Player character library
PlayerChar.cpp
- Committer:
- isabelc
- Date:
- 2017-05-03
- Revision:
- 12:9bc551a4cab9
- Parent:
- 11:989df9be83dd
- Child:
- 13:dfb5fd4f5983
File content as of revision 12:9bc551a4cab9:
#include "PlayerChar.h" ; static int detectiveStill[] = { 0,0,1,1,1,1,0,0, 0,0,1,1,1,1,0,0, 0,0,1,1,1,1,0,0, 0,1,1,1,1,1,1,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,1,1,1,1,1,1,0, 1,1,1,1,1,1,1,1, 1,0,1,1,1,1,0,1, 1,0,1,1,1,1,0,1, 0,0,1,1,1,1,0,0, 0,0,0,1,1,0,0,0, 0,0,1,1,1,1,0,0, 0,0,1,1,1,1,0,0, 0,0,1,0,0,1,0,0, 0,0,1,0,0,1,0,0 }; // Instantiate the Bitmap object using the data above Bitmap detective1(detectiveStill, 16, 8); // Specify rows and columns in sprite PlayerChar::PlayerChar() { _x = 10; } /** Update * * Prints the speech at the start of the game. * @param lcd - a reference to the instance of N5110 screen * @param pad - a reference to the instance of the gampad library */ void PlayerChar::update(N5110 &lcd, Gamepad &pad) { float _d = pad.get_direction(); //printf("Direction from joystick: %I", _d); // update x value depending on direction of movement of joystick // West is decrement as origin is at the top-left so decreasing moves left if (_d == W) { _x = _x - 3; } else if (_d == E) { _x = _x + 3; } //printf("_x value: %I", _x); // check the x origin to ensure that the character doesn't go off screen if (_x < 2) { _x = 2; //if attempts to move left place at edge of screen } else if (_x > 76) { _x = 76; //if attempts to move right place at edge of screen } //printf(_x value after limits: %I", _x); detective1.render(lcd, _x, 30); } /** Get Detective X Positon * * Returns the x value of the player character. */ int PlayerChar::getdex() { return _x; //printf("X value of player character in PlayerChar class: %I"); }