Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
60:44ddfb791e2b
Parent:
57:1c12361b6e3d
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Headless/Headless.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,79 @@
+#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