Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
21:be18f33da757
Parent:
16:ddb203a74dfc
--- a/Entity/Player/Player.cpp	Thu Apr 25 03:56:09 2019 +0000
+++ b/Entity/Player/Player.cpp	Thu Apr 25 05:27:43 2019 +0000
@@ -2,7 +2,8 @@
 #include "math.h"
 
 // Constructor
-Player::Player(float pos_x, float pos_y){
+Player::Player(float pos_x, float pos_y)
+{
     moving = false;
     face = 0;
     hp = 3;
@@ -17,75 +18,75 @@
     frame.count = 0;
     frame.number = 0;
     frame.max = 4;
-    for (int i = 0; i < bullets_max; i++){valid_bullets[i] = false;}
+    for (int i = 0; i < bullets_max; i++) {
+        valid_bullets[i] = false;
+    }
     fire_rate_counter = 0;
-    
+
     // Upgradable status
     fire_rate_delay = 12;
     velocity = 1.4;
 }
 
 // Accessors
-int Player::get_attack(){return 1;};
+int Player::get_attack()
+{
+    return 1;
+};
 
 // Functions
-void Player::move(float mapped_x, float mapped_y){
-    if(!matrix_collision_test(position.x + velocity*mapped_x, position.y, 0)){
+void Player::move(float mapped_x, float mapped_y)
+{
+    if(!matrix_collision_test(position.x + velocity*mapped_x, position.y, 0)) {
         position.x += velocity*mapped_x;
     }
-    if(!matrix_collision_test(position.x, position.y - velocity*mapped_y, 0)){
+    if(!matrix_collision_test(position.x, position.y - velocity*mapped_y, 0)) {
         position.y -= velocity*mapped_y;
     }
     moving = false;
-    if (abs(mapped_x) + abs(mapped_y) > 0.1f){
+    if (abs(mapped_x) + abs(mapped_y) > 0.1f) {
         moving = true;
-        if (mapped_y < 0 && abs(mapped_y) > abs(mapped_x)){
+        if (mapped_y < 0 && abs(mapped_y) > abs(mapped_x)) {
             face = 2;
-        }
-        else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)){
+        } else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)) {
             face = 0;
-        }
-        else if (mapped_x > 0 && abs(mapped_x) > abs(mapped_y)){
+        } else if (mapped_x > 0 && abs(mapped_x) > abs(mapped_y)) {
             face = 1;
-        }
-        else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)){
+        } else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)) {
             face = 3;
         }
-        
-        if (frame.number < frame.max){
+
+        if (frame.number < frame.max) {
             frame.count++;
-        }
-        else {
+        } else {
             frame.count = 0;
         }
-    }
-    else{
+    } else {
         frame.count = 0;
     }
     frame.number = (frame.count/4) % frame.max;
 }
 
-int * Player::get_frame(){
+int * Player::get_frame()
+{
     return (int *) 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)
+{
     fire_rate_counter++;
-    if (button_Y){
+    if (button_Y) {
         face = 0;
-    }
-    else if (button_B){
+    } else if (button_B) {
         face = 1;
-    }
-    else if (button_A){
+    } else if (button_A) {
         face = 2;
-    }
-    else if (button_X){
+    } else if (button_X) {
         face = 3;
     }
-    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 (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) {
                 bullets_array[i] = new Bullets(position.x+2, position.y-2, face);
                 valid_bullets[i] = true;
                 fire_rate_counter = 0;