Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
60:44ddfb791e2b
Parent:
59:fd4669864b67
diff -r fd4669864b67 -r 44ddfb791e2b Entity/Player/Player.cpp
--- a/Entity/Player/Player.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,203 +0,0 @@
-#include "Player.h"
-#include "math.h"
-
-// Constructor
-Player::Player(float pos_x, float pos_y)
-{
-    _hp = 3;
-    _attack = 1;
-    _face = 2;
-    
-    _hitbox.width = 6;
-    _hitbox.height = 5;
-    
-    _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;
-    
-    _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;
-
-    // Upgradable status
-    _fire_rate_delay = 30;
-    _fire_rate_counter = _fire_rate_delay;
-    _velocity = 0.7;
-    _bullet_speed = 1;
-}
-
-Player::~Player()
-{
-    delete_bullets();
-}
-
-// Accessors
-int Player::get_bullet_speed()
-{
-    return _bullet_speed;
-}
-int Player::get_hearts_width()
-{
-    return 9;
-}
-int Player::get_hearts_height()
-{
-    return 9;
-}
-char * Player::get_hearts_sprite()
-{
-    return (char *) sprite_heart;
-}
-
-// Functions
-void Player::move(float mapped_x, float mapped_y, char * map, bool * doorways)  // Update all bullet movement and player movement, also takes care of animation
-{
-    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
-}
-
-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;
-    
-    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
-{
-    for (int i = 0; i < bullets_max; i++) {
-        if (valid_bullets[i]) {
-            bullets_array[i]->move(get_bullet_speed(), 0, 0, (bool *) 0);
-        }
-    }
-}
-
-void Player::increment_frames(float mapped_x, float mapped_y)
-{
-    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;
-        } else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)) {
-            _face = 0;
-        } else if (mapped_x > 0 && abs(mapped_x) > abs(mapped_y)) {
-            _face = 1;
-        } else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)) {
-            _face = 3;
-        }
-        if (_frame.number < _frame.max) { // Animate frames by incrementing and reseting frames
-            _frame.count++;
-        } else {
-            _frame.count = 0;
-        }
-    } else {
-        _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
-}
-
-void Player::take_damage(int damage)    // Takes damage unless if player just got damaged within invulnerability period
-{
-    if (damage < 0){
-        _hp -= damage;
-    }
-    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;
-    }
-}
-
-bool Player::delete_out_of_bounds_bullets(char * map, bool * doorways)  // Attempts to delete bullets that are out of bounds or colliding with the wall, returns true if any bullets are deleted
-{
-    bool result = false;
-    for (int i = 0; i < bullets_max; i++) {
-        if((valid_bullets[i]) && (bullets_array[i]->out_of_bounds_check(map, doorways))) {
-            valid_bullets[i] = false;
-            delete bullets_array[i];
-            result = true;
-        }
-    }
-    return result;
-}
-
-void Player::draw(N5110 &lcd)
-{
-    draw_player(lcd);
-}
-
-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,
-                              get_frame());
-}
-
-void Player::draw_bullets(N5110 &lcd, int j)
-{
-    for (int i = 0; i < bullets_max; i++) {
-        if ((valid_bullets[i]) && (bullets_array[i]->get_pos_y() == j)) {
-            bullets_array[i]->draw(lcd);
-        }
-    }
-}
-
-void Player::delete_bullets()   // Delete all bullets, normally used in unloading
-{
-    for (int i = 0; i < bullets_max; i++) {
-        if (valid_bullets[i]) {
-            delete bullets_array[i];
-            valid_bullets[i] = false;
-        }
-    }
-}
-
-char * Player::get_frame()  // Returns the current frame's sprite pointer
-{
-    if ((_invulnerability_counter < INVULNERABILITY_PERIOD) && (_invulnerability_counter % 10 <= 4)) {
-        return (char*) sprite_transparent_player;
-    }
-    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++;
-    if (button_Y) {
-        _face = 0;
-    } else if (button_B) {
-        _face = 1;
-    } else if (button_A) {
-        _face = 2;
-    } else if (button_X) {
-        _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);
-                valid_bullets[i] = true;
-                _fire_rate_counter = 0;
-                break;
-            }
-        }
-    }
-}