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Dependencies: mbed MotionSensor
Entity/Mobs/Headless/Headless.cpp
- Committer:
- el17sm
- Date:
- 2019-05-09
- Revision:
- 59:fd4669864b67
- Parent:
- 57:1c12361b6e3d
File content as of revision 59:fd4669864b67:
#include "Headless.h"
#include "math.h"
#include <complex>
Headless::Headless(float pos_x, float pos_y)
{
_hp = 4;
_attack = 1;
_face = 0;
_hp_drop_chance = 10; // out of 100
_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 = 0.25;
}
void Headless::move(float player_x, float player_y, char * map, bool * doorways)
{
std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y); // Defining difference in position as a vector for simplicity (magnitude is hard to calculate)
_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;
}
}
// Wall Collision
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));
// Animation
increment_frame();
}
void Headless::increment_frame()
{
if (_frame.number < _frame.max) {
_frame.count++;
} else {
_frame.count = 0;
}
_frame.number = (_frame.count/16) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 16 is the number of frames per sprite-frame
}
void Headless::draw(N5110 &lcd)
{
lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
_position.y+_sprite_size.offset_y,
_sprite_size.height,
_sprite_size.width,
get_frame());
}
void Headless::take_damage(int damage)
{
_hp -= damage;
}
char * Headless::get_frame() // Returns the corresponding frame
{
return (char *) sprite_headless[_face][_frame.number];
}