Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

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