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Dependencies: mbed MotionSensor
Diff: Skull/Skull.cpp
- Revision:
- 60:44ddfb791e2b
- Parent:
- 57:1c12361b6e3d
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Skull/Skull.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,130 @@
+#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