
+
+ valid_walls[1] = false;
+}
+
+void Room::init_side_walled_room()
+{
+ valid_walls[0] = true;
+ _wall_stat[0][0] = 16;
+ _wall_stat[0][1] = 18;
+ _wall_stat[0][2] = 7;
+ _wall_stat[0][3] = 19;
+
+ valid_walls[1] = true;
+ _wall_stat[1][0] = 61;
+ _wall_stat[1][1] = 18;
+ _wall_stat[1][2] = 7;
+ _wall_stat[1][3] = 19;
+}
+
+// Deconstructor
+Room::~Room()
+{
+
+}
+
+// Mutator
+void Room::set_doorway(int index, bool doorway_value) // Sets doorways to the needed value at index
+{
+ _doorways[index] = doorway_value;
+}
+
+void Room::set_boss_doorway(int before_boss_room) // Sets the boss doorway
+{
+ _before_boss_room = before_boss_room;
+}
+
+// Accessors
+char * Room::get_current_map_2d(){
+ return ((char *)level_map[0][0]);
+}
+
+bool * Room::get_doorways()
+{
+ return (bool *)_doorways;
+}
+
+bool Room::get_doorway(int index)
+{
+ return _doorways[index];
+}
+
+char Room::get_room_type()
+{
+ return _room_type;
+}
+
+int Room::get_boss_doorway()
+{
+ return _before_boss_room;
+}
+
+// Functions
+void Room::rand_enemy_coordinate(int id)
+{
+ _spawn_point_coord = rand() % n_spawn_points[_room_type]; // Random available spawning coordinate ID
+ _spawn_point_counter = 0;
+ for(int i = 0; i < WIDTH; i++) {
+ for(int j = 0; j < HEIGHT; j++) {
+ if(spawn_area[_room_type][j][i] == 0){ // Locate available spawning coordinate
+ _spawn_point_counter++; // Increment counter ID
+ }
+ if(_spawn_point_counter >= _spawn_point_coord){ // If counter ID reaches the random coordinate ID
+ _enemy_coord[id][0] = i; // Set the random coordinate
+ _enemy_coord[id][1] = j;
+ goto enemy_coord_set;
+ }
+ }
+ }
+ enemy_coord_set:{} // Acts as a break since there are two for loops
+}
+
+void Room::load() // Spawns all Mobs and Walls with reset status (HP, Attack etc) given that they have not died yet (still valid)
+{
+ if(_room_type == 10) {
+ if (valid_enemies[0]) {
+ enemies[0] = new Skull(33, 23);
+ }
+ } else {
+ for (int id = 0; id < MAX_ENEMIES; id++) {
+ if (valid_enemies[id]) {
+ switch(enemies_type[id]){
+ case 0 :
+ enemies[id] = new Headless(_enemy_coord[id][0], _enemy_coord[id][1]); break;
+ case 1 :
+ enemies[id] = new Snake(_enemy_coord[id][0], _enemy_coord[id][1]); break;
+ }
+ }
+ }
+ for (int id = 0; id < 2; id++) {
+ if (valid_walls[id]) {
+ walls[id] = new Walls(_wall_stat[id][0], _wall_stat[id][1], _wall_stat[id][2], _wall_stat[id][3]);
+ }
+ }
+ }
+}
+
+void Room::unload() // Delete existing enemies and walls
+{
+ for (int i = 0; i < MAX_ENEMIES; i++) {
+ if (valid_enemies[i]) {
+ delete enemies[i];
+ }
+ }
+ for (int i = 0; i < 2; i++){
+ if (valid_walls[i]) {
+ delete walls[i];
+ }
+ }
+}
+
+void Room::update_doorways() // If it's a boss, close the doorways, else,
+{
+ if(_room_type == 10) {
+ _doorways[0] = false;
+ _doorways[1] = false;
+ _doorways[2] = false;
+ _doorways[3] = false;
+ }
+}
+
+void Room::draw(N5110 &lcd, int j)
+{
+ draw_enemies(lcd, j);
+ draw_collectibles(lcd, j);
+ draw_walls(lcd, j);
+}
+
+void Room::draw_enemies(N5110 &lcd, int j)
+{
+ for (int i = 0; i < MAX_ENEMIES; i++) {
+ if (valid_enemies[i]) {
+ if (enemies[i]->get_pos_y() == j) {
+ enemies[i]->draw(lcd);
+ }
+ }
+ }
+}
+
+void Room::draw_collectibles(N5110 &lcd, int j)
+{
+ for (int i = 0; i < MAX_ENEMIES; i++) {
+ if (valid_collectibles[i]) {
+ if (collectibles[i]->get_pos_y() == j) {
+ collectibles[i]->draw(lcd);
+ }
+ }
+ }
+}
+
+void Room::draw_walls(N5110 &lcd, int j)
+{
+ for (int i = 0; i < 2; i++) {
+ if (valid_walls[i]) {
+ if (walls[i]->get_pos_y() == j) {
+ walls[i]->draw(lcd);
+ }
+ }
+ }
+}
+void Room::draw_room(N5110 &lcd)
+{
+ lcd.drawSprite(0, 0, screen_height, screen_width, (char *)level_map[1]); // drawing 3d map
+ draw_doorways(lcd); // Draw walls that are behind the player
+ if (_before_boss_room == 0) { // Displaying Special Doorway to Boss room
+ lcd.drawSprite(35, 0, 12, 14, (char *)boss_doorway_n[0]);
+ }
+}
+
+void Room::draw_doorways(N5110 &lcd)
+{
+ if(!_doorways[0]) { // N
+ lcd.drawSprite(36, 0, 10, 12, (char *)wall_n);
+ }
+}
+
+void Room::draw_room_overlay(N5110 &lcd)
+{
+ lcd.drawSpriteTransparent(0, 0, screen_height, screen_width, (char *)level_map[2]); // drawing 3d map overlay
+ draw_doorways_overlay(lcd);
+ if (_before_boss_room == 0) { // Displaying Special Doorway to Boss room
+ lcd.drawSpriteTransparent(35, 0, 12, 14, (char *)boss_doorway_n[1]);
+ } else if (_before_boss_room == 1) {
+ lcd.drawSpriteTransparent(79, 14, 19, 5, (char *)boss_doorway_e);
+ } else if (_before_boss_room == 2) {
+ lcd.drawSpriteTransparent(35, 41, 7, 14, (char *)boss_doorway_s);
+ } else if (_before_boss_room == 3) {
+ lcd.drawSpriteTransparent(0, 14, 19, 5, (char *)boss_doorway_w);
+ }
+}
+
+void Room::draw_doorways_overlay(N5110 &lcd) // Draw walls that are in front of the player
+{
+ if(!_doorways[1]) { // E
+ lcd.drawSpriteTransparent(81, 15, 11, 3, (char *)wall_x[0]);
+ }
+ if(!_doorways[2]) { // S
+ lcd.drawSpriteTransparent(36, 45, 3, 12, (char *)wall_s);
+ }
+ if(!_doorways[3]) { // W
+ lcd.drawSpriteTransparent(0, 15, 11, 3, (char *)wall_x[1]);
+ }
+}
+
+bool Room::enemies_exist() // Returns true if valid enemies exist
+{
+ for (int i = 0; i < MAX_ENEMIES; i++) {
+ if (valid_enemies[i]) {
+ return true;
+ }
+ }
+ return false;
+}
\ No newline at end of file