Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
33:4f3948dcd2f7
Parent:
32:fe6359ef9916
Child:
34:1d5b4da3935e
--- a/Entity/Bosses/Skull/Skull.h	Mon May 06 08:56:48 2019 +0000
+++ b/Entity/Bosses/Skull/Skull.h	Mon May 06 13:27:26 2019 +0000
@@ -1,89 +1,89 @@
-//#ifndef SKULL_H
-//#define SKULL_H
-//
-//class Skull : public Entity {
-//    
-//public:
-//    // Constructor
-//    Skull(float, float);
-//
-//    // Functions
-//    virtual void move(float player_x, float player_y, int * map, bool * doorways);
-//    virtual int * get_frame();
-//    virtual void take_damage(int damage);
-//
-//};
-//
-//const int skull_sprite[2][23][21] = //skull_sprite[mouthclose/mouthopen][Size_Y][Size_X]
-//{
-//    {
-//        {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-//        {0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0},
-//        {0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0},
-//        {0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0},
-//        {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0},
-//        {0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0},
-//        {0,1,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1,0,0,1,0},
-//        {1,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,1},
-//        {1,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,1},
-//        {1,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,1},
-//        {1,0,0,0,1,1,1,0,0,0,1,0,0,0,1,1,1,0,0,0,1},
-//        {1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1},
-//        {1,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1,0,1},
-//        {0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0},
-//        {0,1,0,0,1,1,1,0,0,0,1,0,0,0,1,1,1,0,0,1,0},
-//        {0,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,0,1,0,0},
-//        {0,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,0},
-//        {0,0,1,0,0,1,1,0,1,0,1,0,1,0,1,1,0,0,1,0,0},
-//        {0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,0,0},
-//        {0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0},
-//        {0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0},
-//        {0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0},
-//        {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0}
-//    },
-//    {
-//        {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-//        {0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0},
-//        {0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0},
-//        {0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0},
-//        {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0},
-//        {0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0},
-//        {0,1,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1,0,0,1,0},
-//        {1,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,1},
-//        {1,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,1},
-//        {1,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,1},
-//        {1,0,0,0,1,1,1,0,0,0,1,0,0,0,1,1,1,0,0,0,1},
-//        {1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1},
-//        {1,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1,0,1},
-//        {0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0},
-//        {0,1,0,0,1,1,1,0,0,0,0,0,0,0,1,1,1,0,0,1,0},
-//        {0,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,0,1,0,0},
-//        {0,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,0},
-//        {0,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,1,0,0},
-//        {0,0,0,1,0,0,1,1,1,1,1,1,1,1,1,0,0,1,0,0,0},
-//        {0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,0},
-//        {0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0},
-//        {0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0},
-//        {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0}
-//    }
-//};
-//
-//const int skull_shadow_sprite[2][5][19] = 
-//{
-//    {
-//        {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0},
-//        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
-//        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-//        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
-//        {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0}
-//    },
-//    {
-//        {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
-//        {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
-//        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
-//        {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
-//        {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0}
-//    }
-//}
-//
-//#endif
\ No newline at end of file
+#ifndef SKULL_H
+#define SKULL_H
+#include "Entity.h"
+
+class Skull : public Entity {
+    
+public:
+    // Constructor
+    Skull(float pos_x, float pos_y);
+
+    // Functions
+    virtual void move(float, float, int * map, bool * doorways); // movement control and miscellaneous updates
+    virtual void take_damage(int);
+    virtual void draw(N5110 &lcd);
+};
+
+const char skull_sprite[2][23][21] = //skull_sprite[mouthclose/mouthopen][Size_Y][Size_X]
+{
+    {
+        {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+        {0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0},
+        {0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0},
+        {0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0},
+        {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0},
+        {0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0},
+        {0,1,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1,0,0,1,0},
+        {1,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,1},
+        {1,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,1},
+        {1,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,1},
+        {1,0,0,0,1,1,1,0,0,0,1,0,0,0,1,1,1,0,0,0,1},
+        {1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1},
+        {1,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1,0,1},
+        {0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0},
+        {0,1,0,0,1,1,1,0,0,0,1,0,0,0,1,1,1,0,0,1,0},
+        {0,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,0,1,0,0},
+        {0,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,0},
+        {0,0,1,0,0,1,1,0,1,0,1,0,1,0,1,1,0,0,1,0,0},
+        {0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,0,0},
+        {0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0},
+        {0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0},
+        {0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0}
+    },
+    {
+        {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+        {0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0},
+        {0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0},
+        {0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0},
+        {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0},
+        {0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0},
+        {0,1,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1,0,0,1,0},
+        {1,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,1},
+        {1,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,1},
+        {1,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,1},
+        {1,0,0,0,1,1,1,0,0,0,1,0,0,0,1,1,1,0,0,0,1},
+        {1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1},
+        {1,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1,0,1},
+        {0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0},
+        {0,1,0,0,1,1,1,0,0,0,0,0,0,0,1,1,1,0,0,1,0},
+        {0,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,0,1,0,0},
+        {0,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,0},
+        {0,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,1,0,0},
+        {0,0,0,1,0,0,1,1,1,1,1,1,1,1,1,0,0,1,0,0,0},
+        {0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,0},
+        {0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0},
+        {0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0}
+    }
+};
+
+const char skull_shadow_sprite[2][5][19] = 
+{
+    {
+        {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0},
+        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
+        {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0}
+    },
+    {
+        {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
+        {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
+        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
+        {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
+        {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0}
+    }
+};
+
+#endif
\ No newline at end of file