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Dependencies: mbed
Diff: Floors/Floors.cpp
- Revision:
- 30:863565e9859f
- Parent:
- 29:15e9640646b7
- Child:
- 31:5c4acae51026
--- a/Floors/Floors.cpp Wed May 08 21:11:35 2019 +0000
+++ b/Floors/Floors.cpp Thu May 09 08:59:39 2019 +0000
@@ -24,6 +24,7 @@
void Floors::draw(N5110 &lcd)
{
lcd.drawRect(_position.x, _position.y, _width, _height, FILL_BLACK);
+ eny.draw(lcd); // draws enemy
}
void Floors::update(float doodler_pos_x, float doodler_pos_y, float _bullet_pos_x, float _bullet_pos_y)
@@ -32,11 +33,11 @@
//rectangle (1-82 & 9 - 48 )
_doodler_pos_x = doodler_pos_x;
_doodler_pos_y = doodler_pos_y;
- if (_position.y > 45 ) {
+ if (_position.y > 45 ) { // the place decision bool is updated every time a floor re-appears
_position.y = 9;
_position.x = 1 + (rand()% 70);
- place = rand()% 8;
- if (place == 2) { // 1/8 chance of placing a ghost
+ place = rand()% 6;
+ if (place == 2) { // 1/6 chance of placing a ghost
eny.update(_position);
put_enemy = true;
} else{
@@ -44,7 +45,9 @@
put_enemy = false;
}
}
- if (_doodler_pos_y < 15) { // shift floors once doodler reaches over halfway the screen
+ if (_doodler_pos_y < 13) { // shift floors once doodler reaches this value on the screen
+ // I chose this value because testing with the doodler's jump, it allows the doodler to keep jumping on a floor
+ // without it moving down and dissapearing
_position.y += 1;
}
check_enemy(_bullet_pos_x, _bullet_pos_y);