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Dependencies: mbed MotionSensor
Diff: Headless/Headless.cpp
- Revision:
- 60:44ddfb791e2b
- Parent:
- 57:1c12361b6e3d
diff -r fd4669864b67 -r 44ddfb791e2b Headless/Headless.cpp
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Headless/Headless.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,79 @@
+#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];
+}
\ No newline at end of file