ELEC2645 (2018/19) / Mbed 2 deprecated el17rrrs

Dependencies:   mbed Gamepad N5110 mbed-rtos

Committer:
RexRoshan
Date:
Thu May 09 09:49:35 2019 +0000
Revision:
0:d9cf94b41df3
Documentation has been completed and the code has been slightly modified

Who changed what in which revision?

UserRevisionLine numberNew contents of line
RexRoshan 0:d9cf94b41df3 1 #include "EnemyBoss.h"
RexRoshan 0:d9cf94b41df3 2
RexRoshan 0:d9cf94b41df3 3 // nothing doing in the constructor and destructor
RexRoshan 0:d9cf94b41df3 4 EnemyBoss::EnemyBoss()
RexRoshan 0:d9cf94b41df3 5 {
RexRoshan 0:d9cf94b41df3 6
RexRoshan 0:d9cf94b41df3 7 }
RexRoshan 0:d9cf94b41df3 8
RexRoshan 0:d9cf94b41df3 9 EnemyBoss::~EnemyBoss()
RexRoshan 0:d9cf94b41df3 10 {
RexRoshan 0:d9cf94b41df3 11
RexRoshan 0:d9cf94b41df3 12 }
RexRoshan 0:d9cf94b41df3 13
RexRoshan 0:d9cf94b41df3 14 // sprite of the third-(one&two) enemy
RexRoshan 0:d9cf94b41df3 15 int enemy2 [7][8] = {
RexRoshan 0:d9cf94b41df3 16
RexRoshan 0:d9cf94b41df3 17 {0,1,1,0,0,0,0,1},
RexRoshan 0:d9cf94b41df3 18 {0,0,0,1,1,1,1,1},
RexRoshan 0:d9cf94b41df3 19 {0,0,1,0,0,1,1,0},
RexRoshan 0:d9cf94b41df3 20 {0,1,0,0,1,1,1,0},
RexRoshan 0:d9cf94b41df3 21 {0,0,1,0,0,1,1,0},
RexRoshan 0:d9cf94b41df3 22 {0,0,0,1,1,1,1,1},
RexRoshan 0:d9cf94b41df3 23 {0,1,1,0,0,0,0,1},
RexRoshan 0:d9cf94b41df3 24
RexRoshan 0:d9cf94b41df3 25 };
RexRoshan 0:d9cf94b41df3 26
RexRoshan 0:d9cf94b41df3 27 // sprite of the third-boss enemy
RexRoshan 0:d9cf94b41df3 28 int boss [13][13] = {
RexRoshan 0:d9cf94b41df3 29
RexRoshan 0:d9cf94b41df3 30 {0,0,0,0,0,1,1,1,1,1,0,0,0},
RexRoshan 0:d9cf94b41df3 31 {0,0,0,0,0,0,1,1,1,0,0,0,0},
RexRoshan 0:d9cf94b41df3 32 {0,0,1,1,1,1,1,1,1,1,1,1,1},
RexRoshan 0:d9cf94b41df3 33 {0,0,0,0,0,1,0,1,0,0,1,0,0},
RexRoshan 0:d9cf94b41df3 34 {0,0,0,0,1,0,1,0,1,0,1,0,0},
RexRoshan 0:d9cf94b41df3 35 {0,0,0,1,0,0,0,1,0,1,1,0,0},
RexRoshan 0:d9cf94b41df3 36 {1,1,1,1,0,1,0,1,0,1,1,0,0},
RexRoshan 0:d9cf94b41df3 37 {0,0,0,1,0,0,0,1,0,1,1,0,0},
RexRoshan 0:d9cf94b41df3 38 {0,0,0,0,1,0,1,0,1,0,1,0,0},
RexRoshan 0:d9cf94b41df3 39 {0,0,0,0,0,1,0,1,0,0,1,0,0},
RexRoshan 0:d9cf94b41df3 40 {0,0,1,1,1,1,1,1,1,1,1,1,1},
RexRoshan 0:d9cf94b41df3 41 {0,0,0,0,0,0,1,1,1,0,0,0,0},
RexRoshan 0:d9cf94b41df3 42 {0,0,0,0,0,1,1,1,1,1,0,0,0},
RexRoshan 0:d9cf94b41df3 43
RexRoshan 0:d9cf94b41df3 44 };
RexRoshan 0:d9cf94b41df3 45
RexRoshan 0:d9cf94b41df3 46 void EnemyBoss::init(int a,int b,int c,int d,int e,int f,int speed) // initialising the x and y position of the third enemy and movement speed of the third enemy
RexRoshan 0:d9cf94b41df3 47 {
RexRoshan 0:d9cf94b41df3 48
RexRoshan 0:d9cf94b41df3 49 _a = a; // x position of the boss enemy for stage 3
RexRoshan 0:d9cf94b41df3 50 _b = b; // y position of the boss enemy for stage 3
RexRoshan 0:d9cf94b41df3 51 _c = c; // x position of the first regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 52 _d = d; // y position of the first regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 53 _e = e; // x position of the second regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 54 _f = f; // y position of the second regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 55
RexRoshan 0:d9cf94b41df3 56 _health = 0; // start health from zero for boss
RexRoshan 0:d9cf94b41df3 57 _health1 = 0; // start health from zero for first enemy
RexRoshan 0:d9cf94b41df3 58 _health2 = 0; // start health from zero for second enemy
RexRoshan 0:d9cf94b41df3 59
RexRoshan 0:d9cf94b41df3 60 _speed = speed;
RexRoshan 0:d9cf94b41df3 61
RexRoshan 0:d9cf94b41df3 62 }
RexRoshan 0:d9cf94b41df3 63
RexRoshan 0:d9cf94b41df3 64 Vector2D EnemyBoss::motion()
RexRoshan 0:d9cf94b41df3 65 {
RexRoshan 0:d9cf94b41df3 66 int direction = rand() % 8; // randomise initial direction.
RexRoshan 0:d9cf94b41df3 67
RexRoshan 0:d9cf94b41df3 68 // 8 possibilities. Get random modulo and set movement accordingly
RexRoshan 0:d9cf94b41df3 69 if (direction == 0) { // North
RexRoshan 0:d9cf94b41df3 70 _movement.x = 0;
RexRoshan 0:d9cf94b41df3 71 _movement.y = -_speed;
RexRoshan 0:d9cf94b41df3 72 } else if (direction == 1) { // North-East
RexRoshan 0:d9cf94b41df3 73 _movement.x = _speed;
RexRoshan 0:d9cf94b41df3 74 _movement.y = -_speed;
RexRoshan 0:d9cf94b41df3 75 } else if (direction == 2) { // East
RexRoshan 0:d9cf94b41df3 76 _movement.x = _speed;
RexRoshan 0:d9cf94b41df3 77 _movement.y = 0;
RexRoshan 0:d9cf94b41df3 78 } else if (direction == 3) { // South-East
RexRoshan 0:d9cf94b41df3 79 _movement.x = _speed;
RexRoshan 0:d9cf94b41df3 80 _movement.y = _speed;
RexRoshan 0:d9cf94b41df3 81 } else if (direction == 4) { // South
RexRoshan 0:d9cf94b41df3 82 _movement.x = 0;
RexRoshan 0:d9cf94b41df3 83 _movement.y = _speed;
RexRoshan 0:d9cf94b41df3 84 } else if (direction == 5) { // South-West
RexRoshan 0:d9cf94b41df3 85 _movement.x = -_speed;
RexRoshan 0:d9cf94b41df3 86 _movement.y = _speed;
RexRoshan 0:d9cf94b41df3 87 } else if (direction == 6) { // West
RexRoshan 0:d9cf94b41df3 88 _movement.x = -_speed;
RexRoshan 0:d9cf94b41df3 89 _movement.y = 0;
RexRoshan 0:d9cf94b41df3 90 }else { // North-West
RexRoshan 0:d9cf94b41df3 91 _movement.x = -_speed;
RexRoshan 0:d9cf94b41df3 92 _movement.y = -_speed;
RexRoshan 0:d9cf94b41df3 93 }
RexRoshan 0:d9cf94b41df3 94 Vector2D velocity = {_movement.x, _movement.y};
RexRoshan 0:d9cf94b41df3 95 return velocity;
RexRoshan 0:d9cf94b41df3 96 }
RexRoshan 0:d9cf94b41df3 97
RexRoshan 0:d9cf94b41df3 98 void EnemyBoss::enemyboss(N5110 &lcd)
RexRoshan 0:d9cf94b41df3 99 {
RexRoshan 0:d9cf94b41df3 100
RexRoshan 0:d9cf94b41df3 101 // draws the boss enemy for stage 3
RexRoshan 0:d9cf94b41df3 102 lcd.drawSprite(_a,_b,13,13,(int *)boss);
RexRoshan 0:d9cf94b41df3 103 // draws the first regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 104 lcd.drawSprite(_c,_d,7,8,(int *)enemy2);
RexRoshan 0:d9cf94b41df3 105 // draws the first regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 106 lcd.drawSprite(_e,_f,7,8,(int *)enemy2);
RexRoshan 0:d9cf94b41df3 107
RexRoshan 0:d9cf94b41df3 108 }
RexRoshan 0:d9cf94b41df3 109
RexRoshan 0:d9cf94b41df3 110 void EnemyBoss::update()
RexRoshan 0:d9cf94b41df3 111 {
RexRoshan 0:d9cf94b41df3 112 _a += _movement.x; // updates the x position for the boss enemy
RexRoshan 0:d9cf94b41df3 113 _b += _movement.y; // updates the y position for the boss enemy
RexRoshan 0:d9cf94b41df3 114
RexRoshan 0:d9cf94b41df3 115 // the first and second regular enemy stay stationery
RexRoshan 0:d9cf94b41df3 116 }
RexRoshan 0:d9cf94b41df3 117
RexRoshan 0:d9cf94b41df3 118
RexRoshan 0:d9cf94b41df3 119 Vector2D EnemyBoss::get_movement()
RexRoshan 0:d9cf94b41df3 120 {
RexRoshan 0:d9cf94b41df3 121 // gets the movement of the boss enemy
RexRoshan 0:d9cf94b41df3 122 Vector2D m = {_movement.x,_movement.y};
RexRoshan 0:d9cf94b41df3 123 return m;
RexRoshan 0:d9cf94b41df3 124 }
RexRoshan 0:d9cf94b41df3 125
RexRoshan 0:d9cf94b41df3 126 void EnemyBoss::set_movement(Vector2D m)
RexRoshan 0:d9cf94b41df3 127 {
RexRoshan 0:d9cf94b41df3 128 // sets the movement of the boss enemy
RexRoshan 0:d9cf94b41df3 129 _movement.x = m.x;
RexRoshan 0:d9cf94b41df3 130 _movement.y = m.y;
RexRoshan 0:d9cf94b41df3 131 }
RexRoshan 0:d9cf94b41df3 132
RexRoshan 0:d9cf94b41df3 133 void EnemyBoss::add_health_boss()
RexRoshan 0:d9cf94b41df3 134 {
RexRoshan 0:d9cf94b41df3 135 // increments the value of health by 1 for the boss enemy
RexRoshan 0:d9cf94b41df3 136 _health++;
RexRoshan 0:d9cf94b41df3 137 }
RexRoshan 0:d9cf94b41df3 138
RexRoshan 0:d9cf94b41df3 139 int EnemyBoss::get_health_boss()
RexRoshan 0:d9cf94b41df3 140 {
RexRoshan 0:d9cf94b41df3 141 // gets the value of boss health
RexRoshan 0:d9cf94b41df3 142 return _health;
RexRoshan 0:d9cf94b41df3 143 }
RexRoshan 0:d9cf94b41df3 144
RexRoshan 0:d9cf94b41df3 145 void EnemyBoss::add_health_enemy1()
RexRoshan 0:d9cf94b41df3 146 {
RexRoshan 0:d9cf94b41df3 147 // increments the value of health by 1 for the first regular enemy
RexRoshan 0:d9cf94b41df3 148 _health1++;
RexRoshan 0:d9cf94b41df3 149 }
RexRoshan 0:d9cf94b41df3 150
RexRoshan 0:d9cf94b41df3 151 int EnemyBoss::get_health_enemy1()
RexRoshan 0:d9cf94b41df3 152 {
RexRoshan 0:d9cf94b41df3 153 // gets the value of first regular enemy health
RexRoshan 0:d9cf94b41df3 154 return _health1;
RexRoshan 0:d9cf94b41df3 155 }
RexRoshan 0:d9cf94b41df3 156
RexRoshan 0:d9cf94b41df3 157 void EnemyBoss::add_health_enemy2()
RexRoshan 0:d9cf94b41df3 158 {
RexRoshan 0:d9cf94b41df3 159 // increments the value of health by 1 for the second regular enemy
RexRoshan 0:d9cf94b41df3 160 _health2++;
RexRoshan 0:d9cf94b41df3 161 }
RexRoshan 0:d9cf94b41df3 162
RexRoshan 0:d9cf94b41df3 163 int EnemyBoss::get_health_enemy2()
RexRoshan 0:d9cf94b41df3 164 {
RexRoshan 0:d9cf94b41df3 165 // gets the value of second regular enemy health
RexRoshan 0:d9cf94b41df3 166 return _health2;
RexRoshan 0:d9cf94b41df3 167 }
RexRoshan 0:d9cf94b41df3 168
RexRoshan 0:d9cf94b41df3 169 Vector2D EnemyBoss::get_enemyboss_pos()
RexRoshan 0:d9cf94b41df3 170 {
RexRoshan 0:d9cf94b41df3 171 //gets the position of the boss enemy for stage 3
RexRoshan 0:d9cf94b41df3 172 Vector2D e = {_a,_b};
RexRoshan 0:d9cf94b41df3 173 return e;
RexRoshan 0:d9cf94b41df3 174 }
RexRoshan 0:d9cf94b41df3 175
RexRoshan 0:d9cf94b41df3 176 Vector2D EnemyBoss::get_enemy1_pos()
RexRoshan 0:d9cf94b41df3 177 {
RexRoshan 0:d9cf94b41df3 178 //gets the position of the first regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 179 Vector2D d = {_c,_d};
RexRoshan 0:d9cf94b41df3 180 return d;
RexRoshan 0:d9cf94b41df3 181 }
RexRoshan 0:d9cf94b41df3 182
RexRoshan 0:d9cf94b41df3 183 Vector2D EnemyBoss::get_enemy2_pos()
RexRoshan 0:d9cf94b41df3 184 {
RexRoshan 0:d9cf94b41df3 185 //gets the position of the second regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 186 Vector2D c = {_e,_f};
RexRoshan 0:d9cf94b41df3 187 return c;
RexRoshan 0:d9cf94b41df3 188 }
RexRoshan 0:d9cf94b41df3 189
RexRoshan 0:d9cf94b41df3 190 void EnemyBoss::set_enemyboss_pos(Vector2D e)
RexRoshan 0:d9cf94b41df3 191 {
RexRoshan 0:d9cf94b41df3 192 //sets the position of the boss enemy for stage 3
RexRoshan 0:d9cf94b41df3 193 _a = e.x;
RexRoshan 0:d9cf94b41df3 194 _b = e.y;
RexRoshan 0:d9cf94b41df3 195 }
RexRoshan 0:d9cf94b41df3 196
RexRoshan 0:d9cf94b41df3 197 void EnemyBoss::set_enemy1_pos(Vector2D d)
RexRoshan 0:d9cf94b41df3 198 {
RexRoshan 0:d9cf94b41df3 199 //sets the position of the first regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 200 _c = d.x;
RexRoshan 0:d9cf94b41df3 201 _d = d.y;
RexRoshan 0:d9cf94b41df3 202 }
RexRoshan 0:d9cf94b41df3 203
RexRoshan 0:d9cf94b41df3 204 void EnemyBoss::set_enemy2_pos(Vector2D c)
RexRoshan 0:d9cf94b41df3 205 {
RexRoshan 0:d9cf94b41df3 206 //gets the position of the second regular enemy for stage 3
RexRoshan 0:d9cf94b41df3 207 _e = c.x;
RexRoshan 0:d9cf94b41df3 208 _f = c.y;
RexRoshan 0:d9cf94b41df3 209 }