A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Walls.h
00001 #ifndef WALLS_H 00002 #define WALLS_H 00003 #include "Entity.h" 00004 /**Walls Class 00005 @author Steven Mahasin 00006 @brief Creates a Static Wall which inherits the Entity class, not used yet in this version due to bugged spawn areas 00007 @date May 2019 00008 */ 00009 class Walls : public Entity 00010 { 00011 public: 00012 /** Constructor 00013 * @brief creates a wall at positions pos_x and pos_y 00014 * @param pos_x @details initialise _position.x 00015 * @param pos_y @details initialise _position.y 00016 * @param hitbox_width @details initialise _hitbox.width 00017 * @param hitbox_height @details initialise _hitbox.height 00018 */ 00019 Walls(int pos_x, int pos_y, int hitbox_width, int hitbox_height); 00020 00021 // Functions 00022 /** 00023 * @brief just because entity has a pure virtual function move, the function is of no use in walls as it does not move 00024 * @param unused @details not used 00025 * @param unused1 @details not used 00026 * @param unused2 @details not used 00027 * @param unused3 @details not used 00028 */ 00029 virtual void move(float unused, float unused1, char * unused2, bool * unused3); // movement control and miscellaneous updates 00030 /** 00031 * @brief just because entity has a pure virtual function take_damage, the function is of no use in walls as it does take_damage 00032 * @param unused @details not used 00033 */ 00034 virtual void take_damage(int unused); 00035 /** 00036 * @brief a virtual function of drawing the walls onto the screen 00037 * @param lcd @details the screen where the wall is drawn on 00038 */ 00039 virtual void draw(N5110 &lcd); 00040 }; 00041 00042 #endif
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