A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
RoomEngine Class Reference
RoomEngine Class. More...
#include <RoomEngine.h>
Public Member Functions | |
RoomEngine (float global_contrast) | |
Constructor. | |
~RoomEngine () | |
Destructor. | |
void | load (Player *current_player, Room *current_room) |
loads the current player and room into the engine | |
void | entrance_scene (N5110 &lcd, Gamepad &gamepad) |
plays an entrance_scene of the player into the room | |
void | update_current_room () |
increments the room coordinate based on which side the player exits the screen from | |
int | check_player_room_position () |
returns 0-4 based on the player's position in the screen | |
void | read_input (Gamepad &gamepad) |
reads the input from the gamepad and converts it into member variables | |
void | update (int &number_of_enemies_killed) |
updates the interaction between entities in room (enemies hp, damage, etc) | |
void | render (N5110 &lcd, Gamepad &gamepad) |
to draw all the map, entities, doorway onto the screen | |
void | exit_scene (N5110 &lcd, Gamepad &gamepad) |
Plays an exit scene of the player leaving the room. | |
int | get_room_x () |
reads the member variable _room_x | |
int | get_room_y () |
reads the member variable _room_y |
Detailed Description
RoomEngine Class.
- Date:
- May 2019
Definition at line 19 of file RoomEngine.h.
Constructor & Destructor Documentation
RoomEngine | ( | float | global_contrast ) |
Constructor.
- Parameters:
-
global_contrast the contrast that the game runs on, set by title screen
Definition at line 3 of file RoomEngine.cpp.
~RoomEngine | ( | ) |
Destructor.
Definition at line 11 of file RoomEngine.cpp.
Member Function Documentation
int check_player_room_position | ( | ) |
returns 0-4 based on the player's position in the screen
- Returns:
- which side of the screen the player is currently at (4 = inside)
Definition at line 69 of file RoomEngine.cpp.
plays an entrance_scene of the player into the room
- Parameters:
-
lcd the screen that is being drawn on gamepad the gamepad whose controls are being read
Definition at line 47 of file RoomEngine.cpp.
Plays an exit scene of the player leaving the room.
- Parameters:
-
lcd the screen that the exit scene is drawn on gamepad the gamepad whose controls are being read
Definition at line 235 of file RoomEngine.cpp.
int get_room_x | ( | ) |
reads the member variable _room_x
- Returns:
- the current room's x-coordinate
Definition at line 279 of file RoomEngine.cpp.
int get_room_y | ( | ) |
reads the member variable _room_y
- Returns:
- the current room's y-coordinate
Definition at line 283 of file RoomEngine.cpp.
loads the current player and room into the engine
- Parameters:
-
current_player the player we control current_room the room the player is currently in
Definition at line 17 of file RoomEngine.cpp.
void read_input | ( | Gamepad & | gamepad ) |
reads the input from the gamepad and converts it into member variables
- Parameters:
-
gamepad the gamepad whose controls are being read
Definition at line 88 of file RoomEngine.cpp.
to draw all the map, entities, doorway onto the screen
- Parameters:
-
lcd the screen that the roomengine draws on
Definition at line 165 of file RoomEngine.cpp.
void update | ( | int & | number_of_enemies_killed ) |
updates the interaction between entities in room (enemies hp, damage, etc)
- Parameters:
-
number_of_enemies_killed for the final score, gets incremented everytime an enemy is killed
Definition at line 99 of file RoomEngine.cpp.
void update_current_room | ( | ) |
increments the room coordinate based on which side the player exits the screen from
Definition at line 257 of file RoomEngine.cpp.
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