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Dependencies: mbed MotionSensor
Entity/Mobs/Snake/Snake.cpp
- Committer:
- el17sm
- Date:
- 2019-05-09
- Revision:
- 57:1c12361b6e3d
- Parent:
- 54:03ddad11d202
File content as of revision 57:1c12361b6e3d:
#include "Snake.h"
#include "math.h"
#include <complex>
// Constructor
Snake::Snake(float pos_x, float pos_y)
{
_hp = 4;
_attack = 1;
_face = 0;
_prev_face = 0;
_hp_drop_chance = 10; // out of 100
_hitbox.width = 4;
_hitbox.height = 7;
_position.x = pos_x;
_position.y = pos_y;
_sprite_size.width = 6;
_sprite_size.height = 12;
_sprite_size.offset_x = -1;
_sprite_size.offset_y = -6;
_frame.count = 0;
_frame.number = 0;
_frame.max = 6;
_velocity = 0;
_velocity_index = 0;
}
// Member Function
void Snake::update_prev_face()
{
_prev_face = _face;
}
// Member Mutator
void Snake::update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame) // Offset, Hitbox and Frame Count update
{
if (_prev_face != _face) {
_frame.number = 0; // Resets animation everytime face changes
_hitbox.width = _hitbox_width;
_hitbox.height = _hitbox_height;
_sprite_size.width = _sprite_size_width;
_sprite_size.height = _sprite_size_height;
_sprite_size.offset_x = _sprite_size_offset_x;
_sprite_size.offset_y = _sprite_size_offset_y;
_frame.max = max_frame;
}
}
// Functions
void Snake::move(float player_x, float player_y, char * map, bool * doorways)
{
float diff_x = player_x - _position.x;
float diff_y = player_y - _position.y;
_velocity = snake_velocity_pattern[_velocity_index]; // Creating slithering effect, changing velocity of movement
update_prev_face();
// Setting Face
update_face(diff_x, diff_y);
// Movement
move_snake(); // Movement and updating _hitboxes
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));
increment_frame();
}
void Snake::update_face(float diff_x, float diff_y) // Depending on the displacement of player from snake, after a full slither effect, change the face
{
if (_velocity_index == 0) {
if (abs(diff_x) > abs(diff_y)) {
if (diff_x > 0) {
_face = 1;
} else {
_face = 3;
}
} else {
if (diff_y > 0) {
_face = 2;
} else {
_face = 0;
}
}
}
}
void Snake::move_snake() // Moves the Snake according to velocity, updates the _hitboxes everytime it changes face
{
if (_face == 0) {
_position.y -= _velocity;
update_hitbox(4, 7, 6, 12, -1, -6, 6);
} else if (_face == 1) {
_position.x += _velocity;
update_hitbox(7, 4, 12, 7, -6, -4, 4);
} else if (_face == 2) {
_position.y += _velocity;
update_hitbox(4, 7, 6, 12, -1, -5, 6);
} else if (_face == 3) {
_position.x -= _velocity;
update_hitbox(7, 4, 12, 7, 0, -4, 4);
}
}
void Snake::increment_frame() // Frame increment and velocity index increment
{
_frame.count++;
if (_frame.count >= 10) { // Every 10 frames, sprite_frames increments and velocity_index increments
_frame.count = 0;
_velocity_index++;
_frame.number++;
if (_velocity_index >= 6) { // Velocity_index max; reset
_velocity_index = 0;
}
if (_frame.number >= _frame.max) { // Frame.number max; reset
_frame.number = 0;
}
}
}
void Snake::take_damage(int damage)
{
_hp -= damage;
}
char * Snake::get_frame() // Returns the frame needed
{
if(_face == 0) {
return (char *) sprite_snake_y[0][_frame.number];
} else if(_face == 1) {
return (char *) sprite_snake_x[0][_frame.number];
} else if(_face == 2) {
return (char *) sprite_snake_y[1][_frame.number];
} else if(_face == 3) {
return (char *) sprite_snake_x[1][_frame.number];
}
return 0;
}
void Snake::draw(N5110 &lcd)
{
lcd.drawSpriteTransparent(get_pos_x()+_sprite_size.offset_x,
get_pos_y()+_sprite_size.offset_y,
_sprite_size.height,
_sprite_size.width,
get_frame());
}