Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
32:fe6359ef9916
Parent:
31:ab24d028ddfd
Child:
33:4f3948dcd2f7
diff -r ab24d028ddfd -r fe6359ef9916 Entity/Headless/Headless.cpp
--- a/Entity/Headless/Headless.cpp	Sun May 05 18:37:23 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,62 +0,0 @@
-#include "Headless.h"
-#include "math.h"
-#include <complex>
-
-Headless::Headless(float pos_x, float pos_y)
-{
-    _damage_self_upon_collision = false;
-    _hp_drop_chance = 10; // out of 100
-    moving = true;
-    face = 0;
-    hp = 4;
-    attack = 1;
-    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, int * map, bool * doorways)
-{
-    std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // defining difference in position as a vector
-    position.x += velocity * pos_diff.real() / std::abs(pos_diff);
-    position.y += velocity * pos_diff.imag() / std::abs(pos_diff);
-
-    if (pos_diff.imag() / std::abs(pos_diff) < 0 && abs(pos_diff.imag() / std::abs(pos_diff)) > abs(pos_diff.real() / std::abs(pos_diff))) {
-        face = 2;
-    } else if (pos_diff.imag() / std::abs(pos_diff) > 0 && abs(pos_diff.imag() / std::abs(pos_diff)) > abs(pos_diff.real() / std::abs(pos_diff))) {
-        face = 0;
-    } else if (pos_diff.real() / std::abs(pos_diff) > 0 && abs(pos_diff.real() / std::abs(pos_diff)) > abs(pos_diff.imag() / std::abs(pos_diff))) {
-        face = 1;
-    } else if (pos_diff.real() / std::abs(pos_diff) < 0 && abs(pos_diff.real() / std::abs(pos_diff)) > abs(pos_diff.imag() / std::abs(pos_diff))) {
-        face = 3;
-    }
-
-    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));
-
-    if (frame.number < frame.max) {
-        frame.count++;
-    } else {
-        frame.count = 0;
-    }
-    frame.number = (frame.count/16) % frame.max;
-}
-
-void Headless::take_damage(int damage)
-{
-    hp -= damage;
-}
-
-int * Headless::get_frame()
-{
-    return (int *) sprite_headless[face][frame.number];
-}
\ No newline at end of file