Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Entity/Player/Player.cpp

Committer:
el17sm
Date:
2019-05-07
Revision:
41:0697508a28ba
Parent:
40:cbcbf6fc1421
Child:
50:2c5cb92a5361

File content as of revision 41:0697508a28ba:

#include "Player.h"
#include "math.h"

// Constructor
Player::Player(float pos_x, float pos_y)
{
    moving = false;
    face = 0;
    hp = 3;
    attack = 1;
    hitbox.width = 6;
    hitbox.height = 5;
    position.x = pos_x;
    position.y = pos_y;
    sprite_size.width = 6;
    sprite_size.height = 12;
    sprite_size.offset_x = 0;
    sprite_size.offset_y = -7;
    frame.count = 0;
    frame.number = 0;
    frame.max = 4;
    for (int i = 0; i < bullets_max; i++) {
        valid_bullets[i] = false;
    }
    fire_rate_counter = 0;
    
    invulnerability_counter = INVULNERABILITY_PERIOD;

    // Upgradable status
    fire_rate_delay = 30;
    velocity = 0.7;
    _bullet_speed = 1;
}

Player::~Player()
{
    delete_bullets();
}

// Accessors
int Player::get_bullet_speed()
{
    return _bullet_speed;
}
int Player::get_hearts_width()
{
    return 9;
}
int Player::get_hearts_height()
{
    return 9;
}
char * Player::get_hearts_sprite()
{
    return (char *) sprite_heart;
}

// Functions
void Player::move(float mapped_x, float mapped_y, char * map, bool * doorways)
{
    move_player(mapped_x, mapped_y, map, doorways);
    move_bullets();
    increment_frames(mapped_x, mapped_y);
    invulnerability_counter++;
}

void Player::move_player(float mapped_x, float mapped_y, char * map, bool * doorways)
{
    update_prev_pos();
    position.y -= velocity*mapped_y;
    position.x += velocity*mapped_x;
    
    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));
    
    moving = false;
}

void Player::move_bullets()
{
    for (int i = 0; i < bullets_max; i++) {
        if (valid_bullets[i]) {
            bullets_array[i]->move(get_bullet_speed(), 0, 0, (bool *) 0);
        }
    }
}

void Player::increment_frames(float mapped_x, float mapped_y)
{
    if (abs(mapped_x) + abs(mapped_y) > 0.1f) {
        moving = true;
        if (mapped_y < 0 && abs(mapped_y) > abs(mapped_x)) {
            face = 2;
        } else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)) {
            face = 0;
        } else if (mapped_x > 0 && abs(mapped_x) > abs(mapped_y)) {
            face = 1;
        } else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)) {
            face = 3;
        }
        if (frame.number < frame.max) {
            frame.count++;
        } else {
            frame.count = 0;
        }
    } else {
        frame.count = 0;
    }
    frame.number = (frame.count/8) % frame.max;
}

void Player::take_damage(int damage)
{
    if (damage < 0){
        hp -= damage;
    }
    else if (invulnerability_counter >= INVULNERABILITY_PERIOD) {
        hp -= damage;
        invulnerability_counter = 0;
    }
    if (hp > 5) {
        hp = 5;
    }
}

bool Player::update_bullets(char * map, bool * doorways)
{
    bool result = false;
    for (int i = 0; i < bullets_max; i++) {
        if((valid_bullets[i]) && (bullets_array[i]->out_of_bounds_check(map, doorways))) {
            valid_bullets[i] = false;
            delete bullets_array[i];
            result = true;
        }
    }
    return result;
}

void Player::draw(N5110 &lcd)
{
    draw_player(lcd);
}

void Player::draw_player(N5110 &lcd)
{
    lcd.drawSpriteTransparent(position.x+sprite_size.offset_x,
                              position.y+sprite_size.offset_y,
                              sprite_size.height,
                              sprite_size.width,
                              get_frame());
}

void Player::draw_bullets(N5110 &lcd, int j)
{
    for (int i = 0; i < bullets_max; i++) {
        if ((valid_bullets[i]) && (bullets_array[i]->get_pos_y() == j)) {
            bullets_array[i]->draw(lcd);
        }
    }
}

void Player::delete_bullets()
{
    for (int i = 0; i < bullets_max; i++) {
        if (valid_bullets[i]) {
            delete bullets_array[i];
            valid_bullets[i] = false;
        }
    }
}

char * Player::get_frame()
{
    if ((invulnerability_counter < INVULNERABILITY_PERIOD) && (invulnerability_counter % 10 <= 4)) {
        return (char*) sprite_transparent_player;
    }
    return (char *) sprite_player[face][frame.number];
}

void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X)
{
    fire_rate_counter++;
    if (button_Y) {
        face = 0;
    } else if (button_B) {
        face = 1;
    } else if (button_A) {
        face = 2;
    } 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)) {
                bullets_array[i] = new Bullets(position.x+2, position.y+2, face);
                valid_bullets[i] = true;
                fire_rate_counter = 0;
                break;
            }
        }
    }
}