Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Entity/Snake/Snake.cpp

Committer:
el17sm
Date:
2019-04-24
Revision:
16:ddb203a74dfc
Child:
17:99e533f7f2fb
Child:
19:bfe410c82b45

File content as of revision 16:ddb203a74dfc:

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

Snake::Snake(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 = 6;
    velocity = 0.1;
}

void Snake::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
    velocity = velocity_pattern[frame.number]; // Creating slithering effect, changing velocity of movement
    
    // Setting Face
    if (frame.number == 0) {
        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 = 0;
            }
            else {
                face = 2;
            }
        }
    }
    
    // Movement, Offset and  Update
    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;
    }
    
    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 * Snake::get_frame() {
    return (int *) sprite_snake[face][frame.number];
}