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Dependencies: mbed MotionSensor
Skull/Skull.cpp
- Committer:
- el17sm
- Date:
- 2019-05-09
- Revision:
- 60:44ddfb791e2b
- Parent:
- Entity/Bosses/Skull/Skull.cpp@ 57:1c12361b6e3d
File content as of revision 60:44ddfb791e2b:
#include "Skull.h"
#include <complex>
Skull::Skull(float pos_x, float pos_y)
{
_hp = 20;
_attack = 1;
_dash = false;
_dash_counter = 0;
_hitbox.width = 19;
_hitbox.height = 9;
_sprite_size.width = 21;
_sprite_size.height = 23;
_sprite_size.offset_x = -1;
_sprite_size.offset_y = -14;
_shadow.width = 19;
_shadow.height = 5;
_shadow.offset_x = 0;
_shadow.offset_y = 5;
_position.x = pos_x;
_position.y = pos_y;
update_prev_pos();
_frame.count = 0;
_frame.number = 0;
_frame.max = 2;
_face = 2;
_velocity = 0.2;
_hp_drop_chance = 0;
}
void Skull::move(float player_x, float player_y, char * map, bool * doorways)
{
if (_dash_counter < DASH_DELAY) { // Approaching Movement
approaching_movement(player_x, player_y);
} else if (_dash_counter < DASH_DELAY + 28){ // Dashing movement; const 28 = 4(velocity_index_increment_delay) * 7 (length of the velocity_pattern)
dash_movement();
} else {
_dash_counter = 0;
_velocity = 0.2;
}
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));
_dash_counter++;
increment_frames();
}
void Skull::approaching_movement(float player_x, float player_y)
{
_dash = false;
std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y); // defining difference in position as a vector for simplicity, similar to Headless
_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;
}
} else {
if (pos_diff.imag() > 0) {
_face = 2;
} else {
_face = 0;
}
}
}
void Skull::dash_movement() // Changes velocity over time using the velocity pattern
{
_dash = true;
_velocity = skull_velocity_pattern[(int)((_dash_counter - DASH_DELAY)/4)];
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;
}
}
void Skull::draw(N5110 &lcd)
{
update_offsets();
lcd.drawSpriteTransparent(_position.x+_shadow.offset_x,
_position.y+_shadow.offset_y,
_shadow.height,
_shadow.width,
(char *)skull_shadow_sprite[_frame.number]);
lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
_position.y+_sprite_size.offset_y,
_sprite_size.height,
_sprite_size.width,
(char *)skull_sprite[_face][_dash]);
}
void Skull::take_damage(int damage)
{
_hp -= 1;
}
// Methods
void Skull::increment_frames()
{
if (_frame.number < _frame.max) {
_frame.count++;
} else {
_frame.count = 0;
}
_frame.number = (_frame.count/20) % _frame.max;
}
void Skull::update_offsets() // Animates the shadows by offsetting the skull from the shadow periodically
{
if (_frame.number == 0) {
_sprite_size.offset_y = -14;
} else if (_frame.number == 1) {
_sprite_size.offset_y = -15;
}
}