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/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;
+    }
+}
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