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
Entity/Player/Player.cpp
- Committer:
- el17sm
- Date:
- 2019-05-09
- Revision:
- 51:4d0cd75e7ed3
- Parent:
- 50:2c5cb92a5361
- Child:
- 52:7d05e5472022
File content as of revision 51:4d0cd75e7ed3:
#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)
{
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));
}
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) {
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::delete_out_of_bounds_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;
}
}
}
}