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Dependencies: mbed MotionSensor
Entity/Player/Player.cpp
- Committer:
- el17sm
- Date:
- 2019-04-25
- Revision:
- 23:5a8f75e93508
- Parent:
- 22:7abf4581bc9b
- Child:
- 26:abbc19edc5c1
File content as of revision 23:5a8f75e93508:
#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;
}
// Accessors
int Player::get_bullet_speed()
{
return _bullet_speed;
};
int Player::get_hearts_width()
{
return hearts.width;
}
int Player::get_hearts_height()
{
return hearts.height;
}
int * Player::get_hearts_sprite()
{
return hearts.sprite;
}
// Functions
void Player::move(float mapped_x, float mapped_y)
{
if(!matrix_collision_test(position.x + velocity*mapped_x, position.y, 0)) {
position.x += velocity*mapped_x;
}
if(!matrix_collision_test(position.x, position.y - velocity*mapped_y, 0)) {
position.y -= velocity*mapped_y;
}
moving = false;
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;
invulnerability_counter++;
}
void Player::take_damage(int damage)
{
if (invulnerability_counter >= invulnerability_period) {
hp -= damage;
invulnerability_counter = 0;
}
}
int * Player::get_frame()
{
if ((invulnerability_counter < invulnerability_period) && (invulnerability_counter % 10 <= 4)) {
return (int*) sprite_transparent_player;
}
return (int *) 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;
}
}
}
}
void Player::update_hearts()
{
hearts.width = (hp * 10) - 1;
hearts.height = 9;
int hearts_sprite[hearts.height][hearts.width];
for (int j = 0; j < 9; j++) {
for (int n = 0; n < hp; n++) {
for (int i = 0; i < 9; i++){
hearts_sprite[j][i + (n * 10)] = sprite_heart[j][i];
}
if (n != hp) {
hearts_sprite[j][9 + (n * 10)] = 2;
}
}
}
hearts.sprite = * hearts_sprite;
}