A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Entity/Bosses/Skull/Skull.cpp
- Committer:
- el17sm
- Date:
- 2019-05-07
- Revision:
- 36:92d131695e7c
- Parent:
- 34:1d5b4da3935e
- Child:
- 37:a404860171a9
File content as of revision 36:92d131695e7c:
#include "Skull.h" #include <complex> Skull::Skull(float pos_x, float pos_y) { hp = 25; attack = 1; _dash = false; _dash_counter = 0; moving = true; 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 = 0; velocity = 0.2; _damage_self_upon_collision = false; _hp_drop_chance = 30; } void Skull::move(float player_x, float player_y, char * map, bool * doorways) { // Approaching Movement if (_dash_counter < DASH_DELAY) { _dash = false; std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // defining difference in position as a vector 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; } } } else if (_dash_counter < DASH_DELAY + 28){ _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; } } 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::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; } // Private Functions 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() { if (frame.number == 0) { sprite_size.offset_y = -14; } else if (frame.number == 1) { sprite_size.offset_y = -15; } }