ELEC2645 (2018/19) / Mbed 2 deprecated el17aio

Dependencies:   mbed

Revision:
51:2231e2e141b9
Parent:
50:69fc9b5e3335
Child:
52:29772e31a620
--- a/RosenEngine/RosenEngine.h	Thu May 09 06:02:20 2019 +0000
+++ b/RosenEngine/RosenEngine.h	Thu May 09 08:42:25 2019 +0000
@@ -39,24 +39,24 @@
     */
     void reset();
     /** An accessor method that reads the input from the gamepad
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void read_input(Gamepad &pad);
     /** A mutator method that updates all position and variable values based on inputs and the
     * time that has passed
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void update(Gamepad &pad);
     /** Draws all game assets on lcd display
-    *@param &lcd pointer to the N5110 library used for the lcd display
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &lcd address of the N5110 library used for the lcd display
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void draw(N5110 &lcd, Gamepad &pad);
     /** An accessor method that gets the position of all important game objects on screen
     */
     void get_pos();
     /** Displays the title screen on the lcd
-    *@param &lcd pointer to the N5110 library used for the lcd display
+    *@param &lcd address of the N5110 library used for the lcd display
     */
     void title(N5110 &lcd);
     /** An accessor method that gets the ycursor value to be used in the menu
@@ -69,7 +69,7 @@
     */
     SHIP set_shipUsed();
     /** Displays the ship option in the menu to allow player switch ships
-    *@param &lcd pointer to the N5110 library used for the lcd display
+    *@param &lcd address of the N5110 library used for the lcd display
     */
     void ship_select(N5110 &lcd);
     /** A mutator method that checks the enemies and players health. it resets an enemy if
@@ -85,24 +85,20 @@
     */
     bool dead();
     /** Displays the intro to the game 
-    *@param &lcd pointer to the N5110 library used for the lcd display
+    *@param &lcd address of the N5110 library used for the lcd display
     */
     void intro(N5110 &lcd);
     /** An accessor method used to get the current number of the two enemies, seeker and shooter, on screen
     @returns a 2D vector of the enemy numbers with the .x referring to shooters and the .y referring to seekers
     */
     Vector2D get_enemynum();
-
-    //*** note: add ship width and ship heirgth in place of 6 and 9 to generalize arrays after they are finished
-    
-private:
     /** A mutator method that updates the shooters projectile position
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void update_shooter_weapon(Gamepad &pad);
     /** Draws the appropriate ship based on shipUsed (the ship being used)
-    *@param &lcd pointer to the N5110 library used for the lcd display
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &lcd address of the N5110 library used for the lcd display
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void draw_ship(N5110 &lcd, Gamepad &pad);
     /** A mutator function that changes ship_width appropriate ship based on shipUsed (the ship being used)
@@ -132,35 +128,35 @@
     */
     bool check_collision1(int xpos1,int width1,int xpos2,int width2);
     /** Checks if a seeker and the player ship collided
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void seeker_ship_collision(Gamepad &pad);
     /** Checks if a shooter and the player ship collided
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void shooter_ship_collision(Gamepad &pad);
     /** Checks if a shooter's projectile and the player ship collided
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void shooterw_ship_collision(Gamepad &pad);
     /** Checks if the kestrel ships's projectile and the seeker collided
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void kestrelw_seeker_collision(Gamepad &pad);
     /** Checks if the Imperions lazer and the seeker collided
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void imperionw_seeker_collision(Gamepad &pad);
     /** Checks if the kestrel ships's projectile and the shooter collided
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void kestrelw_shooter_collision(Gamepad &pad);
     /** Checks if the Imperions lazer and the shooter collided
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void imperionw_shooter_collision(Gamepad &pad);
     /** Checks if the orions weapon collided with any enemy
-    *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad
+    *@param &pad address of the gamepad library used to read inputs and send outputs to the gamepad
     */
     void orionw_collision(Gamepad &pad);
     /** Gradually increased the difficulty of the game over time
@@ -172,11 +168,11 @@
     */
     int rand_no();
     /** Displays a random tip on lcd
-    *@param &lcd pointer to the N5110 library used for the lcd display
+    *@param &lcd address of the N5110 library used for the lcd display
     */
     void game_over(N5110 &lcd);
     /** Displays the points the player has on screen
-    *@param &lcd pointer to the N5110 library used for the lcd display
+    *@param &lcd address of the N5110 library used for the lcd display
     */
     void disp_points(N5110 &lcd);
     /** Checks the seekers health
@@ -202,36 +198,34 @@
     *@returns the position of the closest enemy
     */
     Vector2D find_closest2(int index);
+
     
     
-    // Variables
-    
-    Ship _ship;
+private:
+    //_______________Private-Variables__________________________________________
+    Ship _ship;                 // The ship class
     Weapons _weapons;
     Menu _menu;
     Enemy _enemy;
     Health _health;
     Lore _lore;
-    Vector2D _joystick;
-    Direction _d;
-    SHIP _shipUsed;
-    int _ycursor;
-    int _shipno;
-    int _score;
-    int _shno;
-    int _shipWidth;
-    int _shipHeight;
-    Vector2D _shipPos;
-    Vector2D _shooterPos[3];
-    Vector2D _shooterWPos[3];
-    Vector2D _seekerPos[3];
-    Vector2D _coloc;
-    bool _dead;
-    int _times_run;
-    int _no_shooters;
-    int _no_seekers;
-    bool _intro;
-    float _wait_time;
+    Vector2D _joystick;         // a vector containing the joystick values
+    Direction _d;               // direction of the joystick, N,S,E, or W
+    SHIP _shipUsed;             // a variable in of type enum SHIP that contains the ship being used by the player 
+    int _ycursor;               // the _ycursor  value that indicates where the rectangular cursor is drawn in the menu                
+    int _score;                 // the players score
+    int _shipWidth;             // the ship's width
+    int _shipHeight;            // the ship's height
+    Vector2D _shipPos;          // the ships position
+    Vector2D _shooterPos[3];    // an array of all the shooter positions
+    Vector2D _shooterWPos[3];   // an array of all the shooter weapon positions
+    Vector2D _seekerPos[3];     // an array of the seeker position           
+    bool _dead;                 // true if player dies else false
+    int _times_run;             // the amount of times the game loop is run
+    int _no_shooters;           // the anount of shooters
+    int _no_seekers;            // the amount of seeker
+    bool _intro;                // true if intro has been shown else false     
+    float _wait_time;           // amount of time before increasing difficulty
     
 
 };