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Dependencies: mbed
Diff: Gameengine/Gameengine.h
- Revision:
- 46:de3462ad5aef
- Parent:
- 45:bad704c546d4
- Child:
- 47:3425159c0211
--- a/Gameengine/Gameengine.h Wed Apr 24 13:17:58 2019 +0000
+++ b/Gameengine/Gameengine.h Wed Apr 24 14:24:56 2019 +0000
@@ -8,9 +8,11 @@
#include "Levels.h"
/** Gameengine Class
+@brief Builds all levels and sets all default values. Updates all game settings
+and contains functions for all game conditions
+
@author Andrew Milner University of Leeds
-@brief Builds all levels and sets all default values. Updates all game settings
-and contains functions for all game conditions
+
@date April 2019
*/
@@ -21,28 +23,108 @@
Gameengine();
~Gameengine();
- /**
- * @brief Reads direction the player is moving
- * @details Uses getdirection() function from Gamepad library
+ /**
+ * @brief Initialises all default game settings.
+ * @details Sets player starting position, number of lives, level start and timer.
+ */
+ void game_init();
+ /**
+ * @brief updates all game game settings.
+ * @details Contains all functions that .
+ */
+ void update(N5110 &lcd, Gamepad &pad);
+ /**
+ * @brief updates and renders all level objects for level 1.
+ */
+ void draw_l1(N5110 &lcd, Gamepad &pad);
+ /**
+ * @brief updates and renders all level objects for level 2.
+ */
+ void draw_l2(N5110 &lcd, Gamepad &pad);
+ /**
+ * @brief 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.
*/
void read_direction(Gamepad &pad);
- void update(N5110 &lcd, Gamepad &pad);
- void game_init();
- void draw_l1(N5110 &lcd, Gamepad &pad);
- void draw_l2(N5110 &lcd, Gamepad &pad);
- void draw_l3(N5110 &lcd, Gamepad &pad);
+ /**
+ * @brief Calculates lives remaining.
+ * @returns integer calue to control lives fsm state in leds() main.cpp
+ */
+ int oxygen_leds();
+ /**
+ * @brief 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.
+ */
+ void get_score(N5110 &lcd);
+/**
+ * @brief 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);
+
+ /**
+ * @brief 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 so gameplay is slightly paused.
+ */
void lose_life(Gamepad &pad, N5110 &lcd);
+ /**
+ * @brief States whether game over condition met
+ * @return returns true if game over.
+ */
bool game_over();
+ /**
+ * @brief Function returns true when player at exit.
+ * @details Function returns true when the player is in contact with the level exit.
+ */
+ bool level_exit(N5110 &lcd);
+ /**
+ * @brief Function 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
+ * The 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 can be drawn, keys needed increased by 5 and miner position reset.
+ */
void next_level(N5110 &lcd);
+ /**
+ * @brief Function 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);
+ /**
+ * @brief Function 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);
+ /**
+ * @brief Function 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
+ */
void blocks(N5110 &lcd);
bool enemies(N5110 &lcd);
void key_reinit();
- int oxygen_leds();
- int lives_leds();
- void get_score(N5110 &lcd);
- bool game_complete(N5110 &lcd);
private:
@@ -56,7 +138,6 @@
bool _enem_flag;
int _five_keys;
bool _key_reinit;
- bool level_exit(N5110 &lcd);
int _oxy_state;
int _life_state;
float _total_time;