Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
60:44ddfb791e2b
Parent:
57:1c12361b6e3d
diff -r fd4669864b67 -r 44ddfb791e2b Snake/Snake.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Snake/Snake.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,153 @@
+#include "Snake.h"
+#include "math.h"
+#include <complex>
+
+// Constructor
+Snake::Snake(float pos_x, float pos_y)
+{
+    _hp = 4;
+    _attack = 1;
+    _face = 0;
+    _prev_face = 0;
+    _hp_drop_chance = 10; // out of 100
+    
+    _hitbox.width = 4;
+    _hitbox.height = 7;
+    
+    _position.x = pos_x;
+    _position.y = pos_y;
+    
+    _sprite_size.width = 6;
+    _sprite_size.height = 12;
+    _sprite_size.offset_x = -1;
+    _sprite_size.offset_y = -6;
+    
+    _frame.count = 0;
+    _frame.number = 0;
+    _frame.max = 6;
+    
+    _velocity = 0;
+    _velocity_index = 0;
+}
+// Member Function
+void Snake::update_prev_face()
+{
+    _prev_face = _face;
+}
+
+// Member Mutator
+void Snake::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)     // Offset, Hitbox and Frame Count update
+{
+    if (_prev_face != _face) {
+        _frame.number = 0;   // Resets animation everytime face changes
+        _hitbox.width = _hitbox_width;
+        _hitbox.height = _hitbox_height;
+        
+        _sprite_size.width = _sprite_size_width;
+        _sprite_size.height = _sprite_size_height;
+        _sprite_size.offset_x = _sprite_size_offset_x;
+        _sprite_size.offset_y = _sprite_size_offset_y;
+        
+        _frame.max = max_frame;
+    }
+}
+
+// Functions
+void Snake::move(float player_x, float player_y, char * map, bool * doorways)
+{
+    float diff_x = player_x - _position.x;
+    float diff_y = player_y - _position.y;
+    _velocity = snake_velocity_pattern[_velocity_index]; // Creating slithering effect, changing velocity of movement
+    update_prev_face();
+
+    // Setting Face
+    update_face(diff_x, diff_y);
+
+    // Movement
+    move_snake(); // Movement and updating _hitboxes
+
+    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));
+
+    increment_frame();
+}
+
+void Snake::update_face(float diff_x, float diff_y) // Depending on the displacement of player from snake, after a full slither effect, change the face
+{
+    if (_velocity_index == 0) {
+        if (abs(diff_x) > abs(diff_y)) {
+            if (diff_x > 0) {
+                _face = 1;
+            } else {
+                _face = 3;
+            }
+        } else {
+            if (diff_y > 0) {
+                _face = 2;
+            } else {
+                _face = 0;
+            }
+        }
+    }
+}
+
+void Snake::move_snake()    // Moves the Snake according to velocity, updates the _hitboxes everytime it changes face
+{
+    if (_face == 0) {
+        _position.y -= _velocity;
+        update_hitbox(4, 7, 6, 12, -1, -6, 6);
+    } else if (_face == 1) {
+        _position.x += _velocity;
+        update_hitbox(7, 4, 12, 7, -6, -4, 4);
+    } else if (_face == 2) {
+        _position.y += _velocity;
+        update_hitbox(4, 7, 6, 12, -1, -5, 6);
+    } else if (_face == 3) {
+        _position.x -= _velocity;
+        update_hitbox(7, 4, 12, 7, 0, -4, 4);
+    }
+}
+
+void Snake::increment_frame()   // Frame increment and velocity index increment
+{
+    _frame.count++;
+    if (_frame.count >= 10) {    // Every 10 frames, sprite_frames increments and velocity_index increments
+        _frame.count = 0;
+        _velocity_index++;
+        _frame.number++;
+        if (_velocity_index >= 6) { // Velocity_index max; reset
+            _velocity_index = 0;
+        }
+        if (_frame.number >= _frame.max) {    // Frame.number max; reset
+            _frame.number = 0;
+        }
+    }
+}
+
+void Snake::take_damage(int damage)
+{
+    _hp -= damage;
+}
+
+char * Snake::get_frame()   // Returns the frame needed
+{
+    if(_face == 0) {
+        return (char *) sprite_snake_y[0][_frame.number];
+    } else if(_face == 1) {
+        return (char *) sprite_snake_x[0][_frame.number];
+    } else if(_face == 2) {
+        return (char *) sprite_snake_y[1][_frame.number];
+    } else if(_face == 3) {
+        return (char *) sprite_snake_x[1][_frame.number];
+    }
+    return 0;
+}
+
+void Snake::draw(N5110 &lcd)
+{
+    lcd.drawSpriteTransparent(get_pos_x()+_sprite_size.offset_x,
+                              get_pos_y()+_sprite_size.offset_y,
+                              _sprite_size.height,
+                              _sprite_size.width,
+                              get_frame());
+}
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