Mortal Kombat Game ELEC2645

Dependencies:   mbed N5110 ShiftReg Joystick

Revision:
1:3bdadf6f6dbd
Child:
5:889ad974b64d
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Enemy.cpp	Sat Apr 17 11:38:39 2021 +0000
@@ -0,0 +1,188 @@
+#include "Enemy.h"
+#include "mbed.h"
+
+Enemy::Enemy() {}
+
+void Enemy::draw(N5110 &lcd, float _x, float _y) {
+    
+    const int standsprite[12][10] =   {
+    { 0,0,0,0,1,1,0,0,0,0 },
+    { 0,0,0,0,1,1,0,0,0,0 },
+    { 0,0,1,1,1,1,1,1,1,0 },
+    { 0,1,0,0,1,1,0,0,1,0 },
+    { 0,1,0,0,1,1,0,1,1,1 },
+    { 0,0,0,0,1,1,0,0,1,0 },
+    { 0,0,0,1,1,1,1,0,0,0 },
+    { 0,0,1,1,0,0,1,1,0,0 },
+    { 0,0,1,0,0,0,0,1,0,0 },
+    { 0,1,1,0,0,0,0,1,1,0 },
+    { 0,1,0,0,0,0,0,0,1,0 },
+    { 0,1,0,0,0,0,0,0,1,0 },
+    };
+
+lcd.drawSprite(_x,_y,12,10,(int *)standsprite);
+}
+// ************************************************************************
+
+
+void Enemy::move_left(N5110 &lcd, float _x, float _y){
+    const int run_left[12][10] =   {
+    { 0,0,1,1,1,0,0,0,0,0 },
+    { 0,0,1,1,1,0,0,0,0,0 },
+    { 0,0,0,1,1,1,1,1,1,0 },
+    { 0,0,1,0,1,1,0,0,1,0 },
+    { 1,1,1,0,1,1,0,1,1,1 },
+    { 0,0,0,0,1,1,0,0,1,0 },
+    { 0,0,0,1,1,1,1,0,0,0 },
+    { 0,0,1,1,0,0,1,1,0,0 },
+    { 0,1,1,0,0,0,1,1,1,1 },
+    { 0,0,1,1,0,0,0,0,0,0 },
+    { 0,0,0,1,1,0,0,0,0,0 },
+    { 0,0,0,0,1,1,0,0,0,0 },
+    };
+lcd.drawSprite(_x,_y,12,10,(int *)run_left);
+}
+
+void Enemy::move_left2(N5110 &lcd, float _x, float _y){
+    const int run_left[12][10] =   {
+    { 0,0,1,1,1,0,0,0,0,0 },
+    { 0,0,1,1,1,0,0,0,0,0 },
+    { 0,0,0,1,1,1,1,1,1,0 },
+    { 0,0,1,0,1,1,0,0,1,0 },
+    { 1,1,1,0,1,1,0,1,1,1 },
+    { 0,0,0,0,1,1,0,0,1,0 },
+    { 0,0,0,1,1,1,1,0,0,0 },
+    { 0,0,1,1,0,0,1,1,0,0 },
+    { 0,0,0,1,1,1,1,0,0,0 },
+    { 0,0,0,0,1,1,0,0,0,0 },
+    { 0,0,0,0,1,0,1,0,0,0 },
+    { 0,0,0,1,0,0,0,1,0,0 },
+    };
+lcd.drawSprite(_x,_y,12,10,(int *)run_left);
+}
+
+// ************************************************************************
+
+void Enemy::move_right(N5110 &lcd, float _x, float _y) {
+
+    const int run_right[12][10] =   {
+    { 0,0,0,0,0,1,1,1,0,0 },
+    { 0,0,0,0,0,1,1,1,0,0 },
+    { 0,0,0,1,1,1,1,0,0,0 },
+    { 0,0,1,1,1,1,1,0,1,0 },
+    { 0,1,1,0,1,1,0,1,1,1 },
+    { 0,0,0,0,1,1,0,0,1,0 },
+    { 0,0,0,1,1,1,1,0,0,0 },
+    { 0,0,1,1,0,0,1,1,0,0 },
+    { 1,1,1,1,0,0,0,1,1,0 },
+    { 0,0,0,0,0,0,1,1,0,0 },
+    { 0,0,0,0,0,1,1,0,0,0 },
+    { 0,0,0,0,1,1,0,0,0,0 },
+    };
+lcd.drawSprite(_x,_y,12,10,(int *)run_right);
+}
+
+void Enemy::move_right2(N5110 &lcd, float _x, float _y) {
+const int midrun_right[12][10] =   {
+    { 0,0,0,0,0,1,1,1,0,0 },
+    { 0,0,0,0,0,1,1,1,0,0 },
+    { 0,0,0,1,1,1,1,0,0,0 },
+    { 0,0,1,1,1,1,1,0,1,0 },
+    { 0,1,1,0,1,1,0,1,1,1 },
+    { 0,0,0,0,1,1,0,0,1,0 },
+    { 0,0,0,1,1,1,1,0,0,0 },
+    { 0,0,1,1,0,0,1,1,0,0 },
+    { 0,0,0,1,1,1,1,0,0,0 },
+    { 0,0,0,0,1,1,0,0,0,0 },
+    { 0,0,0,1,0,1,0,0,0,0 },
+    { 0,0,1,0,0,0,1,0,0,0 },
+    };
+lcd.drawSprite(_x,_y,12,10,(int *)midrun_right);
+}
+
+
+void Enemy::sword_right(N5110 &lcd, float _x, float _y) {
+    const int swordsprite[12][10] =   {
+    { 0,0,1,1,1,1,0,0,0,0 },
+    { 1,0,1,1,1,1,0,0,0,0 },
+    { 1,0,0,1,1,0,0,0,0,0 },
+    { 1,1,0,1,1,0,1,0,0,0 },
+    { 0,1,1,1,1,1,1,1,1,1 },
+    { 0,0,0,1,1,0,1,0,0,0 }, 
+    { 0,0,0,1,1,0,0,0,0,0 },
+    { 0,0,0,1,1,0,0,0,0,0 },
+    { 0,0,1,1,1,1,0,0,0,0 },
+    { 0,1,1,0,0,1,1,0,0,0 },
+    { 0,1,0,0,1,1,0,0,0,0 },
+    { 1,1,0,0,1,0,0,0,0,0 },
+    };
+lcd.drawSprite(_x,_y,12,10,(int *)swordsprite);
+}
+
+// ************************************************************************
+
+
+void Enemy::sword_left(N5110 &lcd, float _x, float _y) {
+    const int swordsprite[12][10] =   {
+    { 0,0,0,0,1,1,1,1,0,0 },
+    { 0,0,0,0,1,1,1,1,0,1 },
+    { 0,0,0,0,0,1,1,0,0,1 },
+    { 0,0,0,1,0,1,1,0,1,1 },
+    { 1,1,1,1,1,1,1,1,1,0 },
+    { 0,0,0,1,0,1,1,0,0,0 }, 
+    { 0,0,0,0,0,1,1,0,0,0 },
+    { 0,0,0,0,0,1,1,0,0,0 },
+    { 0,0,0,0,1,1,1,1,0,0 },
+    { 0,0,0,1,1,0,0,1,1,0 },
+    { 0,0,0,0,1,1,0,0,1,0 },
+    { 0,0,0,0,0,1,0,0,1,1 },
+    };
+lcd.drawSprite(_x,_y,12,10,(int *)swordsprite);
+}
+
+// ************************************************************************
+
+
+void Enemy::kick_right(N5110 &lcd, float _x, float _y) {
+    const int kick[12][10] =   {
+    { 0,1,1,0,0,0,0,0,0,0 },
+    { 0,1,1,0,1,1,0,0,0,0 },
+    { 0,0,0,1,1,1,1,0,0,1 },
+    { 0,0,1,1,1,0,0,0,1,1 },
+    { 0,1,1,1,1,1,1,1,0,0 },
+    { 0,1,0,0,1,1,1,0,0,0 },
+    { 1,1,1,0,1,1,0,0,0,0 },
+    { 0,1,0,0,1,0,0,0,0,0 },
+    { 0,1,0,1,1,0,0,0,0,0 },
+    { 0,0,0,1,0,0,0,0,0,0 },
+    { 0,0,1,1,0,0,0,0,0,0 },
+    { 0,0,1,1,0,0,0,0,0,0 },
+    };
+lcd.drawSprite(_x,_y,12,10,(int *)kick);
+}
+
+// ************************************************************************
+
+
+void Enemy::kick_left(N5110 &lcd, float _x, float _y) {
+    const int kick[12][10] =   {
+    { 0,0,0,0,0,0,0,1,1,0 },
+    { 0,0,0,0,1,1,0,1,1,0 },
+    { 1,0,0,1,1,1,1,0,0,0 },
+    { 1,1,0,0,0,1,1,1,0,0 },
+    { 0,0,1,1,1,1,1,1,1,0 },
+    { 0,0,0,1,1,1,0,0,1,0 },
+    { 0,0,0,0,1,1,0,1,1,1 },
+    { 0,0,0,0,0,1,0,0,1,0 },
+    { 0,0,0,0,1,1,0,0,1,0 },
+    { 0,0,0,0,1,0,0,0,0,0 },
+    { 0,0,0,0,1,1,0,0,0,0 },
+    { 0,0,0,0,1,1,0,0,0,0 },
+    };
+lcd.drawSprite(_x,_y,12,10,(int *)kick);
+}
+
+// ************************************************************************
+
+
+