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

Dependencies:   mbed MotionSensor

Revision:
37:a404860171a9
Parent:
34:1d5b4da3935e
Child:
38:09832e662803
Child:
39:0c2521949429
diff -r 92d131695e7c -r a404860171a9 RoomEngine/RoomEngine.cpp
--- a/RoomEngine/RoomEngine.cpp	Tue May 07 01:11:07 2019 +0000
+++ b/RoomEngine/RoomEngine.cpp	Tue May 07 03:47:39 2019 +0000
@@ -126,15 +126,6 @@
     wait_ms(1000/40); // setting FPS
 }
 
-bool RoomEngine::check_player_death()
-{
-    // Player Death
-    if (player->get_hp() <= 0) {
-        return true;
-    }
-    return false;
-}
-
 int RoomEngine::check_player_room_position() // returns 0,1,2,3 if the player exits the respective directions, returns 4 if the player is in the room
 {
     if (player->get_pos_y() < 0) {
@@ -251,13 +242,20 @@
                 break; // only let 1 enemy damage player at a time
             }
         }
+        if (room->valid_collectibles[i]) {
+            if(entity_collision(*player, *room->collectibles[i])) {
+                player->take_damage(room->collectibles[i]->get_attack());
+                delete room->collectibles[i];
+                room->valid_collectibles[i] = false;
+                break; // only let 1 heart heal player at a time
+            }
+        }
     }
 }
 
 void RoomEngine::check_damage_enemies()
 {
     check_damage_enemies_by_bullets();
-    check_damage_enemies_by_collisions();
 }
 
 void RoomEngine::check_damage_enemies_by_bullets()
@@ -279,33 +277,22 @@
     }
 }
 
-void RoomEngine::check_damage_enemies_by_collisions()
-{
-    for (int i = 0; i < MAX_ENEMIES; i++) {
-        if (room->valid_enemies[i]) {
-            if((room->enemies[i]->is_damaged_by_collision()) && (entity_collision(*player, *room->enemies[i]))) {
-                room->enemies[i]->take_damage(player->get_attack());
-            }
-        }
-    }
-}
-
 void RoomEngine::check_enemies_death()
 {
     // Enemy Death
     for (int i = 0; i < MAX_ENEMIES; i++) {
-        if (room->valid_enemies[i]) {
-            if(room->enemies[i]->get_hp() <= 0) {
-                float temp_pos_x = room->enemies[i]->get_pos_x();
-                float temp_pos_y = room->enemies[i]->get_pos_y();
-                delete room->enemies[i];
-                if ((rand() % 100) < room->enemies[i]->get_hp_drop_chance()){
-                    room->enemies[i] = new Health(temp_pos_x, temp_pos_y);
-                } else {
-                    room->valid_enemies[i] = false;
+        if((room->valid_enemies[i]) && (room->enemies[i]->get_hp() <= 0)) {
+            if ((rand() % 100) < room->enemies[i]->get_hp_drop_chance()){
+                for (int j = 0; j < MAX_ENEMIES; j++) {
+                    if (!room->valid_collectibles[j]) {
+                        room->collectibles[j] = new Health(room->enemies[i]->get_pos_x(), room->enemies[i]->get_pos_y()); // Spawn a health drop
+                        room->valid_collectibles[j] = true;
+                        break;
+                    }
                 }
             }
-            
+            delete room->enemies[i];
+            room->valid_enemies[i] = false;
         }
     }
 }
@@ -332,7 +319,7 @@
     }
     // Entity Collision Repulsion
     for (int i = 0; i < MAX_ENEMIES; i++) {
-        if (room->valid_enemies[i] && !room->enemies[i]->is_damaged_by_collision()) {
+        if (room->valid_enemies[i]) {
             room->enemies[i]->position_add_x(entity_move_check_x(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies));
             room->enemies[i]->position_add_y(entity_move_check_y(room->enemies[i], room->enemies, MAX_ENEMIES, i, room->valid_enemies));
         }
@@ -420,6 +407,7 @@
     //lcd.drawSprite(0,0,screen_height,screen_width,(char *)level_map[1]);
     player->draw(lcd);
     room->draw_enemies(lcd);
+    room->draw_collectibles(lcd);
     room->draw_room_overlay(lcd);
     if (_L) {
         draw_health(lcd);