Rex Raj / Mbed 2 deprecated el17rrrs

Dependencies:   mbed Gamepad N5110 mbed-rtos

Enemy/EnemyBoss.cpp

Committer:
RexRoshan
Date:
2019-04-25
Revision:
3:bf9624e5b0c3
Parent:
1:45493d1d0689
Child:
4:4d673fb2d9dc

File content as of revision 3:bf9624e5b0c3:

#include "EnemyBoss.h"

// nothing doing in the constructor and destructor
EnemyBoss::EnemyBoss()
{

}

EnemyBoss::~EnemyBoss()
{

}       

AnalogIn noisy(PTB0);

int enemy2 [7][8] = {
   
{0,1,1,0,0,0,0,1},
{0,0,0,1,1,1,1,1},
{0,0,1,0,0,1,1,0},
{0,1,0,0,1,1,1,0},
{0,0,1,0,0,1,1,0},
{0,0,0,1,1,1,1,1},
{0,1,1,0,0,0,0,1},

};

int boss [13][13] = {
    
{0,0,0,0,0,1,1,1,1,1,0,0,0},
{0,0,0,0,0,0,1,1,1,0,0,0,0},
{0,0,1,1,1,1,1,1,1,1,1,1,1},
{0,0,0,0,0,1,0,1,0,0,1,0,0},
{0,0,0,0,1,0,1,0,1,0,1,0,0},
{0,0,0,1,0,0,0,1,0,1,1,0,0},
{1,1,1,1,0,1,0,1,0,1,1,0,0},
{0,0,0,1,0,0,0,1,0,1,1,0,0},
{0,0,0,0,1,0,1,0,1,0,1,0,0},
{0,0,0,0,0,1,0,1,0,0,1,0,0},
{0,0,1,1,1,1,1,1,1,1,1,1,1},
{0,0,0,0,0,0,1,1,1,0,0,0,0},
{0,0,0,0,0,1,1,1,1,1,0,0,0},    

};

void EnemyBoss::init(int a,int b,int c,int d,int e,int f,int speed)
{
  
    _a = a;
    _b = b;
    _c = c;
    _d = d;
    _e = e;
    _f = f;
    
    _health = 0;  // start health from zero
    _health1 = 0;
    _health2 = 0;

    rand(100000*noisy.read());
    int direction = rand() % 8; // randomise initial direction. 
    
    // 4 possibilities. Get random modulo and set movement accordingly
    if (direction == 0) {
        _movement.x = speed;
        _movement.y = speed;
    } else if (direction == 1) {
        _movement.x = speed;
        _movement.y = -speed;
    } else if (direction == 2) {
        _movement.x = speed;
        _movement.y = speed;
    } else if (direction == 3) {
        _movement.x = speed;
        _movement.y = +speed;
    } else if (direction == 4) {
        _movement.x = +speed;
        _movement.y = +speed;
    } else if (direction == 5) {
        _movement.x = +speed;
        _movement.y = speed;
    } else if (direction == 6) {
        _movement.x = -speed;
        _movement.y = speed;
    }else   {
        _movement.x = -speed;
        _movement.y = -speed;
    } 
} 

void EnemyBoss::enemyboss(N5110 &lcd)
{

    // draw the second-one enemy
    lcd.drawSprite(_a,_b,13,13,(int *)boss);
    lcd.drawSprite(_c,_d,7,8,(int *)enemy2);
    lcd.drawSprite(_e,_f,7,8,(int *)enemy2);
    
}

void EnemyBoss::update()
{
    _a += _movement.x;
    _b += _movement.y; 
}


Vector2D EnemyBoss::get_movement()
{
    Vector2D m = {_movement.x,_movement.y};
    return m;
}

void EnemyBoss::set_movement(Vector2D m)
{
    _movement.x = m.x;
    _movement.y = m.y;
}
  
void EnemyBoss::add_health_boss()
{
    _health++;
}

int EnemyBoss::get_health_boss()
{
    return _health;
}

void EnemyBoss::add_health_enemy1()
{
    _health1++;
}

int EnemyBoss::get_health_enemy1()
{
    return _health1;
}

void EnemyBoss::add_health_enemy2()
{
    _health2++;
}

int EnemyBoss::get_health_enemy2()
{
    return _health2;
}

Vector2D EnemyBoss::get_enemyboss_pos() {
    Vector2D e = {_a,_b};
    return e;    
}

Vector2D EnemyBoss::get_enemy1_pos() {
    Vector2D d = {_c,_d};
    return d;    
}

Vector2D EnemyBoss::get_enemy2_pos() {
    Vector2D c = {_e,_f};
    return c;    
}

void EnemyBoss::set_enemyboss_pos(Vector2D e)
{
    _a = e.x;
    _b = e.y;
}

void EnemyBoss::set_enemy1_pos(Vector2D d)
{
    _c = d.x;
    _d = d.y;
}

void EnemyBoss::set_enemy2_pos(Vector2D c)
{
    _e = c.x;
    _f = c.y;
}