Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Files at this revision

API Documentation at this revision

Comitter:
el17sm
Date:
Wed Apr 24 06:28:14 2019 +0000
Parent:
14:3361879490b2
Child:
16:ddb203a74dfc
Child:
20:6405835af6e2
Commit message:
Fully functioning without map generation and map movement. Only Headless enemy

Changed in this revision

Entity/Bullets/Bullets.cpp Show annotated file Show diff for this revision Revisions of this file
Entity/Player/Player.cpp Show annotated file Show diff for this revision Revisions of this file
Entity/Player/Player.h Show annotated file Show diff for this revision Revisions of this file
--- a/Entity/Bullets/Bullets.cpp	Wed Apr 24 03:09:00 2019 +0000
+++ b/Entity/Bullets/Bullets.cpp	Wed Apr 24 06:28:14 2019 +0000
@@ -11,7 +11,7 @@
     sprite_size.width = 2;
     sprite_size.height = 2;
     sprite_size.offset_x = 0;
-    sprite_size.offset_y = 0;
+    sprite_size.offset_y = 1;
     direction = dir;
 }
 
@@ -38,7 +38,7 @@
     if (matrix_collision_test(position.x, position.y, 0)){
         return true;
     }
-    else if ((!(0 < position.x < 84)) || (!(0 < position.y < 48))){
+    if ((0 > position.x) || (position.x > 84) || (0 > position.y) || (position.y > 48)){
         return true;
     }
     return false;
--- a/Entity/Player/Player.cpp	Wed Apr 24 03:09:00 2019 +0000
+++ b/Entity/Player/Player.cpp	Wed Apr 24 06:28:14 2019 +0000
@@ -18,7 +18,8 @@
     frame.number = 0;
     frame.max = 4;
     for (int i = 0; i < bullets_max; i++){valid_bullets[i] = false;}
-    fire_rate_bullets = 0;
+    fire_rate_counter = 0;
+    fire_rate_delay = 5;
 }
 
 // Accessors
@@ -66,7 +67,7 @@
 }
 
 void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X){
-    fire_rate_bullets++;
+    fire_rate_counter++;
     if (button_Y){
         face = 0;
     }
@@ -81,10 +82,10 @@
     }
     if (button_Y || button_B || button_A || button_X){
         for (int i = 0; i < bullets_max; i++){
-            if (!valid_bullets[i] || fire_rate_bullets > 10){
-                bullets_array[i] = new Bullets(position.x, position.y, face);
+            if (!valid_bullets[i] && fire_rate_counter > fire_rate_delay){
+                bullets_array[i] = new Bullets(position.x+2, position.y-2, face);
                 valid_bullets[i] = true;
-                fire_rate_bullets = 0;
+                fire_rate_counter = 0;
                 break;
             }
         }
--- a/Entity/Player/Player.h	Wed Apr 24 03:09:00 2019 +0000
+++ b/Entity/Player/Player.h	Wed Apr 24 06:28:14 2019 +0000
@@ -21,7 +21,8 @@
     // variables
     Bullets *bullets_array[bullets_max];
     bool valid_bullets[bullets_max];
-    int fire_rate_bullets;
+    int fire_rate_counter;
+    int fire_rate_delay;
 };
 
 const float player_speed = 1.2;