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Dependencies: mbed MotionSensor
Diff: Entity/Mobs/Headless/Headless.cpp
- 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];
}
\ No newline at end of file