ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Revision:
49:9bea7089b657
Parent:
48:bd1f31fbfee3
Child:
56:8c827d1cae3b
--- a/Gameengine/Gameengine.h	Wed Apr 24 15:20:01 2019 +0000
+++ b/Gameengine/Gameengine.h	Wed Apr 24 16:45:47 2019 +0000
@@ -20,106 +20,109 @@
 {
     
 public:
-
+    /** constructor
+    */
     Gameengine();
+    /** deconstructor
+    */
     ~Gameengine();
- /** Initialises all default game settings.
-  * @details Sets player starting position, number of lives, level start and timer.
-  */
+    /** Initialises all default game settings.
+    * @details Sets player starting position, number of lives, level start and timer.
+    */
     void game_init();
- /** Updates all game game settings.
-  * @details Contains all functions that update player position and game conditions
-  such as lives left, timer, game over and level complete.
-  */
+    /** Updates all game game settings.
+    * @details Contains all functions that update player position and game conditions
+    such as lives left, timer, game over and level complete.
+    */
     void update(N5110 &lcd, Gamepad &pad);
- /** Updates and renders all level objects for level 1.
-  */
+    /** Updates and renders all level objects for level 1.
+    */
     void draw_l1(N5110 &lcd, Gamepad &pad);
- /** Updates and renders all level objects for level 2.
-  */
+    /** Updates and renders all level objects for level 2.
+    */
     void draw_l2(N5110 &lcd, Gamepad &pad);
- /** Updates and renders all level objects for level 3.
-  */
+    /** Updates and renders all level objects for level 3.
+    */
     void draw_l3(N5110 &lcd, Gamepad &pad);
- /** 
-  * @brief Reads direction the player is moving.
-  * @details Uses getdirection() function from Gamepad library.
-  */
+    /** 
+    * @brief Reads direction the player is moving.
+    * @details Uses getdirection() function from Gamepad library.
+    */
     void read_direction(Gamepad &pad);
- /** Calculates lives remaining.
-  * @returns integer calue to control lives fsm state in leds() main.cpp
-  */
+    /** Calculates lives remaining.
+    * @returns integer calue to control lives fsm state in leds() main.cpp
+    */
+    int lives_leds();
+    /** Calculates time remaining.
+    * @details Calculates time remaining, every 1/3 of total time passed the return 
+    * value changes.
+    * @return integer value to control oxygen fsm state in leds() main.cpp
+    */
     int oxygen_leds();
- /** Calculates time remaining.
-  * @details Calculates time remaining, every 1/3 of total time passed the return 
-  * value changes.
-  * @return integer value to control oxygen fsm state in leds() main.cpp
-  */
-    int lives_leds();
- /** 
-  * @brief Calculates and displays player score.
-  * @details At game over or game completed the players score is calculated and
-  * displayed. It takes time remaining and multiplies this by lives remaining, then 
-  * adds on 10 points for every key collected.
-  */ 
+    /** 
+    * @brief Calculates and displays player score.
+    * @details At game over or game completed the players score is calculated and
+    * displayed. It takes time remaining and multiplies this by lives remaining, then 
+    * adds on 10 points for every key collected.
+    */ 
     void get_score(N5110 &lcd);
-/** Returns true if game completed.
-  * @details calculates when _level variable has gone beyond number of levels in game.
-  * @return true if game complete
-  */ 
+    /** Returns true if game completed.
+    * @details calculates when _level variable has gone beyond number of levels in game.
+    * @return true if game complete
+    */ 
     bool game_complete(N5110 &lcd);
- /** Reduces number of lives on player death.
-  * @details After reducing lives, makes tone to signify player death, resets player
-  * back to start, creates small pause.
-  */
+    /** Reduces number of lives on player death.
+    * @details After reducing lives, makes tone to signify player death, resets player
+    * back to start, creates small pause.
+    */
     void lose_life(Gamepad &pad, N5110 &lcd);
- /** States whether game over condition met
-  * @return returns true if game over.
-  */
+    /** States whether game over condition met
+    * @return returns true if game over.
+    */
     bool game_over();
- /** Returns true when player at exit.
-  * @return Function returns true when the player is in contact with the level exit.
-  */
+    /** Returns true when player at exit.
+    * @return Function returns true when the player is in contact with the level exit.
+    */
     bool level_exit(N5110 &lcd);
- /** Returns true when level complete conditions met.
-  * @details Function returns true when all 5 keys have been collected using _sprites.keys_collected()
-  * and player is in contact with the level exit using level_exit() function.
-  * Calculates time reamining then resets, resets enemy and key flags
-  * so they can be initialised for the next level, increases _level by 1 so next
-  * level will be drawn, keys needed increased by 5 and miner position reset.
-  */
+    /** Returns true when level complete conditions met.
+    * @details Function returns true when all 5 keys have been collected using _sprites.keys_collected()
+    * and player is in contact with the level exit using level_exit() function.
+    * Calculates time reamining then resets, resets enemy and key flags
+    * so they can be initialised for the next level, increases _level by 1 so next
+    * level will be drawn, keys needed increased by 5 and miner position reset.
+    */
     void next_level(N5110 &lcd);
- /** Returns true if player in contact with trap
-  * @details Function sets all trap poisitons and collision rules. Usues int i
-  * to select which level positions to use.
-  */
+    /** Returns true if player in contact with trap
+    * @details Function sets all trap poisitons and collision rules. Usues int i
+    * to select which level positions to use.
+    */
     bool trap_death(N5110 &lcd);
- /** Returns true if player in contact with trap.
-  * @details Function sets all trap positons and collision rules stated in
-  * Sprites class. Uses int i to select which level positions to use, these are
-  * specified in Level class.
-  */
+    /** Returns true if player in contact with trap.
+    * @details Function sets all trap positons and collision rules stated in
+    * Sprites class. Uses int i to select which level positions to use, these are
+    * specified in Level class.
+    */
     void key_draw(N5110 &lcd,Gamepad &pad);
- /** Sets all block positions and collision rules.
-  * @details Function sets all block positons and collision rules stated in
-  * Sprites class. Keys are indexed so each one is treated independently
-  * otherwise all will disappear if one is collected. Uses int i to select which
-  * level positions to use, these are specified in Level class.
-  */
+    /** Sets all block positions and collision rules.
+    * @details Function sets all block positons and collision rules stated in
+    * Sprites class. Blocks are indexed so each one is treated independently
+    * otherwise all will disappear if one is collected. Uses int i to select which
+    * level positions to use, these are specified in Level class. Int i is set _level
+    * so function knows which level settings to use.
+    */
     void blocks(N5110 &lcd);
- /** Initialises enemies, updates movements and detects collision with player.
-  * @details Only initialises enemies when enem_flag set to false and sets it true
-  * once done. Function also updates enemy position and detects collision with players,
-  * int i states which level settings to use
-  
-  */
+    /** Initialises enemies, updates movements and detects collision with player.
+    * @details Only initialises enemies when enem_flag set to false and sets it true
+    * once done. Function also updates enemy position and detects collision with players,
+    * int i states which level settings to use.
+    * @return true if player collides with enemy.
+    */
     bool enemies(N5110 &lcd);
- /** Reinitialises keys once new level starts.
-  * @details Once level is complete the _key_reint flag is set to false and all
-  * 5 level keys are set to false. This means they are drawn in new positions as
-  * per int i which states which level settings to use in key_draw().
-  
-  */
+    /** Reinitialises keys once new level starts.
+    * @details Once level is complete the _key_reint flag is set to false and all
+    * 5 level keys are set to false. This means they are drawn in new positions as
+    * per int i which states which level settings to use in key_draw().  
+    */
     void key_reinit();
 
 private: