Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
16:ddb203a74dfc
Child:
17:99e533f7f2fb
Child:
19:bfe410c82b45
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Entity/Snake/Snake.cpp	Wed Apr 24 21:21:37 2019 +0000
@@ -0,0 +1,75 @@
+#include "Snake.h"
+#include "math.h"
+#include <complex>
+
+Snake::Snake(float pos_x, float pos_y) {
+    moving = true;
+    face = 0;
+    hp = 4;
+    hitbox.width = 6;
+    hitbox.height = 5;
+    position.x = pos_x;
+    position.y = pos_y;
+    sprite_size.width = 6;
+    sprite_size.height = 9;
+    sprite_size.offset_x = 0;
+    sprite_size.offset_y = 4;
+    frame.count = 0;
+    frame.number = 0;
+    frame.max = 6;
+    velocity = 0.1;
+}
+
+void Snake::move(float player_x, float player_y) {
+    std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // defining difference in position as a vector
+    velocity = velocity_pattern[frame.number]; // Creating slithering effect, changing velocity of movement
+    
+    // Setting Face
+    if (frame.number == 0) {
+        if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
+            if (pos_diff.real() > 0) {
+                face = 1;
+            }
+            else {
+                face = 3;
+            }
+        }
+        else {
+            if (pos_diff.imag() > 0) {
+                face = 0;
+            }
+            else {
+                face = 2;
+            }
+        }
+    }
+    
+    // Movement, Offset and  Update
+    if (face == 0){
+        position.y += velocity;
+    }
+    else if (face == 1){
+        position.x += velocity;
+    }
+    else if (face == 2){
+        position.y -= velocity;
+    }
+    else if (face == 3){
+        position.x -= velocity;
+    }
+    
+    undo_move_x(matrix_collision_test(position.x, prev_pos.y, 0));
+    undo_move_y(matrix_collision_test(prev_pos.x, position.y, 0));
+    
+    if (frame.number < frame.max) {
+        frame.count++;
+    }
+    else {
+        frame.count = 0;
+    }
+    frame.number = (frame.count/5) % frame.max;
+}
+
+int * Snake::get_frame() {
+    return (int *) sprite_snake[face][frame.number];
+}
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