Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Entity/Headless/Headless.cpp

Committer:
el17sm
Date:
2019-04-25
Revision:
21:be18f33da757
Parent:
16:ddb203a74dfc
Child:
23:5a8f75e93508

File content as of revision 21:be18f33da757:

#include "Headless.h"
#include "math.h"
#include <complex>

Headless::Headless(float pos_x, float pos_y)
{
    moving = true;
    face = 0;
    hp = 4;
    hitbox.width = 6;
    hitbox.height = 5;
    position.x = pos_x;
    position.y = pos_y;
    sprite_size.width = 6;
    sprite_size.height = 9;
    sprite_size.offset_x = 0;
    sprite_size.offset_y = 4;
    frame.count = 0;
    frame.number = 0;
    frame.max = 4;
    velocity = 0.5;
}

void Headless::move(float player_x, float player_y)
{
    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);

    if (pos_diff.imag() / std::abs(pos_diff) < 0 && abs(pos_diff.imag() / std::abs(pos_diff)) > abs(pos_diff.real() / std::abs(pos_diff))) {
        face = 2;
    } else if (pos_diff.imag() / std::abs(pos_diff) > 0 && abs(pos_diff.imag() / std::abs(pos_diff)) > abs(pos_diff.real() / std::abs(pos_diff))) {
        face = 0;
    } else if (pos_diff.real() / std::abs(pos_diff) > 0 && abs(pos_diff.real() / std::abs(pos_diff)) > abs(pos_diff.imag() / std::abs(pos_diff))) {
        face = 1;
    } else if (pos_diff.real() / std::abs(pos_diff) < 0 && abs(pos_diff.real() / std::abs(pos_diff)) > abs(pos_diff.imag() / std::abs(pos_diff))) {
        face = 3;
    }

    undo_move_x(matrix_collision_test(position.x, prev_pos.y, 0));
    undo_move_y(matrix_collision_test(prev_pos.x, position.y, 0));

    if (frame.number < frame.max) {
        frame.count++;
    } else {
        frame.count = 0;
    }
    frame.number = (frame.count/5) % frame.max;
}

int * Headless::get_frame()
{
    return (int *) sprite_headless[face][frame.number];
}