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Dependencies: mbed
Floors/Floors.cpp
- Committer:
- el17m2h
- Date:
- 2019-05-06
- Revision:
- 22:0d2ac98a8b48
- Parent:
- 21:6b16ca9834e6
- Child:
- 23:9be87557b89a
File content as of revision 22:0d2ac98a8b48:
#include "Floors.h"
Floors::Floors(){
}
Floors::~Floors(){
}
void Floors::init(int y, int width, int height){
_height = height;
_width = width;
// x-coordinate initially random: 2-30 or 40-71 so doodler falls to bottom floor
int decide = rand() % 2;
if (decide == 0){ // right
_position.x = 2 + (rand()% 28);
} else { // left
_position.x = 40 + (rand()% 31);
}
_position.y = y;
}
void Floors::draw(N5110 &lcd){
lcd.drawRect(_position.x, _position.y, _width, _height, FILL_BLACK);
}
void Floors::update(float doodler_pos_y){
// when they leave the screen they will re-appear in random x-coordinate so that 10 floors are always on screen
//rectangle (1-82 & 9 - 48 )
_doodler_pos_y = doodler_pos_y;
if (_position.y > 45 ){
_position.y = 9;
_position.x = 1 + (rand()% 70);
place = rand()% 8;
if (place == 2){ // 1/8 chance of placing an enemy
_eny.init(_position.x, _position.y);
}
}
if (_doodler_pos_y < 25){ // shift floors once doodler reaches over halfway the screen
_position.y += 1;
_eny.update(_position.x, _position.y);
}
}
Vector2D Floors::get_position(){
Vector2D p = {_position.x,_position.y};
return p;
}
void Floors::set_position(Vector2D pos){
_position.x = pos.x;
_position.y = pos.y;
}