Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
52:7d05e5472022
Parent:
51:4d0cd75e7ed3
Child:
57:1c12361b6e3d
--- a/Entity/Player/Player.cpp	Thu May 09 07:39:49 2019 +0000
+++ b/Entity/Player/Player.cpp	Thu May 09 07:47:58 2019 +0000
@@ -60,15 +60,15 @@
 }
 
 // Functions
-void Player::move(float mapped_x, float mapped_y, char * map, bool * doorways)
+void Player::move(float mapped_x, float mapped_y, char * map, bool * doorways)  // Update all bullet movement and player movement, also takes care of animation
 {
     move_player(mapped_x, mapped_y, map, doorways);
     move_bullets();
-    increment_frames(mapped_x, mapped_y);
-    invulnerability_counter++;
+    increment_frames(mapped_x, mapped_y);   // Sets the face of the person, and increment frame count
+    invulnerability_counter++;  // for damage checking
 }
 
-void Player::move_player(float mapped_x, float mapped_y, char * map, bool * doorways)
+void Player::move_player(float mapped_x, float mapped_y, char * map, bool * doorways)   // Moves the player unless if the player walks onto a wall
 {
     update_prev_pos();
     position.y -= velocity*mapped_y;
@@ -78,7 +78,7 @@
     undo_move_y(entity_to_map_collision_test(prev_pos.x, position.y, map, doorways));
 }
 
-void Player::move_bullets()
+void Player::move_bullets() // For each bullet, move them
 {
     for (int i = 0; i < bullets_max; i++) {
         if (valid_bullets[i]) {
@@ -89,7 +89,7 @@
 
 void Player::increment_frames(float mapped_x, float mapped_y)
 {
-    if (abs(mapped_x) + abs(mapped_y) > 0.1f) {
+    if (abs(mapped_x) + abs(mapped_y) > 0.1f) { // If player is moving
         if (mapped_y < 0 && abs(mapped_y) > abs(mapped_x)) {
             face = 2;
         } else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)) {
@@ -99,18 +99,18 @@
         } else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)) {
             face = 3;
         }
-        if (frame.number < frame.max) {
+        if (frame.number < frame.max) { // Animate frames by incrementing and reseting frames
             frame.count++;
         } else {
             frame.count = 0;
         }
     } else {
-        frame.count = 0;
+        frame.count = 0;    // If the player is not moving, don't animate
     }
-    frame.number = (frame.count/8) % frame.max;
+    frame.number = (frame.count/8) % frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 8 is the number of frames per sprite-frame
 }
 
-void Player::take_damage(int damage)
+void Player::take_damage(int damage)    // Takes damage unless if player just got damaged within invulnerability period
 {
     if (damage < 0){
         hp -= damage;
@@ -119,12 +119,12 @@
         hp -= damage;
         invulnerability_counter = 0;
     }
-    if (hp > 5) {
+    if (hp > 5) {   // Max HP is a constant 5, this might be an upgradable status later
         hp = 5;
     }
 }
 
-bool Player::delete_out_of_bounds_bullets(char * map, bool * doorways)
+bool Player::delete_out_of_bounds_bullets(char * map, bool * doorways)  // Attempts to delete bullets that are out of bounds or colliding with the wall, returns true if any bullets are deleted
 {
     bool result = false;
     for (int i = 0; i < bullets_max; i++) {
@@ -160,7 +160,7 @@
     }
 }
 
-void Player::delete_bullets()
+void Player::delete_bullets()   // Delete all bullets, normally used in unloading
 {
     for (int i = 0; i < bullets_max; i++) {
         if (valid_bullets[i]) {
@@ -170,7 +170,7 @@
     }
 }
 
-char * Player::get_frame()
+char * Player::get_frame()  // Returns the current frame's sprite pointer
 {
     if ((invulnerability_counter < INVULNERABILITY_PERIOD) && (invulnerability_counter % 10 <= 4)) {
         return (char*) sprite_transparent_player;
@@ -178,7 +178,7 @@
     return (char *) sprite_player[face][frame.number];
 }
 
-void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X)
+void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X)    // Summons new bullets and overloads the player face when buttons are pressed
 {
     fire_rate_counter++;
     if (button_Y) {
@@ -192,7 +192,7 @@
     }
     if (button_Y || button_B || button_A || button_X) {
         for (int i = 0; i < bullets_max; i++) {
-            if (!valid_bullets[i] && (fire_rate_counter >= fire_rate_delay)) {
+            if (!valid_bullets[i] && (fire_rate_counter >= fire_rate_delay)) {  // waits until fire_rate_delay is done before creating a bullet in an invalid slot of bullet_array
                 bullets_array[i] = new Bullets(position.x+2, position.y+2, face);
                 valid_bullets[i] = true;
                 fire_rate_counter = 0;