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Dependencies: mbed MotionSensor
Diff: Snake/Snake.cpp
- Revision:
- 60:44ddfb791e2b
- Parent:
- 57:1c12361b6e3d
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Snake/Snake.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,153 @@
+#include "Snake.h"
+#include "math.h"
+#include <complex>
+
+// Constructor
+Snake::Snake(float pos_x, float pos_y)
+{
+ _hp = 4;
+ _attack = 1;
+ _face = 0;
+ _prev_face = 0;
+ _hp_drop_chance = 10; // out of 100
+
+ _hitbox.width = 4;
+ _hitbox.height = 7;
+
+ _position.x = pos_x;
+ _position.y = pos_y;
+
+ _sprite_size.width = 6;
+ _sprite_size.height = 12;
+ _sprite_size.offset_x = -1;
+ _sprite_size.offset_y = -6;
+
+ _frame.count = 0;
+ _frame.number = 0;
+ _frame.max = 6;
+
+ _velocity = 0;
+ _velocity_index = 0;
+}
+// Member Function
+void Snake::update_prev_face()
+{
+ _prev_face = _face;
+}
+
+// Member Mutator
+void Snake::update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame) // Offset, Hitbox and Frame Count update
+{
+ if (_prev_face != _face) {
+ _frame.number = 0; // Resets animation everytime face changes
+ _hitbox.width = _hitbox_width;
+ _hitbox.height = _hitbox_height;
+
+ _sprite_size.width = _sprite_size_width;
+ _sprite_size.height = _sprite_size_height;
+ _sprite_size.offset_x = _sprite_size_offset_x;
+ _sprite_size.offset_y = _sprite_size_offset_y;
+
+ _frame.max = max_frame;
+ }
+}
+
+// Functions
+void Snake::move(float player_x, float player_y, char * map, bool * doorways)
+{
+ float diff_x = player_x - _position.x;
+ float diff_y = player_y - _position.y;
+ _velocity = snake_velocity_pattern[_velocity_index]; // Creating slithering effect, changing velocity of movement
+ update_prev_face();
+
+ // Setting Face
+ update_face(diff_x, diff_y);
+
+ // Movement
+ move_snake(); // Movement and updating _hitboxes
+
+ 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));
+
+ increment_frame();
+}
+
+void Snake::update_face(float diff_x, float diff_y) // Depending on the displacement of player from snake, after a full slither effect, change the face
+{
+ if (_velocity_index == 0) {
+ if (abs(diff_x) > abs(diff_y)) {
+ if (diff_x > 0) {
+ _face = 1;
+ } else {
+ _face = 3;
+ }
+ } else {
+ if (diff_y > 0) {
+ _face = 2;
+ } else {
+ _face = 0;
+ }
+ }
+ }
+}
+
+void Snake::move_snake() // Moves the Snake according to velocity, updates the _hitboxes everytime it changes face
+{
+ if (_face == 0) {
+ _position.y -= _velocity;
+ update_hitbox(4, 7, 6, 12, -1, -6, 6);
+ } else if (_face == 1) {
+ _position.x += _velocity;
+ update_hitbox(7, 4, 12, 7, -6, -4, 4);
+ } else if (_face == 2) {
+ _position.y += _velocity;
+ update_hitbox(4, 7, 6, 12, -1, -5, 6);
+ } else if (_face == 3) {
+ _position.x -= _velocity;
+ update_hitbox(7, 4, 12, 7, 0, -4, 4);
+ }
+}
+
+void Snake::increment_frame() // Frame increment and velocity index increment
+{
+ _frame.count++;
+ if (_frame.count >= 10) { // Every 10 frames, sprite_frames increments and velocity_index increments
+ _frame.count = 0;
+ _velocity_index++;
+ _frame.number++;
+ if (_velocity_index >= 6) { // Velocity_index max; reset
+ _velocity_index = 0;
+ }
+ if (_frame.number >= _frame.max) { // Frame.number max; reset
+ _frame.number = 0;
+ }
+ }
+}
+
+void Snake::take_damage(int damage)
+{
+ _hp -= damage;
+}
+
+char * Snake::get_frame() // Returns the frame needed
+{
+ if(_face == 0) {
+ return (char *) sprite_snake_y[0][_frame.number];
+ } else if(_face == 1) {
+ return (char *) sprite_snake_x[0][_frame.number];
+ } else if(_face == 2) {
+ return (char *) sprite_snake_y[1][_frame.number];
+ } else if(_face == 3) {
+ return (char *) sprite_snake_x[1][_frame.number];
+ }
+ return 0;
+}
+
+void Snake::draw(N5110 &lcd)
+{
+ lcd.drawSpriteTransparent(get_pos_x()+_sprite_size.offset_x,
+ get_pos_y()+_sprite_size.offset_y,
+ _sprite_size.height,
+ _sprite_size.width,
+ get_frame());
+}
\ No newline at end of file