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

Dependencies:   mbed MotionSensor

Revision:
57:1c12361b6e3d
Parent:
56:ef9521b7ed78
--- a/Entity/Bosses/Skull/Skull.cpp	Thu May 09 08:42:52 2019 +0000
+++ b/Entity/Bosses/Skull/Skull.cpp	Thu May 09 09:50:19 2019 +0000
@@ -2,35 +2,35 @@
 #include <complex>
 Skull::Skull(float pos_x, float pos_y)
 {
-    hp = 20;
-    attack = 1;
+    _hp = 20;
+    _attack = 1;
     
     _dash = false;
     _dash_counter = 0;
     
-    hitbox.width = 19;
-    hitbox.height = 9;
+    _hitbox.width = 19;
+    _hitbox.height = 9;
     
-    sprite_size.width = 21;
-    sprite_size.height = 23;
-    sprite_size.offset_x = -1;
-    sprite_size.offset_y = -14;
+    _sprite_size.width = 21;
+    _sprite_size.height = 23;
+    _sprite_size.offset_x = -1;
+    _sprite_size.offset_y = -14;
     
     _shadow.width = 19;
     _shadow.height = 5;
     _shadow.offset_x = 0;
     _shadow.offset_y = 5;
     
-    position.x = pos_x;
-    position.y = pos_y;
+    _position.x = pos_x;
+    _position.y = pos_y;
     update_prev_pos();
     
-    frame.count = 0;
-    frame.number = 0;
-    frame.max = 2;
-    face = 2;
+    _frame.count = 0;
+    _frame.number = 0;
+    _frame.max = 2;
+    _face = 2;
     
-    velocity = 0.2;
+    _velocity = 0.2;
     _hp_drop_chance = 0;
 }
 
@@ -42,10 +42,10 @@
         dash_movement();
     } else {
         _dash_counter = 0;
-        velocity = 0.2;
+        _velocity = 0.2;
     }
-    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));
+    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));
     
     _dash_counter++;
     increment_frames();
@@ -54,21 +54,21 @@
 void Skull::approaching_movement(float player_x, float player_y)
 {
     _dash = false;
-    std::complex<double> pos_diff(player_x - position.x, player_y - position.y);     // defining difference in position as a vector for simplicity, similar to Headless
-    position.x += velocity * pos_diff.real() / std::abs(pos_diff);
-    position.y += velocity * pos_diff.imag() / std::abs(pos_diff);
+    std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y);     // defining difference in position as a vector for simplicity, similar to Headless
+    _position.x += _velocity * pos_diff.real() / std::abs(pos_diff);
+    _position.y += _velocity * pos_diff.imag() / std::abs(pos_diff);
     // Setting Face
     if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
         if (pos_diff.real() > 0) {
-            face = 1;
+            _face = 1;
         } else {
-            face = 3;
+            _face = 3;
         }
     } else {
         if (pos_diff.imag() > 0) {
-            face = 2;
+            _face = 2;
         } else {
-            face = 0;
+            _face = 0;
         }
     }
 }
@@ -76,55 +76,55 @@
 void Skull::dash_movement() // Changes velocity over time using the velocity pattern
 {
     _dash = true;
-    velocity = skull_velocity_pattern[(int)((_dash_counter - DASH_DELAY)/4)];
-    if (face == 0){
-        position.y -= velocity;
-    } else if (face == 1){
-        position.x += velocity;
-    } else if (face == 2){
-        position.y += velocity;
-    } else if (face == 3){
-        position.x -= velocity;
+    _velocity = skull_velocity_pattern[(int)((_dash_counter - DASH_DELAY)/4)];
+    if (_face == 0){
+        _position.y -= _velocity;
+    } else if (_face == 1){
+        _position.x += _velocity;
+    } else if (_face == 2){
+        _position.y += _velocity;
+    } else if (_face == 3){
+        _position.x -= _velocity;
     }
 }
 
 void Skull::draw(N5110 &lcd)
 {
     update_offsets();
-    lcd.drawSpriteTransparent(position.x+_shadow.offset_x,
-                              position.y+_shadow.offset_y,
+    lcd.drawSpriteTransparent(_position.x+_shadow.offset_x,
+                              _position.y+_shadow.offset_y,
                               _shadow.height,
                               _shadow.width,
-                              (char *)skull_shadow_sprite[frame.number]);
-    lcd.drawSpriteTransparent(position.x+sprite_size.offset_x,
-                              position.y+sprite_size.offset_y,
-                              sprite_size.height,
-                              sprite_size.width,
-                              (char *)skull_sprite[face][_dash]);
+                              (char *)skull_shadow_sprite[_frame.number]);
+    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+                              _position.y+_sprite_size.offset_y,
+                              _sprite_size.height,
+                              _sprite_size.width,
+                              (char *)skull_sprite[_face][_dash]);
 }
 
 void Skull::take_damage(int damage)
 {
-    hp -= 1;
+    _hp -= 1;
 }
 
 // Methods
 
 void Skull::increment_frames()
 {
-    if (frame.number < frame.max) {
-        frame.count++;
+    if (_frame.number < _frame.max) {
+        _frame.count++;
     } else {
-        frame.count = 0;
+        _frame.count = 0;
     }
-    frame.number = (frame.count/20) % frame.max;
+    _frame.number = (_frame.count/20) % _frame.max;
 }
 
 void Skull::update_offsets()    // Animates the shadows by offsetting the skull from the shadow periodically
 {
-    if (frame.number == 0) {
-        sprite_size.offset_y = -14;
-    } else if (frame.number == 1) {
-        sprite_size.offset_y = -15;
+    if (_frame.number == 0) {
+        _sprite_size.offset_y = -14;
+    } else if (_frame.number == 1) {
+        _sprite_size.offset_y = -15;
     }
 }
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