Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
57:1c12361b6e3d
Parent:
56:ef9521b7ed78
--- a/Entity/Mobs/Headless/Headless.cpp	Thu May 09 08:42:52 2019 +0000
+++ b/Entity/Mobs/Headless/Headless.cpp	Thu May 09 09:50:19 2019 +0000
@@ -4,76 +4,76 @@
 
 Headless::Headless(float pos_x, float pos_y)
 {
-    hp = 4;
-    attack = 1;
-    face = 0;
+    _hp = 4;
+    _attack = 1;
+    _face = 0;
     _hp_drop_chance = 10; // out of 100
     
-    hitbox.width = 6;
-    hitbox.height = 5;
+    _hitbox.width = 6;
+    _hitbox.height = 5;
     
-    position.x = pos_x;
-    position.y = pos_y;
+    _position.x = pos_x;
+    _position.y = pos_y;
     
-    sprite_size.width = 6;
-    sprite_size.height = 9;
-    sprite_size.offset_x = 0;
-    sprite_size.offset_y = -4;
+    _sprite_size.width = 6;
+    _sprite_size.height = 9;
+    _sprite_size.offset_x = 0;
+    _sprite_size.offset_y = -4;
     
-    frame.count = 0;
-    frame.number = 0;
-    frame.max = 4;
+    _frame.count = 0;
+    _frame.number = 0;
+    _frame.max = 4;
     
-    velocity = 0.25;
+    _velocity = 0.25;
 }
 
 void Headless::move(float player_x, float player_y, char * map, bool * doorways)
 {
-    std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // Defining difference in position as a vector for simplicity (magnitude is hard to calculate)
-    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 (magnitude is hard to calculate)
+    _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;
-        } else { face = 3; 
+        if (pos_diff.real() > 0) { _face = 1;
+        } else { _face = 3; 
         }
     } else {
-        if (pos_diff.imag() > 0) { face = 2;
-        } else { face = 0;
+        if (pos_diff.imag() > 0) { _face = 2;
+        } else { _face = 0;
         }
     }
     // Wall Collision
-    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));
     // Animation
     increment_frame();
 }
 
 void Headless::increment_frame()
 {
-    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/16) % frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 16 is the number of frames per sprite-frame
+    _frame.number = (_frame.count/16) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 16 is the number of frames per sprite-frame
 }
 
 void Headless::draw(N5110 &lcd)
 {
-    lcd.drawSpriteTransparent(position.x+sprite_size.offset_x,
-                              position.y+sprite_size.offset_y,
-                              sprite_size.height,
-                              sprite_size.width,
+    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+                              _position.y+_sprite_size.offset_y,
+                              _sprite_size.height,
+                              _sprite_size.width,
                               get_frame());
 }
 
 void Headless::take_damage(int damage)
 {
-    hp -= damage;
+    _hp -= damage;
 }
 
 char * Headless::get_frame()    // Returns the corresponding frame
 {
-    return (char *) sprite_headless[face][frame.number];
+    return (char *) sprite_headless[_face][_frame.number];
 }
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