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Dependencies: mbed MotionSensor
Entity/Player/Player.cpp
- Committer:
- el17sm
- Date:
- 2019-05-09
- Revision:
- 57:1c12361b6e3d
- Parent:
- 52:7d05e5472022
File content as of revision 57:1c12361b6e3d:
#include "Player.h"
#include "math.h"
// Constructor
Player::Player(float pos_x, float pos_y)
{
_hp = 3;
_attack = 1;
_face = 2;
_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;
}
_invulnerability_counter = INVULNERABILITY_PERIOD;
// Upgradable status
_fire_rate_delay = 30;
_fire_rate_counter = _fire_rate_delay;
_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) // Update all bullet movement and player movement, also takes care of animation
{
move_player(mapped_x, mapped_y, map, doorways);
move_bullets();
increment_frames(mapped_x, mapped_y); // Sets the face of the person, and increment frame count
_invulnerability_counter++; // for damage checking
}
void Player::move_player(float mapped_x, float mapped_y, char * map, bool * doorways) // Moves the player unless if the player walks onto a wall
{
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));
}
void Player::move_bullets() // For each bullet, move them
{
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) { // If player is moving
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) { // Animate frames by incrementing and reseting frames
_frame.count++;
} else {
_frame.count = 0;
}
} else {
_frame.count = 0; // If the player is not moving, don't animate
}
_frame.number = (_frame.count/8) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 8 is the number of frames per sprite-frame
}
void Player::take_damage(int damage) // Takes damage unless if player just got damaged within invulnerability period
{
if (damage < 0){
_hp -= damage;
}
else if (_invulnerability_counter >= INVULNERABILITY_PERIOD) {
_hp -= damage;
_invulnerability_counter = 0;
}
if (_hp > 5) { // Max HP is a constant 5, this might be an upgradable status later
_hp = 5;
}
}
bool Player::delete_out_of_bounds_bullets(char * map, bool * doorways) // Attempts to delete bullets that are out of bounds or colliding with the wall, returns true if any bullets are deleted
{
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() // Delete all bullets, normally used in unloading
{
for (int i = 0; i < bullets_max; i++) {
if (valid_bullets[i]) {
delete bullets_array[i];
valid_bullets[i] = false;
}
}
}
char * Player::get_frame() // Returns the current frame's sprite pointer
{
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) // Summons new bullets and overloads the player face when buttons are pressed
{
_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)) { // waits until _fire_rate_delay is done before creating a bullet in an invalid slot of bullet_array
bullets_array[i] = new Bullets(_position.x+2, _position.y+2, _face);
valid_bullets[i] = true;
_fire_rate_counter = 0;
break;
}
}
}
}