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Player/Player.cpp
- Committer:
- joebarhouch
- Date:
- 2020-05-22
- Revision:
- 5:928c2eee4109
- Parent:
- 4:cf5088ace087
- Child:
- 7:530ca713d2b2
File content as of revision 5:928c2eee4109:
#include "Player.h"
#include "Sprites.h"
Player::Player()
{
}
Player::~Player()
{
}
//initialize
void Player::init(int x,int y)
{
_playerX = x;
_playerY = y;
}
//Player jumps if A is pressed
bool Player::jump(Gamepad &pad)
{
}
//Draw the sprites depending on the orientation
void Player::draw(N5110 &lcd)
{
if(_dir == E) {
Bitmap bit_player(s_player, 8, 9);
bit_player.render(lcd, _playerX, _playerY);
}
if(_dir == W) {
Bitmap bit_player_inv(s_player_inv, 8, 9);
bit_player_inv.render(lcd, _playerX, _playerY);
} else {
Bitmap bit_player(s_player, 8, 9);
bit_player.render(lcd, _playerX, _playerY);
}
}
//Update player movement and set screen restrictions
void Player::update(Direction d, float mag)
{
int _vx = int(mag*4.0f);
if(d == E) {
_playerX = _playerX + _vx;
_dir = E;
}
if(d == W) {
_playerX = _playerX - _vx;
_dir = W;
}
if (_playerX > WIDTH - 9) {
_playerX = WIDTH - 9;
}
if(_playerX < 0) {
_playerX = 0;
}
//debug
//printf("x: %i, y: %i \n", _playerX, _playerY);
}
//get the position of the player in a 2D vector
Vector2D Player::get_pos()
{
Vector2D pos = {_playerX, _playerY};
return pos;
}