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

Dependencies:   mbed MotionSensor

Revision:
13:d04a6caba40d
Parent:
12:a1c1991835ca
Child:
14:3361879490b2
diff -r a1c1991835ca -r d04a6caba40d Entity/Entity.h
--- a/Entity/Entity.h	Tue Apr 23 22:59:12 2019 +0000
+++ b/Entity/Entity.h	Wed Apr 24 02:33:33 2019 +0000
@@ -39,38 +39,16 @@
         int face;
         
     public:
-        // Functions
-        bool matrix_collision_test(float pos_x, float pos_y, int map_no){
-            for (int j = pos_y; j < (int)pos_y + hitbox.height; j++){
-                for(int i = pos_x; i < (int)pos_x + hitbox.width; i++){
-                    if ((j>=48) || (i>=84) || (j<0) || (i<0)) {}
-                    else if ((level_map[0][j][i] == 1)) {
-                        return true;
-                    }
-                }
-            }
-            return false;
-        }
-        
+        // Function
         virtual void move(float, float) = 0; // movement control and miscellaneous updates
-        
         virtual int * get_frame() = 0;
-        
-        virtual void chkdmg() = 0;
+        bool matrix_collision_test(float, float, int);
+        void undo_move_x(bool);
+        void undo_move_y(bool);
+        void update_prev_pos();
+        void take_damage(int);
         
-        void undo_move_x(bool status_x){
-            if (status_x){
-                position.x = prev_pos.x;
-            }
-        }
-        
-        void undo_move_y(bool status_y){
-            if (status_y){
-                position.y = prev_pos.y;
-            }
-        }
-        
-        void update_prev_pos();
+        // Mutator
         
         // Accessors
         bool get_moving();