Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Entity/Headless/Headless.cpp

Committer:
el17sm
Date:
2019-04-24
Revision:
13:d04a6caba40d
Parent:
12:a1c1991835ca
Child:
16:ddb203a74dfc
Child:
20:6405835af6e2

File content as of revision 13:d04a6caba40d:

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

Headless::Headless(float pos_x, float pos_y){
    moving = true;
    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 = 9;
    sprite_size.offset_x = 0;
    sprite_size.offset_y = 4;
    frame.count = 0;
    frame.number = 0;
    frame.max = 4;
}

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 += headless_velocity * pos_diff.real() / std::abs(pos_diff);
    position.y += headless_velocity * pos_diff.imag() / std::abs(pos_diff);
    
//    if(!matrix_collision_test(position.x + mapped_x, position.y, 0)){
//        position.x += mapped_x;
//    }
//    if(!matrix_collision_test(position.x, position.y - mapped_y, 0)){
//        position.y -= mapped_y;

    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;
    }
    
    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];
}