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#include "creature.hpp"
Creature::Creature(Window m, std::string s) //Constructor
{
texture = loadTexture(s, m);
renderer = m.getRenderer();
health = 100;
hunger = 0;
//initializes random start coordinates for creature, target position is equivalent to it's position
yPosition=yTarget=rand()%800;
xPosition=xTarget=rand()%1200;
}
void Creature::Behavior()
{
health--; //Decrements health each time a behavior is executed
this->Priority(); //Checks which action has priority (doesn't really do this right now)
this->Action(); //Does action
}
void Creature::Priority()
{
//Traverses location vector, if object at [i] is resource (2), then creature's target coordinates are set
int i;
for(i=0;i<location.size();i++)
{
if(location[i].type==2)
{
xTarget = location[i].x;
yTarget = location[i].y;
}
}
}
void Creature::Action()
{
//If the distance is close, will return an bool
if(sqrt(pow(xPosition - xTarget, 2) + pow(yPosition - yTarget, 2)) < 2)
return; //<--- eat action should be here
//Makes moves towards target coordinates
if(xPosition==xTarget)
{
if(yPosition<yTarget)
yPosition++;
else
yPosition--;
}
else if(yPosition==yTarget)
{
if(xPosition<xTarget)
xPosition++;
else
xPosition--;
}
else if(xPosition<xTarget)
{
if(yPosition<yTarget)
{
xPosition++;
yPosition++;
}
else
{
xPosition++;
yPosition--;
}
}
else if (xPosition>xTarget)
{
if(yPosition<yTarget)
{
xPosition--;
yPosition++;
}
else
{
xPosition--;
yPosition--;
}
}
}
Location Creature::getLocation()
{
//returns location object of the specific creature
Location L(xPosition, yPosition, 1);
return L;
}
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