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

Dependencies:   mbed MotionSensor

Revision:
29:6b8411bb040a
Parent:
28:98848e6a77a2
Child:
30:ec915d24d3e9
diff -r 98848e6a77a2 -r 6b8411bb040a RoomEngine/RoomEngine.h
--- a/RoomEngine/RoomEngine.h	Thu May 02 21:30:49 2019 +0000
+++ b/RoomEngine/RoomEngine.h	Sat May 04 15:39:20 2019 +0000
@@ -1,28 +1,35 @@
 #ifndef ROOMENGINE_H
 #define ROOMENGINE_H
 #include "N5110.h"
+#include "Gamepad.h"
+
 #include "Player.h"
-#include "Bullets.h"
+#include "Health.h"
 #include "Room.h"
-#include "Gamepad.h"
+
 #include "sprites.h"
-#include "Health.h"
+
 
 class RoomEngine
 {
 public:
     RoomEngine();
     ~RoomEngine();
-    void init(Player &current_player, Room &current_room);
-    void save_room(Room &current_room);
+    void load(Player &current_player, Room *current_room);
     void entrance_scene(N5110 &lcd, Gamepad &gamepad);
     void exit_scene(N5110 &lcd, Gamepad &gamepad);
+    void update_current_room();
+    
     void read_input(Gamepad &gamepad);
     void update();
     void render(N5110 &lcd, Gamepad &gamepad);
     bool check_player_death();
     int check_player_room_position();
     
+    // Accessor
+    int get_room_x();
+    int get_room_y();
+    
 private:
     bool _L;
     bool _R;
@@ -32,6 +39,9 @@
     bool _Y;
     Vector2D mapped_coord;
     
+    int _room_x;
+    int _room_y;
+    
     Room *room;
     Player *player;