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:
- 45:8725b4171646
- Parent:
- 44:cc4cecfc639f
- Child:
- 46:f09711580d4a
diff -r cc4cecfc639f -r 8725b4171646 RoomEngine/Room/Room.h --- a/RoomEngine/Room/Room.h Tue May 07 23:53:29 2019 +0000 +++ b/RoomEngine/Room/Room.h Wed May 08 12:40:52 2019 +0000 @@ -17,6 +17,7 @@ { private: bool _doorways[4]; + bool _doorways_memory[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] @@ -35,6 +36,7 @@ void init_side_walled_room(); void init_boss_room(); void rand_enemy_coordinate(int id); + bool enemies_exist(); public: // Constructors @@ -42,16 +44,21 @@ // Deconstructors ~Room(); + // Mutators + void set_boss_doorway(bool before_boss_room); + // Accessors char * get_current_map_2d(); bool * get_doorways(); + char get_room_type(); // Functions void load(); void unload(); + void update_doorways(); + void draw(N5110 &lcd, int j); void draw_room(N5110 &lcd); void draw_room_overlay(N5110 &lcd); - void draw(N5110 &lcd, int j); // Variables Entity *enemies[MAX_ENEMIES];