-
Notifications
You must be signed in to change notification settings - Fork 1
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
0 parents
commit e43a077
Showing
13 changed files
with
927 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,253 @@ | ||
#include "Character.h" | ||
|
||
Character::Character(Rect r) { | ||
|
||
x = r.x; | ||
y = r.y; | ||
h = r.height; | ||
w = r.width; | ||
} | ||
|
||
|
||
void Character::enableMovement(Character *c, Arduboy *d, const unsigned char a[]) { | ||
dim.x = c->y; | ||
dim.y = c->x; | ||
|
||
d->drawBitmap(c->y, c->x, a, c->w, c->h, WHITE); | ||
|
||
if (d->pressed(UP_BUTTON) && (!phy.collide(dim, TOP_EDGE))) { | ||
c->x = c->x - 2; | ||
} else if (d->pressed(DOWN_BUTTON) && (!phy.collide(dim, BOTTOM_EDGE))) { | ||
c->x = c->x + 2; | ||
} else if (d->pressed(LEFT_BUTTON) && (!phy.collide(dim, LEFT_EDGE))) { | ||
c->y = c->y - 2; | ||
} else if (d->pressed(RIGHT_BUTTON) && (!phy.collide(dim, RIGHT_EDGE))) { | ||
c->y = c->y + 2; | ||
} | ||
} | ||
|
||
void Character::activateWeapons(Arduboy *d, const unsigned char b[]) { | ||
wep.countFrames++; | ||
Point dim{wep.y, wep.x}; | ||
|
||
if (wep.shootBullet) { | ||
d->drawPixel(wep.y, wep.x, WHITE); | ||
|
||
if (phy.collide(dim, TOP_EDGE)) { | ||
wep.x = 0; | ||
wep.shootBullet = 0; | ||
|
||
} else { | ||
|
||
wep.x = wep.x - 2; | ||
} | ||
} else if (wep.shootBomb) { | ||
d->drawBitmap(wep.y, wep.x, b, 8, 8, WHITE); | ||
|
||
if (phy.collide(dim, TOP_EDGE)) { | ||
wep.x = 0; | ||
wep.shootBomb = 0; | ||
|
||
} else { | ||
wep.x = wep.x - 2; | ||
} | ||
} | ||
|
||
if (d->pressed(A_BUTTON) && wep.countFrames > 30 && !d->pressed(B_BUTTON)) { | ||
wep.x = x + 4; | ||
wep.y = y + 4; | ||
wep.shootBullet = 1; | ||
wep.countFrames = 0; | ||
d->tunes.playScore(laser); | ||
|
||
} else if (d->pressed(B_BUTTON) && wep.countFrames > 30 && !d->pressed(A_BUTTON)) { | ||
wep.x = x ; | ||
wep.y = y ; | ||
wep.shootBomb = 1; | ||
wep.countFrames = 0; | ||
} | ||
} | ||
|
||
void Character::addAi( Character *c, Arduboy *d, const unsigned char g[], bool *boolGS) { | ||
|
||
Rect mainC = {c->y, c->x, c->h, c->w}; | ||
Rect bel = {c->wep.y, c->wep.x, 1, 1}; | ||
Rect ai = {y, x, h, w}; | ||
|
||
if (lifeState) { | ||
d->drawBitmap(y, x, g, 8, 8, WHITE); | ||
if (x < 2 || x > 55) { | ||
moveState = !moveState; | ||
} | ||
if (moveState) { | ||
x = x + 1; | ||
} else { | ||
x = x - 1; | ||
} | ||
} | ||
if (phy.collide(ai, bel)) { | ||
lifeState = 0; | ||
y = 66; | ||
c->killCount = c->killCount + 1; | ||
} | ||
if (phy.collide(ai, mainC)) { | ||
*boolGS = 0; | ||
} | ||
} | ||
|
||
void Character::aiAttackFormationSin(Character *c, Arduboy *d, const unsigned char s[], bool *boolGS) { | ||
wep.countFrames++; | ||
Rect mainC = {c->y, c->x, c->h, c->w}; | ||
Rect bel = {c->wep.y, c->wep.x, 1, 1}; | ||
Rect ai = {x, y, h, w}; | ||
|
||
if (randState) { | ||
randO = getrand(MIN, MAX); | ||
randState = 0; | ||
} | ||
|
||
if (lifeState) { | ||
d->drawBitmap(x, y, s , w, h, WHITE); | ||
|
||
if (d->everyXFrames(2)) { | ||
if (sinX <= 3.1) { | ||
sinX += 0.05; | ||
sinY = sin(sinX); | ||
x = (int)(sinX * 41); | ||
y = (int)(sinY * randO); | ||
} | ||
} | ||
} | ||
if (phy.collide(ai, bel)) { | ||
lifeState = 0; | ||
y = 166; | ||
c->killCount = c->killCount + 1; | ||
} | ||
if (phy.collide(ai, mainC)) { | ||
*boolGS = 0; | ||
} | ||
if (wep.countFrames > 250) { | ||
wep.countFrames = 0; | ||
sinX = 0; | ||
randState = 1; | ||
lifeState = 1; | ||
} | ||
} | ||
void Character::aiAttackFormationNegSin(Character *c, Arduboy *d, const unsigned char s[], bool *boolGS) { | ||
wep.countFrames++; | ||
Rect mainC = {c->y, c->x, c->h, c->w}; | ||
Rect bel = {c->wep.y, c->wep.x, 1, 1}; | ||
Rect ai = {x, y, h, w}; | ||
|
||
if (randState) { | ||
randO = getrand(MIN, MAX); | ||
randState = 0; | ||
} | ||
|
||
if (lifeState) { | ||
d->drawBitmap(x, y, s , w, h, WHITE); | ||
|
||
if (d->everyXFrames(2)) { | ||
if (sinXBackwards >= 0) { | ||
sinXBackwards -= 0.05; | ||
sinY = sin(sinXBackwards); | ||
x = (int)(sinXBackwards * 41); | ||
y = (int)(sinY * randO); | ||
} | ||
} | ||
} | ||
if (phy.collide(ai, bel)) { | ||
lifeState = 0; | ||
y = 166; | ||
c->killCount = c->killCount + 1; | ||
} | ||
if (phy.collide(ai, mainC)) { | ||
*boolGS = 0; | ||
} | ||
if (wep.countFrames > 250) { | ||
wep.countFrames = 0; | ||
sinXBackwards = 3.1; | ||
randState = 1; | ||
lifeState = 1; | ||
} | ||
} | ||
void Character::aiAttackFormationCos(Character *c, Arduboy *d, const unsigned char s[], bool *boolGS) { | ||
wep.countFrames++; | ||
Rect mainC = {c->y, c->x, c->h, c->w}; | ||
Rect bel = {c->wep.y, c->wep.x, 1, 1}; | ||
Rect ai = {x, y, h, w}; | ||
|
||
if (randState) { | ||
randO = getrand(MIN, MAX); | ||
randState = 0; | ||
} | ||
|
||
if (lifeState) { | ||
d->drawBitmap(x, y, s , w, h, WHITE); | ||
|
||
if (d->everyXFrames(2)) { | ||
if (sinX <= 3.1) { | ||
sinX += 0.05; | ||
sinY = cos(sinX); | ||
x = (int)(sinX * 41); | ||
y = (int)(sinY * randO); | ||
} | ||
} | ||
} | ||
if (phy.collide(ai, bel)) { | ||
lifeState = 0; | ||
y = 166; | ||
c->killCount = c->killCount + 1; | ||
} | ||
if (phy.collide(ai, mainC)) { | ||
*boolGS = 0; | ||
} | ||
if (wep.countFrames > 250) { | ||
wep.countFrames = 0; | ||
sinX = 0; | ||
randState = 1; | ||
lifeState = 1; | ||
} | ||
} | ||
void Character::aiAttackFormationNegCos(Character *c, Arduboy *d, const unsigned char s[], bool *boolGS) { | ||
wep.countFrames++; | ||
Rect mainC = {c->y, c->x, c->h, c->w}; | ||
Rect bel = {c->wep.y, c->wep.x, 1, 1}; | ||
Rect ai = {x, y, h, w}; | ||
|
||
if (randState) { | ||
randO = getrand(MIN, MAX); | ||
randState = 0; | ||
} | ||
|
||
if (lifeState) { | ||
d->drawBitmap(x, y, s , w, h, WHITE); | ||
|
||
if (d->everyXFrames(2)) { | ||
if (sinXBackwards >= 0) { | ||
sinXBackwards -= 0.05; | ||
sinY = cos(sinXBackwards); | ||
x = (int)(sinXBackwards * 41); | ||
y = (int)(sinY * randO); | ||
} | ||
} | ||
} | ||
if (phy.collide(ai, bel)) { | ||
lifeState = 0; | ||
y = 166; | ||
c->killCount = c->killCount + 1; | ||
} | ||
if (phy.collide(ai, mainC)) { | ||
*boolGS = 0; | ||
} | ||
if (wep.countFrames > 250) { | ||
wep.countFrames = 0; | ||
sinXBackwards = 3.1; | ||
randState = 1; | ||
lifeState = 1; | ||
} | ||
} | ||
int Character::getrand(int min, int max) { | ||
return (rand() % (max - min) + min); | ||
} | ||
|
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,50 @@ | ||
#include "Arduboy.h" | ||
#include "physics.h" | ||
#include "Weapons.h" | ||
#include "Enemies.h" | ||
#include "bitmaps.h" | ||
|
||
#ifndef CHARACTER_H | ||
#define CHARACTER_H | ||
|
||
#define MIN 25 | ||
#define MAX 65 | ||
|
||
|
||
class Character { | ||
public: | ||
Character(Rect r); | ||
void enableMovement(Character *c, Arduboy *d, const unsigned char a[]); | ||
void activateWeapons(Arduboy *d, const unsigned char b[]); | ||
void addAi( Character *c, Arduboy *d, const unsigned char g[], bool *boolGS); | ||
void aiAttackFormationSin(Character *c, Arduboy *d, const unsigned char s[], bool *boolGS); | ||
void aiAttackFormationNegSin(Character *c, Arduboy *d, const unsigned char s[], bool *boolGS); | ||
void aiAttackFormationCos(Character *c, Arduboy *d, const unsigned char s[], bool *boolGS); | ||
void aiAttackFormationNegCos(Character *c, Arduboy *d, const unsigned char s[], bool *boolGS); | ||
char characterClass; | ||
uint8_t strength; | ||
bool destructable; | ||
uint8_t x; | ||
uint8_t y; | ||
uint8_t h; | ||
uint8_t w; | ||
bool lifeState = 1; | ||
bool moveState = 1; | ||
uint8_t killCount; | ||
float sinX = 0; | ||
float sinXBackwards = 3.1; | ||
float cosX = 0; | ||
float cosXBackwards = 3.1; | ||
float cosY; | ||
float sinY; | ||
Weapons wep; | ||
uint8_t randO = 0; | ||
bool randState = 1; | ||
int getrand(int min, int max); | ||
private: | ||
|
||
|
||
Point dim; | ||
Physics phy; | ||
}; | ||
#endif |
Oops, something went wrong.