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Dependencies: mbed MotionSensor
Diff: Entity/Mobs/Snake/Snake.h
- Revision:
- 60:44ddfb791e2b
- Parent:
- 59:fd4669864b67
diff -r fd4669864b67 -r 44ddfb791e2b Entity/Mobs/Snake/Snake.h
--- a/Entity/Mobs/Snake/Snake.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,352 +0,0 @@
-#ifndef SNAKE_H
-#define SNAKE_H
-#include "Entity.h"
-
-/**Snake Class
-*@author Steven Mahasin
-*@brief Creates a Snake which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
-*@date May 2019
-*/
-class Snake : public Entity
-{
-
-public:
- /** Constructor
- * @brief creates a snake at positions pos_x and pos_y
- * @param pos_x - initialise _position.x
- * @param pos_y - initialise _position.y
- */
- Snake(float pos_x, float pos_y);
-
- // Functions
- /**
- * @brief calls the movement functions to move the snake in the desired way
- * @param x_value @details player's x-position
- * @param y_value @details player's y-position
- * @param map @details the 2d map array that dictates where there are walls or empty space
- * @param doorways @details an array that dictates which side of the wall has a doorway
- */
- virtual void move(float x_value, float y_value, char * map, bool * doorways);
- /**
- * @brief reduce hp by damage
- * @param damage @details the amount of damage to be taken
- */
- virtual void take_damage(int damage);
- /**
- * @brief a virtual function of drawing the snake onto the screen
- * @param lcd @details the screen where the snake is drawn on
- */
- virtual void draw(N5110 &lcd);
-
-private:
- // Member Function
- /**
- * @brief updates _prev_face into _face
- */
- void update_prev_face();
- /**
- * @brief gets the sprite array
- * @return char pointer array of the corresponding snake sprite frame
- */
- char * get_frame();
- /**
- * @brief changes the face everytime the snake finish slithering, towards the player
- * @param diff_x @details the difference between the player x-position and the snake x-position
- * @param diff_y @details the difference between the player y-position and the snake y-position
- */
- void update_face(float diff_x, float diff_y);
- /**
- * @brief function moves the snake in a slither effect
- */
- void move_snake();
- /**
- * @brief increase _frame.count which increases _frame.number to animate snake
- */
- void increment_frame();
-
- // Member Mutator
- /**
- * @brief updates the hitbox status and sprite status of the snake since different face has unique hitbox and sprite status
- * @param _hitbox_width @details the width of the hitbox
- * @param _hitbox_height @details the height of the hitbox
- * @param _sprite_size_width @details the width of the sprite
- * @param _sprite_size_height @details the height of the sprite
- * @param _sprite_size_offset_x @details the x-offset of the sprite to the hitbox
- * @param _sprite_size_offset_y @details the y-offset of the sprite to the hitbox
- * @param max_frame @details the maximum number of frames for animation
- */
- void update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame);
-
- // Member Variable
- /**
- * @brief an index to choose which velocity the snake currently has, this is to add the slither effect
- */
- int _velocity_index;
- /**
- * @brief the previous face of the snake, to detect change in snake's face
- */
- int _prev_face;
-
-};
-
-const float snake_velocity_pattern[6] = {0, 0.15, 0.25, 0.5, 0.1, -0.1};
-
-const char sprite_snake_x[2][4][7][12] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
- {
- // Right
- {
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,0,0,0,0,0,1,1,1,2,1,},
- {0,0,0,0,0,0,0,1,1,1,1,1,},
- {0,0,0,0,0,0,0,1,1,1,0,0,},
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,1,1,1,1,0,1,1,1,1,0,},
- {1,1,1,0,1,1,1,1,1,1,0,0,},
- },
- {
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,0,0,0,0,0,1,1,1,2,1,},
- {0,0,0,0,0,0,0,1,1,1,1,1,},
- {0,0,0,0,0,0,0,1,1,1,0,0,},
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,1,1,1,1,0,1,1,1,1,1,0,},
- {1,0,0,1,1,1,1,1,1,1,0,0,},
- },
- {
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,0,0,0,0,0,1,1,1,2,1,},
- {0,0,0,0,0,0,0,1,1,1,1,1,},
- {0,0,0,0,0,0,0,1,1,1,0,0,},
- {1,0,0,0,0,0,0,0,1,1,1,0,},
- {0,1,0,0,1,1,1,1,1,1,1,0,},
- {0,0,1,1,1,0,1,1,1,1,0,0,},
- },
- {
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,0,0,0,0,0,1,1,1,2,1,},
- {0,0,0,0,0,0,0,1,1,1,1,1,},
- {0,0,0,0,0,0,0,1,1,1,0,0,},
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {1,1,0,1,1,1,1,1,1,1,1,0,},
- {0,0,1,1,0,1,1,1,1,1,0,0,},
- }
- },
- {
- // Left
- {
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {1,2,1,1,1,0,0,0,0,0,0,0,},
- {1,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,1,0,0,0,0,0,0,0,},
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {0,1,1,1,1,0,1,1,1,1,0,0,},
- {0,0,1,1,1,1,1,1,0,1,1,1,},
- },
- {
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {1,2,1,1,1,0,0,0,0,0,0,0,},
- {1,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,1,0,0,0,0,0,0,0,},
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {0,1,1,1,1,1,0,1,1,1,1,0,},
- {0,0,1,1,1,1,1,1,1,0,0,1,},
- },
- {
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {1,2,1,1,1,0,0,0,0,0,0,0,},
- {1,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,1,0,0,0,0,0,0,0,},
- {0,1,1,1,0,0,0,0,0,0,0,1,},
- {0,1,1,1,1,1,1,1,0,0,1,0,},
- {0,0,1,1,1,1,0,1,1,1,0,0,},
- },
- {
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {1,2,1,1,1,0,0,0,0,0,0,0,},
- {1,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,1,0,0,0,0,0,0,0,},
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {0,1,1,1,1,1,1,1,1,0,1,1,},
- {0,0,1,1,1,1,1,0,1,1,0,0,},
- }
- }
-};
-
-const char sprite_snake_y[2][6][12][6] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
- {
- // Up
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,0,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,0,1,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,0,1,0,},
- {0,0,0,1,0,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,0,1,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,0,0,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,0,0,},
- {0,0,1,0,0,0,},
- }
- },
- {
- // Down
- {
- {0,0,0,0,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,0,1,1,0,0,},
- {0,1,0,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,0,1,0,0,0,},
- {0,1,0,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,1,0,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,0,1,1,0,0,},
- {0,0,0,0,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,0,0,1,0,0,},
- {0,0,0,0,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- }
- }
-};
-
-#endif
\ No newline at end of file