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Dependencies: mbed MotionSensor
Diff: Snake/Snake.h
- Revision:
- 60:44ddfb791e2b
- Parent:
- 59:fd4669864b67
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Snake/Snake.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,352 @@
+#ifndef SNAKE_H
+#define SNAKE_H
+#include "Entity.h"
+
+/**Snake Class
+*@author Steven Mahasin
+*@brief Creates a Snake which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
+*@date May 2019
+*/
+class Snake : public Entity
+{
+
+public:
+ /** Constructor
+ * @brief creates a snake at positions pos_x and pos_y
+ * @param pos_x - initialise _position.x
+ * @param pos_y - initialise _position.y
+ */
+ Snake(float pos_x, float pos_y);
+
+ // Functions
+ /**
+ * @brief calls the movement functions to move the snake in the desired way
+ * @param x_value @details player's x-position
+ * @param y_value @details player's y-position
+ * @param map @details the 2d map array that dictates where there are walls or empty space
+ * @param doorways @details an array that dictates which side of the wall has a doorway
+ */
+ virtual void move(float x_value, float y_value, char * map, bool * doorways);
+ /**
+ * @brief reduce hp by damage
+ * @param damage @details the amount of damage to be taken
+ */
+ virtual void take_damage(int damage);
+ /**
+ * @brief a virtual function of drawing the snake onto the screen
+ * @param lcd @details the screen where the snake is drawn on
+ */
+ virtual void draw(N5110 &lcd);
+
+private:
+ // Member Function
+ /**
+ * @brief updates _prev_face into _face
+ */
+ void update_prev_face();
+ /**
+ * @brief gets the sprite array
+ * @return char pointer array of the corresponding snake sprite frame
+ */
+ char * get_frame();
+ /**
+ * @brief changes the face everytime the snake finish slithering, towards the player
+ * @param diff_x @details the difference between the player x-position and the snake x-position
+ * @param diff_y @details the difference between the player y-position and the snake y-position
+ */
+ void update_face(float diff_x, float diff_y);
+ /**
+ * @brief function moves the snake in a slither effect
+ */
+ void move_snake();
+ /**
+ * @brief increase _frame.count which increases _frame.number to animate snake
+ */
+ void increment_frame();
+
+ // Member Mutator
+ /**
+ * @brief updates the hitbox status and sprite status of the snake since different face has unique hitbox and sprite status
+ * @param _hitbox_width @details the width of the hitbox
+ * @param _hitbox_height @details the height of the hitbox
+ * @param _sprite_size_width @details the width of the sprite
+ * @param _sprite_size_height @details the height of the sprite
+ * @param _sprite_size_offset_x @details the x-offset of the sprite to the hitbox
+ * @param _sprite_size_offset_y @details the y-offset of the sprite to the hitbox
+ * @param max_frame @details the maximum number of frames for animation
+ */
+ void 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);
+
+ // Member Variable
+ /**
+ * @brief an index to choose which velocity the snake currently has, this is to add the slither effect
+ */
+ int _velocity_index;
+ /**
+ * @brief the previous face of the snake, to detect change in snake's face
+ */
+ int _prev_face;
+
+};
+
+const float snake_velocity_pattern[6] = {0, 0.15, 0.25, 0.5, 0.1, -0.1};
+
+const char sprite_snake_x[2][4][7][12] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+ {
+ // Right
+ {
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,0,0,1,1,1,2,1,},
+ {0,0,0,0,0,0,0,1,1,1,1,1,},
+ {0,0,0,0,0,0,0,1,1,1,0,0,},
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,1,1,1,1,0,1,1,1,1,0,},
+ {1,1,1,0,1,1,1,1,1,1,0,0,},
+ },
+ {
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,0,0,1,1,1,2,1,},
+ {0,0,0,0,0,0,0,1,1,1,1,1,},
+ {0,0,0,0,0,0,0,1,1,1,0,0,},
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,1,1,1,1,0,1,1,1,1,1,0,},
+ {1,0,0,1,1,1,1,1,1,1,0,0,},
+ },
+ {
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,0,0,1,1,1,2,1,},
+ {0,0,0,0,0,0,0,1,1,1,1,1,},
+ {0,0,0,0,0,0,0,1,1,1,0,0,},
+ {1,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,1,0,0,1,1,1,1,1,1,1,0,},
+ {0,0,1,1,1,0,1,1,1,1,0,0,},
+ },
+ {
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,0,0,1,1,1,2,1,},
+ {0,0,0,0,0,0,0,1,1,1,1,1,},
+ {0,0,0,0,0,0,0,1,1,1,0,0,},
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {1,1,0,1,1,1,1,1,1,1,1,0,},
+ {0,0,1,1,0,1,1,1,1,1,0,0,},
+ }
+ },
+ {
+ // Left
+ {
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {1,2,1,1,1,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,1,0,0,0,0,0,0,0,},
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {0,1,1,1,1,0,1,1,1,1,0,0,},
+ {0,0,1,1,1,1,1,1,0,1,1,1,},
+ },
+ {
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {1,2,1,1,1,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,1,0,0,0,0,0,0,0,},
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {0,1,1,1,1,1,0,1,1,1,1,0,},
+ {0,0,1,1,1,1,1,1,1,0,0,1,},
+ },
+ {
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {1,2,1,1,1,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,1,0,0,0,0,0,0,0,},
+ {0,1,1,1,0,0,0,0,0,0,0,1,},
+ {0,1,1,1,1,1,1,1,0,0,1,0,},
+ {0,0,1,1,1,1,0,1,1,1,0,0,},
+ },
+ {
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {1,2,1,1,1,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,1,0,0,0,0,0,0,0,},
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {0,1,1,1,1,1,1,1,1,0,1,1,},
+ {0,0,1,1,1,1,1,0,1,1,0,0,},
+ }
+ }
+};
+
+const char sprite_snake_y[2][6][12][6] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+ {
+ // Up
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,0,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,0,1,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,0,1,0,},
+ {0,0,0,1,0,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,0,1,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,0,0,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,0,0,},
+ {0,0,1,0,0,0,},
+ }
+ },
+ {
+ // Down
+ {
+ {0,0,0,0,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,0,1,1,0,0,},
+ {0,1,0,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,0,1,0,0,0,},
+ {0,1,0,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,1,0,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,0,1,1,0,0,},
+ {0,0,0,0,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,0,0,1,0,0,},
+ {0,0,0,0,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ }
+ }
+};
+
+#endif
\ No newline at end of file