Mochu Yao explorer game
Dependencies: mbed
explorer/explorer.cpp
- Committer:
- el17my
- Date:
- 2020-05-15
- Revision:
- 39:0debc17bad29
- Parent:
- 38:42ff379fa48c
File content as of revision 39:0debc17bad29:
#include "explorer.h" //the explorer.cpp need to defined the module and movement of the explorer including the restarted point int move_right_sprite[10][10] = { { 0,0,0,1,1,1,0,0,0,0 }, { 0,0,0,1,0,1,0,0,0,0 }, { 0,0,0,1,1,1,0,0,0,0 }, { 0,0,0,0,1,0,1,0,0,0 }, { 0,0,1,1,1,1,1,0,0,0 }, { 0,0,1,0,1,0,0,0,0,0 }, { 0,0,0,0,1,0,0,0,0,0 }, { 0,0,0,0,1,1,1,0,0,0 }, { 0,0,0,1,0,0,0,1,0,0 }, { 1,0,1,0,0,0,0,0,1,0 }, }; int move_left_sprite[10][10] = { { 0,0,0,1,1,1,0,0,0,0 }, { 0,0,0,1,0,1,0,0,0,0 }, { 0,0,0,1,1,1,0,0,0,0 }, { 0,0,1,0,1,0,0,0,0,0 }, { 0,0,1,1,1,1,1,0,0,0 }, { 0,0,0,0,1,0,1,0,0,0 }, { 0,0,0,0,1,0,0,0,0,0 }, { 0,0,0,1,1,0,0,0,0,0 }, { 0,0,1,0,0,1,0,0,0,0 }, { 0,1,0,0,0,0,1,0,0,0 }, }; int stand_right_sprite[10][10] = { { 0,0,0,1,1,1,0,0,0,0 }, { 0,0,0,1,0,1,0,0,0,0 }, { 0,0,0,1,1,1,0,0,0,0 }, { 0,0,0,0,1,0,1,0,0,0 }, { 0,0,1,1,1,1,1,0,0,0 }, { 0,0,1,0,1,0,0,0,0,0 }, { 0,0,0,0,1,0,0,0,0,0 }, { 0,0,0,0,1,0,0,0,0,0 }, { 0,0,0,1,0,1,0,0,0,0 }, { 0,0,0,1,0,1,0,0,0,0 }, }; int stand_left_sprite[10][10] = { { 0,0,0,1,1,1,0,0,0,0 }, { 0,0,0,1,0,1,0,0,0,0 }, { 0,0,0,1,1,1,0,0,0,0 }, { 0,0,1,0,1,0,0,0,0,0 }, { 0,0,1,1,1,1,1,0,0,0 }, { 0,0,0,0,1,0,1,0,0,0 }, { 0,0,0,0,1,0,0,0,0,0 }, { 0,0,0,0,1,0,0,0,0,0 }, { 0,0,0,1,0,1,0,0,0,0 }, { 0,0,0,1,0,1,0,0,0,0 }, }; Explorer::Explorer() {} Explorer::~Explorer() {} void Explorer::init() { _f_flag = false; _player_direction = right; _r_flag = false; _speed = 0;//the player is standing at first. _jump_height = 0; } void Explorer::set_x_coordinate(float joy_x, int speed, Player_direction direction) { //this process is to set x and make sure the player can move _player_direction = direction; _speed = speed; if (joy_x < float(-0.05)) { _speed = _speed--;// _player_direction = left; _explorer_sprite = Move_left;//makesure the value is the Move_left value in the enum //now x is moving to the right than add to the X position } else if (joy_x > float(0.05)) { _speed = _speed++; _player_direction = right; _explorer_sprite = Move_right;//makesure the value is the Move_right value in the enum } else if (_player_direction == right) { _explorer_sprite = Stand_right;// not moving so equals to enum Stand_right. } else { _explorer_sprite = Stand_left;//the least situation is equals to enum Stand_right. } _x = 0.5*_speed + 30;//this equation decides how fast the player move later I will update differnet modes to choose different speed } //this function is easy to understand because this is just choosing different sprite according to the direction int * Explorer::get_form(Explorer_sprite sprite){ if (sprite == Move_right) { return *move_right_sprite; } else if (sprite == Move_left) { return *move_left_sprite; } else if (sprite == Stand_left) { return *stand_right_sprite; } else { return *stand_left_sprite; } } Player_direction Explorer::get_direction() { return _player_direction; } Explorer_sprite Explorer::get_explorer_sprite() { return _explorer_sprite; } void Explorer::set_y_coordinate(bool ifjump, int jump_height, int y_flag) { _jump_height = jump_height; _y_flag = y_flag; if (ifjump && _jump_height < 40) { _jump_height = 30; } if (_jump_height !=0) _speed--; // Keep falling until not jumping. if ((_line_4.left <= _x - 5) && (_line_4.right >= _x)){ _y_flag = 1;} else if ((_line_5.left <= _x - 5) && (_line_5.right >= _x)) { _y_flag = 1;} else if ((_line_6.left <= _x - 5) && (_line_6.right >= _x)) { _y_flag = 1;} else if ((_line_1.left <= _x) && (_line_1.right >= _x)){ _y_flag = 0; } else if ((_line_2.left <= _x) && (_line_2.right >= _x)){ _y_flag = 0;} else if ((_line_3.left <= _x) && (_line_3.right >= _x)){ _y_flag = 0;} if (_y_flag == 1 && ifjump) { _platform = 5; } else if (_y_flag == 0) { _platform = 25; } _y = _platform - 0.5*_jump_height; } int Explorer::get_y() { return _y; } int Explorer::get_x() { return _x; } int Explorer::get_speed() { return _speed; } int Explorer::get_y_flag() { return _y_flag; } int Explorer::get_jump_height() { return _jump_height; } void Explorer::reset_flag(bool flag) { if (flag) { _r_flag = true; } else { _r_flag = false; } } void Explorer::fall(bool f_flag, Gamepad &gamepad) { _f_flag = f_flag; // decending equation if (_f_flag == true) { _y++; } else if(_y == 80) { // Stop falling function _f_flag = false; _r_flag = true; gamepad.tone(1000, 0.05); wait(0.01); } } bool Explorer::get_fall_flag() { return _f_flag; } bool Explorer::get_reset_flag() { return _r_flag; }