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Dependencies: mbed MotionSensor
Diff: Entity/Player/Player.cpp
- Revision:
- 57:1c12361b6e3d
- Parent:
- 52:7d05e5472022
diff -r ef9521b7ed78 -r 1c12361b6e3d Entity/Player/Player.cpp
--- a/Entity/Player/Player.cpp Thu May 09 08:42:52 2019 +0000
+++ b/Entity/Player/Player.cpp Thu May 09 09:50:19 2019 +0000
@@ -4,35 +4,35 @@
// Constructor
Player::Player(float pos_x, float pos_y)
{
- hp = 3;
- attack = 1;
- face = 2;
+ _hp = 3;
+ _attack = 1;
+ _face = 2;
- hitbox.width = 6;
- hitbox.height = 5;
+ _hitbox.width = 6;
+ _hitbox.height = 5;
- position.x = pos_x;
- position.y = pos_y;
+ _position.x = pos_x;
+ _position.y = pos_y;
- sprite_size.width = 6;
- sprite_size.height = 12;
- sprite_size.offset_x = 0;
- sprite_size.offset_y = -7;
+ _sprite_size.width = 6;
+ _sprite_size.height = 12;
+ _sprite_size.offset_x = 0;
+ _sprite_size.offset_y = -7;
- frame.count = 0;
- frame.number = 0;
- frame.max = 4;
+ _frame.count = 0;
+ _frame.number = 0;
+ _frame.max = 4;
for (int i = 0; i < bullets_max; i++) {
valid_bullets[i] = false;
}
- invulnerability_counter = INVULNERABILITY_PERIOD;
+ _invulnerability_counter = INVULNERABILITY_PERIOD;
// Upgradable status
- fire_rate_delay = 30;
- fire_rate_counter = fire_rate_delay;
- velocity = 0.7;
+ _fire_rate_delay = 30;
+ _fire_rate_counter = _fire_rate_delay;
+ _velocity = 0.7;
_bullet_speed = 1;
}
@@ -65,17 +65,17 @@
move_player(mapped_x, mapped_y, map, doorways);
move_bullets();
increment_frames(mapped_x, mapped_y); // Sets the face of the person, and increment frame count
- invulnerability_counter++; // for damage checking
+ _invulnerability_counter++; // for damage checking
}
void Player::move_player(float mapped_x, float mapped_y, char * map, bool * doorways) // Moves the player unless if the player walks onto a wall
{
update_prev_pos();
- position.y -= velocity*mapped_y;
- position.x += velocity*mapped_x;
+ _position.y -= _velocity*mapped_y;
+ _position.x += _velocity*mapped_x;
- 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));
+ 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));
}
void Player::move_bullets() // For each bullet, move them
@@ -91,36 +91,36 @@
{
if (abs(mapped_x) + abs(mapped_y) > 0.1f) { // If player is moving
if (mapped_y < 0 && abs(mapped_y) > abs(mapped_x)) {
- face = 2;
+ _face = 2;
} else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)) {
- face = 0;
+ _face = 0;
} else if (mapped_x > 0 && abs(mapped_x) > abs(mapped_y)) {
- face = 1;
+ _face = 1;
} else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)) {
- face = 3;
+ _face = 3;
}
- if (frame.number < frame.max) { // Animate frames by incrementing and reseting frames
- frame.count++;
+ if (_frame.number < _frame.max) { // Animate frames by incrementing and reseting frames
+ _frame.count++;
} else {
- frame.count = 0;
+ _frame.count = 0;
}
} else {
- frame.count = 0; // If the player is not moving, don't animate
+ _frame.count = 0; // If the player is not moving, don't animate
}
- frame.number = (frame.count/8) % frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 8 is the number of frames per sprite-frame
+ _frame.number = (_frame.count/8) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 8 is the number of frames per sprite-frame
}
void Player::take_damage(int damage) // Takes damage unless if player just got damaged within invulnerability period
{
if (damage < 0){
- hp -= damage;
+ _hp -= damage;
}
- else if (invulnerability_counter >= INVULNERABILITY_PERIOD) {
- hp -= damage;
- invulnerability_counter = 0;
+ else if (_invulnerability_counter >= INVULNERABILITY_PERIOD) {
+ _hp -= damage;
+ _invulnerability_counter = 0;
}
- if (hp > 5) { // Max HP is a constant 5, this might be an upgradable status later
- hp = 5;
+ if (_hp > 5) { // Max HP is a constant 5, this might be an upgradable status later
+ _hp = 5;
}
}
@@ -144,10 +144,10 @@
void Player::draw_player(N5110 &lcd)
{
- lcd.drawSpriteTransparent(position.x+sprite_size.offset_x,
- position.y+sprite_size.offset_y,
- sprite_size.height,
- sprite_size.width,
+ lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+ _position.y+_sprite_size.offset_y,
+ _sprite_size.height,
+ _sprite_size.width,
get_frame());
}
@@ -172,30 +172,30 @@
char * Player::get_frame() // Returns the current frame's sprite pointer
{
- if ((invulnerability_counter < INVULNERABILITY_PERIOD) && (invulnerability_counter % 10 <= 4)) {
+ if ((_invulnerability_counter < INVULNERABILITY_PERIOD) && (_invulnerability_counter % 10 <= 4)) {
return (char*) sprite_transparent_player;
}
- return (char *) sprite_player[face][frame.number];
+ return (char *) sprite_player[_face][_frame.number];
}
void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X) // Summons new bullets and overloads the player face when buttons are pressed
{
- fire_rate_counter++;
+ _fire_rate_counter++;
if (button_Y) {
- face = 0;
+ _face = 0;
} else if (button_B) {
- face = 1;
+ _face = 1;
} else if (button_A) {
- face = 2;
+ _face = 2;
} else if (button_X) {
- face = 3;
+ _face = 3;
}
if (button_Y || button_B || button_A || button_X) {
for (int i = 0; i < bullets_max; i++) {
- if (!valid_bullets[i] && (fire_rate_counter >= fire_rate_delay)) { // waits until fire_rate_delay is done before creating a bullet in an invalid slot of bullet_array
- bullets_array[i] = new Bullets(position.x+2, position.y+2, face);
+ if (!valid_bullets[i] && (_fire_rate_counter >= _fire_rate_delay)) { // waits until _fire_rate_delay is done before creating a bullet in an invalid slot of bullet_array
+ bullets_array[i] = new Bullets(_position.x+2, _position.y+2, _face);
valid_bullets[i] = true;
- fire_rate_counter = 0;
+ _fire_rate_counter = 0;
break;
}
}