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Dependencies: mbed MotionSensor
Entity/Player/Player.cpp
- Committer:
- el17sm
- Date:
- 2019-04-25
- Revision:
- 22:7abf4581bc9b
- Parent:
- 16:ddb203a74dfc
- Child:
- 23:5a8f75e93508
File content as of revision 22:7abf4581bc9b:
#include "Player.h"
#include "math.h"
// Constructor
Player::Player(float pos_x, float pos_y)
{
moving = false;
face = 0;
hp = 3;
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;
// Upgradable status
fire_rate_delay = 3;
velocity = 1.4;
_bullet_speed = 2;
}
// Accessors
int Player::get_attack()
{
return 1;
};
int Player::get_bullet_speed()
{
return _bullet_speed;
};
// 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/4) % frame.max;
}
int * Player::get_frame()
{
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;
}
}
}
}