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

Dependencies:   mbed MotionSensor

Revision:
44:cc4cecfc639f
Parent:
43:63f5c9d9689c
Child:
45:8725b4171646
diff -r 63f5c9d9689c -r cc4cecfc639f RoomEngine/RoomEngine.cpp
--- a/RoomEngine/RoomEngine.cpp	Tue May 07 20:57:44 2019 +0000
+++ b/RoomEngine/RoomEngine.cpp	Tue May 07 23:53:29 2019 +0000
@@ -295,24 +295,24 @@
 
 void RoomEngine::check_walls_collision()
 {
-//    // Enemy
-//    for (int i = 0; i < MAX_ENEMIES; i++) {
-//        if(room->valid_enemies[i]) {
-//            room->enemies[i]->undo_move_x(entity_move_check_x(room->enemies[i], room->walls, 2, 10, room->valid_walls));
-//            room->enemies[i]->undo_move_y(entity_move_check_y(room->enemies[i], room->walls, 2, 10, room->valid_walls));
-//        }
-//    }
-//    // Player
-//    player->undo_move_x(entity_move_check_x(player, room->walls, 2, 10, room->valid_walls));
-//    player->undo_move_y(entity_move_check_y(player, room->walls, 2, 10, room->valid_walls));
-//    // Bullets
-//    for (int i = 0; i < bullets_max; i++) {
-//        for (int j = 0; j < 2; j++) {
-//            if ((player->valid_bullets[i]) && (room->valid_walls[j]) && (entity_collision(*player->bullets_array[i], *room->walls[j]))) {
-//                delete player->bullets_array[i]; player->valid_bullets[i] = false;
-//            }
-//        }
-//    }
+    // Enemy
+    for (int i = 0; i < MAX_ENEMIES; i++) {
+        if(room->valid_enemies[i]) {
+            room->enemies[i]->undo_move_x(entity_move_check_x(room->enemies[i], room->walls, 2, 10, room->valid_walls));
+            room->enemies[i]->undo_move_y(entity_move_check_y(room->enemies[i], room->walls, 2, 10, room->valid_walls));
+        }
+    }
+    // Player
+    player->undo_move_x(entity_move_check_x(player, room->walls, 2, 10, room->valid_walls));
+    player->undo_move_y(entity_move_check_y(player, room->walls, 2, 10, room->valid_walls));
+    // Bullets
+    for (int i = 0; i < bullets_max; i++) {
+        for (int j = 0; j < 2; j++) {
+            if ((player->valid_bullets[i]) && (room->valid_walls[j]) && (entity_collision(*player->bullets_array[i], *room->walls[j]))) {
+                delete player->bullets_array[i]; player->valid_bullets[i] = false;
+            }
+        }
+    }
 }
 
 void RoomEngine::move()