Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Files at this revision

API Documentation at this revision

Comitter:
el17sm
Date:
Wed Apr 24 21:21:37 2019 +0000
Parent:
15:44d5cc33d389
Child:
17:99e533f7f2fb
Child:
19:bfe410c82b45
Commit message:
Screen clear error;

Changed in this revision

Entity/Entity.h Show annotated file Show diff for this revision Revisions of this file
Entity/Headless/Headless.cpp Show annotated file Show diff for this revision Revisions of this file
Entity/Headless/Headless.h 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
Entity/Snake/Snake.cpp Show annotated file Show diff for this revision Revisions of this file
Entity/Snake/Snake.h Show annotated file Show diff for this revision Revisions of this file
main.cpp Show annotated file Show diff for this revision Revisions of this file
--- a/Entity/Entity.h	Wed Apr 24 06:28:14 2019 +0000
+++ b/Entity/Entity.h	Wed Apr 24 21:21:37 2019 +0000
@@ -37,6 +37,7 @@
         FrameCount frame;
         int hp;
         int face;
+        float velocity;
         
     public:
         // Function
--- a/Entity/Headless/Headless.cpp	Wed Apr 24 06:28:14 2019 +0000
+++ b/Entity/Headless/Headless.cpp	Wed Apr 24 21:21:37 2019 +0000
@@ -5,7 +5,7 @@
 Headless::Headless(float pos_x, float pos_y){
     moving = true;
     face = 0;
-    hp = 3;
+    hp = 4;
     hitbox.width = 6;
     hitbox.height = 5;
     position.x = pos_x;
@@ -17,18 +17,13 @@
     frame.count = 0;
     frame.number = 0;
     frame.max = 4;
+    velocity = 0.5;
 }
 
 void Headless::move(float player_x, float player_y){
     std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // defining difference in position as a vector
-    position.x += headless_velocity * pos_diff.real() / std::abs(pos_diff);
-    position.y += headless_velocity * pos_diff.imag() / std::abs(pos_diff);
-    
-//    if(!matrix_collision_test(position.x + mapped_x, position.y, 0)){
-//        position.x += mapped_x;
-//    }
-//    if(!matrix_collision_test(position.x, position.y - mapped_y, 0)){
-//        position.y -= mapped_y;
+    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;
@@ -43,6 +38,9 @@
         face = 3;
     }
     
+    undo_move_x(matrix_collision_test(position.x, prev_pos.y, 0));
+    undo_move_y(matrix_collision_test(prev_pos.x, position.y, 0));
+    
     if (frame.number < frame.max){
         frame.count++;
     }
--- a/Entity/Headless/Headless.h	Wed Apr 24 06:28:14 2019 +0000
+++ b/Entity/Headless/Headless.h	Wed Apr 24 21:21:37 2019 +0000
@@ -14,8 +14,6 @@
     
 };
 
-const float headless_velocity = 0.4;
-
 const int sprite_headless[4][4][9][6] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
     {   // Up
         {
--- a/Entity/Player/Player.cpp	Wed Apr 24 06:28:14 2019 +0000
+++ b/Entity/Player/Player.cpp	Wed Apr 24 21:21:37 2019 +0000
@@ -5,7 +5,7 @@
 Player::Player(float pos_x, float pos_y){
     moving = false;
     face = 0;
-    hp = 1;
+    hp = 3;
     hitbox.width = 6;
     hitbox.height = 5;
     position.x = pos_x;
@@ -19,7 +19,10 @@
     frame.max = 4;
     for (int i = 0; i < bullets_max; i++){valid_bullets[i] = false;}
     fire_rate_counter = 0;
-    fire_rate_delay = 5;
+    
+    // Upgradable status
+    fire_rate_delay = 12;
+    velocity = 1.4;
 }
 
 // Accessors
@@ -27,11 +30,11 @@
 
 // Functions
 void Player::move(float mapped_x, float mapped_y){
-    if(!matrix_collision_test(position.x + player_speed*mapped_x, position.y, 0)){
-        position.x += player_speed*mapped_x;
+    if(!matrix_collision_test(position.x + velocity*mapped_x, position.y, 0)){
+        position.x += velocity*mapped_x;
     }
-    if(!matrix_collision_test(position.x, position.y - player_speed*mapped_y, 0)){
-        position.y -= player_speed*mapped_y;
+    if(!matrix_collision_test(position.x, position.y - velocity*mapped_y, 0)){
+        position.y -= velocity*mapped_y;
     }
     moving = false;
     if (abs(mapped_x) + abs(mapped_y) > 0.1f){
--- a/Entity/Player/Player.h	Wed Apr 24 06:28:14 2019 +0000
+++ b/Entity/Player/Player.h	Wed Apr 24 21:21:37 2019 +0000
@@ -25,8 +25,6 @@
     int fire_rate_delay;
 };
 
-const float player_speed = 1.2;
-
 const int sprite_player [4][4][12][6] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
     {   // Up
         {
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Entity/Snake/Snake.cpp	Wed Apr 24 21:21:37 2019 +0000
@@ -0,0 +1,75 @@
+#include "Snake.h"
+#include "math.h"
+#include <complex>
+
+Snake::Snake(float pos_x, float pos_y) {
+    moving = true;
+    face = 0;
+    hp = 4;
+    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 = 6;
+    velocity = 0.1;
+}
+
+void Snake::move(float player_x, float player_y) {
+    std::complex<double> pos_diff(player_x - position.x, player_y - position.y); // defining difference in position as a vector
+    velocity = velocity_pattern[frame.number]; // Creating slithering effect, changing velocity of movement
+    
+    // Setting Face
+    if (frame.number == 0) {
+        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 = 0;
+            }
+            else {
+                face = 2;
+            }
+        }
+    }
+    
+    // Movement, Offset and  Update
+    if (face == 0){
+        position.y += velocity;
+    }
+    else if (face == 1){
+        position.x += velocity;
+    }
+    else if (face == 2){
+        position.y -= velocity;
+    }
+    else if (face == 3){
+        position.x -= velocity;
+    }
+    
+    undo_move_x(matrix_collision_test(position.x, prev_pos.y, 0));
+    undo_move_y(matrix_collision_test(prev_pos.x, position.y, 0));
+    
+    if (frame.number < frame.max) {
+        frame.count++;
+    }
+    else {
+        frame.count = 0;
+    }
+    frame.number = (frame.count/5) % frame.max;
+}
+
+int * Snake::get_frame() {
+    return (int *) sprite_snake[face][frame.number];
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Entity/Snake/Snake.h	Wed Apr 24 21:21:37 2019 +0000
@@ -0,0 +1,294 @@
+#ifndef SNAKE_H
+#define SNAKE_H
+#include "Entity.h"
+
+class Snake : public Entity {
+    
+    public:
+    // Constructor
+    Snake(float, float);
+    
+    // Functions
+    virtual void move(float, float);
+    virtual int * get_frame();
+    
+};
+
+const float velocity_pattern[6] = {0, 0.3, 0.5, 0.7, 0.5, -0.2};
+
+const int sprite_snake[4][6][12][6] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+    {   // Up
+        {
+            {0,0,0,0,0,0,},
+            {1,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {0,0,0,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,0,0,0,1,0,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,1,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,0,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,1,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,0,}
+        }
+    },
+    {   // Right
+        {
+            {0,0,0,0,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,1,0,},
+            {0,0,1,0,1,0,},
+            {0,1,0,0,0,1,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {0,0,0,0,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,1,0,},
+            {0,0,1,0,1,0,},
+            {0,1,0,0,0,1,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {0,0,0,0,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,1,0,},
+            {0,0,1,0,1,0,},
+            {0,1,0,0,0,1,}
+        }
+    },
+    {   // Down
+        {
+            {0,0,0,0,0,0,},
+            {1,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {0,0,0,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,0,0,0,1,0,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,1,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,0,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,1,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,0,}
+        }
+    },
+    {   // Left
+        {
+            {0,0,0,0,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,1,0,0,},
+            {0,1,0,1,0,0,},
+            {1,0,0,0,1,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {1,0,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,1,0,0,},
+            {0,1,0,1,0,0,},
+            {1,0,0,0,1,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {1,0,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,1,0,0,},
+            {0,1,0,1,0,0,},
+            {1,0,0,0,1,0,}
+        }
+    }
+};
+
+#endif
\ No newline at end of file
--- a/main.cpp	Wed Apr 24 06:28:14 2019 +0000
+++ b/main.cpp	Wed Apr 24 21:21:37 2019 +0000
@@ -86,12 +86,12 @@
         bool valid_enemies[no_of_enemies];
         for (int i = 0; i < no_of_enemies; i++){valid_enemies[i] = false;}
         Entity *enemies[no_of_enemies];
-        enemies[0] = new Headless(20, 20);
-        valid_enemies[0] = true;
-        enemies[1] = new Headless(20, 30);
-        valid_enemies[1] = true;
-        enemies[2] = new Headless(60, 30);
-        valid_enemies[2] = true;
+        //enemies[0] = new Snake(20, 20);
+//        valid_enemies[0] = true;
+//        enemies[1] = new Snake(20, 30);
+//        valid_enemies[1] = true;
+//        enemies[2] = new Snake(60, 30);
+//        valid_enemies[2] = true;
         
         while(1){
             int pos_x = player.get_pos_x();
@@ -112,6 +112,7 @@
                                 enemies[j]->take_damage(player.get_attack());
                                 player.valid_bullets[i] = false;
                                 player.bullets_array[i]->~Bullets;
+                                goto multiple_damage_prevention;
                             }
                         }
                         if (player.bullets_array[i]->out_of_bounds_check()){
@@ -119,6 +120,7 @@
                             player.bullets_array[i]->~Bullets;
                         }
                     };
+                    multiple_damage_prevention:{}
                 }
             };
             
@@ -206,7 +208,7 @@
             counter++;
             
         }
-        gameover:
+        gameover:{
             lcd.clear();
             lcd.printString("Game Over", 0, 0);
             lcd.printString("Retry?", 0, 1);
@@ -220,6 +222,7 @@
             };
             wait(0.05);
             while(gamepad.check_event(Gamepad::A_PRESSED)){
-        };
+            };
+        }
     };
 }
\ No newline at end of file