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Dependencies: mbed MotionSensor
Diff: Entity/Mobs/Snake/Snake.cpp
- 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];