Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
54:03ddad11d202
Parent:
51:4d0cd75e7ed3
Child:
57:1c12361b6e3d
--- a/Entity/Mobs/Snake/Snake.cpp	Thu May 09 08:02:07 2019 +0000
+++ b/Entity/Mobs/Snake/Snake.cpp	Thu May 09 08:12:41 2019 +0000
@@ -5,22 +5,27 @@
 // Constructor
 Snake::Snake(float pos_x, float pos_y)
 {
-    _hp_drop_chance = 10; // out of 100
-    _prev_face = 0;
-    face = 0;
     hp = 4;
     attack = 1;
+    face = 0;
+    _prev_face = 0;
+    _hp_drop_chance = 10; // out of 100
+    
     hitbox.width = 4;
     hitbox.height = 7;
+    
     position.x = pos_x;
     position.y = pos_y;
+    
     sprite_size.width = 6;
     sprite_size.height = 12;
     sprite_size.offset_x = -1;
     sprite_size.offset_y = -6;
+    
     frame.count = 0;
     frame.number = 0;
     frame.max = 6;
+    
     velocity = 0;
     _velocity_index = 0;
 }
@@ -34,13 +39,15 @@
 void Snake::update_hitbox(int hitbox_width, int hitbox_height, int sprite_size_width, int sprite_size_height, int sprite_size_offset_x, int sprite_size_offset_y, int max_frame)     // Offset, Hitbox and Frame Count update
 {
     if (_prev_face != face) {
-        frame.number = 0;
+        frame.number = 0;   // Resets animation everytime face changes
         hitbox.width = hitbox_width;
         hitbox.height = hitbox_height;
+        
         sprite_size.width = sprite_size_width;
         sprite_size.height = sprite_size_height;
         sprite_size.offset_x = sprite_size_offset_x;
         sprite_size.offset_y = sprite_size_offset_y;
+        
         frame.max = max_frame;
     }
 }
@@ -48,12 +55,25 @@
 // Functions
 void Snake::move(float player_x, float player_y, char * map, bool * doorways)
 {
-    float diff_x = player_x - position.x; // defining difference in position as a vector
+    float diff_x = player_x - position.x;
     float diff_y = player_y - position.y;
     velocity = snake_velocity_pattern[_velocity_index]; // Creating slithering effect, changing velocity of movement
     update_prev_face();
 
     // Setting Face
+    update_face(diff_x, diff_y);
+
+    // Movement
+    move_snake(); // Movement and updating hitboxes
+
+    undo_move_x(entity_to_map_collision_test(position.x, prev_pos.y, map, doorways));
+    undo_move_y(entity_to_map_collision_test(prev_pos.x, position.y, map, doorways));
+
+    increment_frame();
+}
+
+void Snake::update_face(float diff_x, float diff_y) // Depending on the displacement of player from snake, after a full slither effect, change the face
+{
     if (_velocity_index == 0) {
         if (abs(diff_x) > abs(diff_y)) {
             if (diff_x > 0) {
@@ -69,8 +89,10 @@
             }
         }
     }
+}
 
-    // Movement
+void Snake::move_snake()    // Moves the Snake according to velocity, updates the hitboxes everytime it changes face
+{
     if (face == 0) {
         position.y -= velocity;
         update_hitbox(4, 7, 6, 12, -1, -6, 6);
@@ -84,19 +106,19 @@
         position.x -= velocity;
         update_hitbox(7, 4, 12, 7, 0, -4, 4);
     }
+}
 
-    undo_move_x(entity_to_map_collision_test(position.x, prev_pos.y, map, doorways));
-    undo_move_y(entity_to_map_collision_test(prev_pos.x, position.y, map, doorways));
-
+void Snake::increment_frame()   // Frame increment and velocity index increment
+{
     frame.count++;
-    if (frame.count >= 10) {
+    if (frame.count >= 10) {    // Every 10 frames, sprite_frames increments and velocity_index increments
         frame.count = 0;
         _velocity_index++;
         frame.number++;
-        if (_velocity_index >= 6) {
+        if (_velocity_index >= 6) { // Velocity_index max; reset
             _velocity_index = 0;
         }
-        if (frame.number >= frame.max) {
+        if (frame.number >= frame.max) {    // Frame.number max; reset
             frame.number = 0;
         }
     }
@@ -107,7 +129,7 @@
     hp -= damage;
 }
 
-char * Snake::get_frame()
+char * Snake::get_frame()   // Returns the frame needed
 {
     if(face == 0) {
         return (char *) sprite_snake_y[0][frame.number];