Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: mbed MotionSensor
Diff: Entity/Mobs/Headless/Headless.cpp
- Revision:
- 56:ef9521b7ed78
- Parent:
- 51:4d0cd75e7ed3
- Child:
- 57:1c12361b6e3d
--- a/Entity/Mobs/Headless/Headless.cpp Thu May 09 08:18:36 2019 +0000
+++ b/Entity/Mobs/Headless/Headless.cpp Thu May 09 08:42:52 2019 +0000
@@ -4,53 +4,59 @@
Headless::Headless(float pos_x, float pos_y)
{
- _hp_drop_chance = 10; // out of 100
- face = 0;
hp = 4;
attack = 1;
+ face = 0;
+ _hp_drop_chance = 10; // out of 100
+
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 = 4;
+
velocity = 0.25;
}
void Headless::move(float player_x, float player_y, char * map, bool * doorways)
{
- std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // defining difference in position as a vector
+ std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // Defining difference in position as a vector for simplicity (magnitude is hard to calculate)
position.x += velocity * pos_diff.real() / std::abs(pos_diff);
position.y += velocity * pos_diff.imag() / std::abs(pos_diff);
-
+ // Setting face
if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
- if (pos_diff.real() > 0) {
- face = 1;
- } else {
- face = 3;
+ if (pos_diff.real() > 0) { face = 1;
+ } else { face = 3;
}
} else {
- if (pos_diff.imag() > 0) {
- face = 2;
- } else {
- face = 0;
+ if (pos_diff.imag() > 0) { face = 2;
+ } else { face = 0;
}
}
-
+ // Wall Collision
undo_move_x(entity_to_map_collision_test(position.x, prev_pos.y, map, doorways));
undo_move_y(entity_to_map_collision_test(prev_pos.x, position.y, map, doorways));
+ // Animation
+ increment_frame();
+}
+void Headless::increment_frame()
+{
if (frame.number < frame.max) {
frame.count++;
} else {
frame.count = 0;
}
- frame.number = (frame.count/16) % frame.max;
+ frame.number = (frame.count/16) % frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 16 is the number of frames per sprite-frame
}
void Headless::draw(N5110 &lcd)
@@ -67,7 +73,7 @@
hp -= damage;
}
-char * Headless::get_frame()
+char * Headless::get_frame() // Returns the corresponding frame
{
return (char *) sprite_headless[face][frame.number];
}
\ No newline at end of file