Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
60:44ddfb791e2b
Parent:
59:fd4669864b67
--- a/Entity/Mobs/Headless/Headless.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,79 +0,0 @@
-#include "Headless.h"
-#include "math.h"
-#include <complex>
-
-Headless::Headless(float pos_x, float pos_y)
-{
-    _hp = 4;
-    _attack = 1;
-    _face = 0;
-    _hp_drop_chance = 10; // out of 100
-    
-    _hitbox.width = 6;
-    _hitbox.height = 5;
-    
-    _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;
-    
-    _frame.count = 0;
-    _frame.number = 0;
-    _frame.max = 4;
-    
-    _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);
-    // 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;
-        }
-    }
-    // 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));
-    // Animation
-    increment_frame();
-}
-
-void Headless::increment_frame()
-{
-    if (_frame.number < _frame.max) {
-        _frame.count++;
-    } else {
-        _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
-}
-
-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,
-                              get_frame());
-}
-
-void Headless::take_damage(int damage)
-{
-    _hp -= damage;
-}
-
-char * Headless::get_frame()    // Returns the corresponding frame
-{
-    return (char *) sprite_headless[_face][_frame.number];
-}
\ No newline at end of file