A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.

Dependencies:   mbed MotionSensor

Committer:
el17sm
Date:
Tue May 07 23:53:29 2019 +0000
Revision:
44:cc4cecfc639f
Parent:
40:cbcbf6fc1421
Child:
46:f09711580d4a
Spawn points for enemies done

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17sm 33:4f3948dcd2f7 1 #include "Skull.h"
el17sm 36:92d131695e7c 2 #include <complex>
el17sm 33:4f3948dcd2f7 3 Skull::Skull(float pos_x, float pos_y)
el17sm 33:4f3948dcd2f7 4 {
el17sm 44:cc4cecfc639f 5 hp = 2;
el17sm 33:4f3948dcd2f7 6 attack = 1;
el17sm 33:4f3948dcd2f7 7
el17sm 36:92d131695e7c 8 _dash = false;
el17sm 36:92d131695e7c 9 _dash_counter = 0;
el17sm 36:92d131695e7c 10
el17sm 36:92d131695e7c 11 moving = true;
el17sm 36:92d131695e7c 12 hitbox.width = 19;
el17sm 36:92d131695e7c 13 hitbox.height = 9;
el17sm 33:4f3948dcd2f7 14
el17sm 36:92d131695e7c 15 sprite_size.width = 21;
el17sm 36:92d131695e7c 16 sprite_size.height = 23;
el17sm 36:92d131695e7c 17 sprite_size.offset_x = -1;
el17sm 36:92d131695e7c 18 sprite_size.offset_y = -14;
el17sm 33:4f3948dcd2f7 19
el17sm 36:92d131695e7c 20 _shadow.width = 19;
el17sm 36:92d131695e7c 21 _shadow.height = 5;
el17sm 36:92d131695e7c 22 _shadow.offset_x = 0;
el17sm 36:92d131695e7c 23 _shadow.offset_y = 5;
el17sm 36:92d131695e7c 24
el17sm 36:92d131695e7c 25 position.x = pos_x;
el17sm 36:92d131695e7c 26 position.y = pos_y;
el17sm 33:4f3948dcd2f7 27 update_prev_pos();
el17sm 33:4f3948dcd2f7 28
el17sm 33:4f3948dcd2f7 29 frame.count = 0;
el17sm 33:4f3948dcd2f7 30 frame.number = 0;
el17sm 36:92d131695e7c 31 frame.max = 2;
el17sm 37:a404860171a9 32 face = 2;
el17sm 33:4f3948dcd2f7 33
el17sm 36:92d131695e7c 34 velocity = 0.2;
el17sm 37:a404860171a9 35 _hp_drop_chance = 100;
el17sm 33:4f3948dcd2f7 36 }
el17sm 33:4f3948dcd2f7 37
el17sm 34:1d5b4da3935e 38 void Skull::move(float player_x, float player_y, char * map, bool * doorways)
el17sm 33:4f3948dcd2f7 39 {
el17sm 36:92d131695e7c 40 // Approaching Movement
el17sm 36:92d131695e7c 41 if (_dash_counter < DASH_DELAY) {
el17sm 36:92d131695e7c 42 _dash = false;
el17sm 36:92d131695e7c 43 std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // defining difference in position as a vector
el17sm 36:92d131695e7c 44 position.x += velocity * pos_diff.real() / std::abs(pos_diff);
el17sm 36:92d131695e7c 45 position.y += velocity * pos_diff.imag() / std::abs(pos_diff);
el17sm 36:92d131695e7c 46
el17sm 36:92d131695e7c 47 // Setting Face
el17sm 36:92d131695e7c 48 if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
el17sm 36:92d131695e7c 49 if (pos_diff.real() > 0) {
el17sm 36:92d131695e7c 50 face = 1;
el17sm 36:92d131695e7c 51 } else {
el17sm 36:92d131695e7c 52 face = 3;
el17sm 36:92d131695e7c 53 }
el17sm 36:92d131695e7c 54 } else {
el17sm 36:92d131695e7c 55 if (pos_diff.imag() > 0) {
el17sm 36:92d131695e7c 56 face = 2;
el17sm 36:92d131695e7c 57 } else {
el17sm 36:92d131695e7c 58 face = 0;
el17sm 36:92d131695e7c 59 }
el17sm 36:92d131695e7c 60 }
el17sm 36:92d131695e7c 61 } else if (_dash_counter < DASH_DELAY + 28){
el17sm 36:92d131695e7c 62 _dash = true;
el17sm 36:92d131695e7c 63 velocity = skull_velocity_pattern[(int)((_dash_counter - DASH_DELAY)/4)];
el17sm 36:92d131695e7c 64 if (face == 0){
el17sm 36:92d131695e7c 65 position.y -= velocity;
el17sm 36:92d131695e7c 66 } else if (face == 1){
el17sm 36:92d131695e7c 67 position.x += velocity;
el17sm 36:92d131695e7c 68 } else if (face == 2){
el17sm 36:92d131695e7c 69 position.y += velocity;
el17sm 36:92d131695e7c 70 } else if (face == 3){
el17sm 36:92d131695e7c 71 position.x -= velocity;
el17sm 36:92d131695e7c 72 }
el17sm 36:92d131695e7c 73 } else {
el17sm 36:92d131695e7c 74 _dash_counter = 0;
el17sm 36:92d131695e7c 75 velocity = 0.2;
el17sm 36:92d131695e7c 76 }
el17sm 36:92d131695e7c 77 undo_move_x(entity_to_map_collision_test(position.x, prev_pos.y, map, doorways));
el17sm 36:92d131695e7c 78 undo_move_y(entity_to_map_collision_test(prev_pos.x, position.y, map, doorways));
el17sm 33:4f3948dcd2f7 79
el17sm 36:92d131695e7c 80 _dash_counter++;
el17sm 36:92d131695e7c 81 increment_frames();
el17sm 33:4f3948dcd2f7 82 }
el17sm 33:4f3948dcd2f7 83
el17sm 33:4f3948dcd2f7 84 void Skull::draw(N5110 &lcd)
el17sm 33:4f3948dcd2f7 85 {
el17sm 36:92d131695e7c 86 update_offsets();
el17sm 36:92d131695e7c 87 lcd.drawSpriteTransparent(position.x+_shadow.offset_x,
el17sm 36:92d131695e7c 88 position.y+_shadow.offset_y,
el17sm 36:92d131695e7c 89 _shadow.height,
el17sm 36:92d131695e7c 90 _shadow.width,
el17sm 36:92d131695e7c 91 (char *)skull_shadow_sprite[frame.number]);
el17sm 36:92d131695e7c 92 lcd.drawSpriteTransparent(position.x+sprite_size.offset_x,
el17sm 36:92d131695e7c 93 position.y+sprite_size.offset_y,
el17sm 36:92d131695e7c 94 sprite_size.height,
el17sm 36:92d131695e7c 95 sprite_size.width,
el17sm 36:92d131695e7c 96 (char *)skull_sprite[face][_dash]);
el17sm 33:4f3948dcd2f7 97 }
el17sm 33:4f3948dcd2f7 98
el17sm 33:4f3948dcd2f7 99 void Skull::take_damage(int damage)
el17sm 33:4f3948dcd2f7 100 {
el17sm 36:92d131695e7c 101 hp -= 1;
el17sm 36:92d131695e7c 102 }
el17sm 36:92d131695e7c 103
el17sm 36:92d131695e7c 104 // Private Functions
el17sm 36:92d131695e7c 105
el17sm 36:92d131695e7c 106 void Skull::increment_frames()
el17sm 36:92d131695e7c 107 {
el17sm 36:92d131695e7c 108 if (frame.number < frame.max) {
el17sm 36:92d131695e7c 109 frame.count++;
el17sm 36:92d131695e7c 110 } else {
el17sm 36:92d131695e7c 111 frame.count = 0;
el17sm 36:92d131695e7c 112 }
el17sm 36:92d131695e7c 113 frame.number = (frame.count/20) % frame.max;
el17sm 36:92d131695e7c 114 }
el17sm 36:92d131695e7c 115
el17sm 36:92d131695e7c 116 void Skull::update_offsets()
el17sm 36:92d131695e7c 117 {
el17sm 36:92d131695e7c 118 if (frame.number == 0) {
el17sm 36:92d131695e7c 119 sprite_size.offset_y = -14;
el17sm 36:92d131695e7c 120 } else if (frame.number == 1) {
el17sm 36:92d131695e7c 121 sprite_size.offset_y = -15;
el17sm 36:92d131695e7c 122 }
el17sm 33:4f3948dcd2f7 123 }