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Dependencies: mbed MotionSensor
Diff: Entity/Player/Player.cpp
- Revision:
- 13:d04a6caba40d
- Parent:
- 12:a1c1991835ca
- Child:
- 14:3361879490b2
--- a/Entity/Player/Player.cpp Tue Apr 23 22:59:12 2019 +0000
+++ b/Entity/Player/Player.cpp Wed Apr 24 02:33:33 2019 +0000
@@ -1,10 +1,11 @@
#include "Player.h"
#include "math.h"
+// Constructor
Player::Player(float pos_x, float pos_y){
moving = false;
face = 0;
- hp = 0;
+ hp = 1;
hitbox.width = 6;
hitbox.height = 5;
position.x = pos_x;
@@ -16,8 +17,13 @@
frame.count = 0;
frame.number = 0;
frame.max = 4;
+ for (int i = 0; i < bullets_max; i++){valid_bullets[i] = false;}
}
+// Accessors
+int get_attack(){return 1;};
+
+// Functions
void Player::move(float mapped_x, float mapped_y){
if(!matrix_collision_test(position.x + player_speed*mapped_x, position.y, 0)){
position.x += player_speed*mapped_x;
@@ -58,14 +64,9 @@
return (int *) sprite_player[face][frame.number];
}
-void Player::chkdmg(){
-
-}
-
void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X){
if (button_Y){
face = 0;
-
}
else if (button_B){
face = 1;
@@ -76,4 +77,11 @@
else if (button_X){
face = 3;
}
+ for (int i = 0; i < bullets_max; i++){
+ if (!valid_bullets[i]){
+ bullets_array[i] = new Bullets(position.x, position.y, face);
+ valid_bullets[i] = true;
+ break;
+ }
+ }
}