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Dependencies: mbed MotionSensor
Diff: Entity/Bosses/Skull/Skull.cpp
- Revision:
- 60:44ddfb791e2b
- Parent:
- 59:fd4669864b67
--- a/Entity/Bosses/Skull/Skull.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,130 +0,0 @@
-#include "Skull.h"
-#include <complex>
-Skull::Skull(float pos_x, float pos_y)
-{
- _hp = 20;
- _attack = 1;
-
- _dash = false;
- _dash_counter = 0;
-
- _hitbox.width = 19;
- _hitbox.height = 9;
-
- _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;
- update_prev_pos();
-
- _frame.count = 0;
- _frame.number = 0;
- _frame.max = 2;
- _face = 2;
-
- _velocity = 0.2;
- _hp_drop_chance = 0;
-}
-
-void Skull::move(float player_x, float player_y, char * map, bool * doorways)
-{
- if (_dash_counter < DASH_DELAY) { // Approaching Movement
- approaching_movement(player_x, player_y);
- } else if (_dash_counter < DASH_DELAY + 28){ // Dashing movement; const 28 = 4(velocity_index_increment_delay) * 7 (length of the velocity_pattern)
- dash_movement();
- } else {
- _dash_counter = 0;
- _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));
-
- _dash_counter++;
- increment_frames();
-}
-
-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);
- // Setting Face
- if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
- if (pos_diff.real() > 0) {
- _face = 1;
- } else {
- _face = 3;
- }
- } else {
- if (pos_diff.imag() > 0) {
- _face = 2;
- } else {
- _face = 0;
- }
- }
-}
-
-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;
- }
-}
-
-void Skull::draw(N5110 &lcd)
-{
- update_offsets();
- 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]);
-}
-
-void Skull::take_damage(int damage)
-{
- _hp -= 1;
-}
-
-// Methods
-
-void Skull::increment_frames()
-{
- if (_frame.number < _frame.max) {
- _frame.count++;
- } else {
- _frame.count = 0;
- }
- _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;
- }
-}
\ No newline at end of file