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Dependencies: mbed
Diff: Gameengine/Gameengine.h
- Revision:
- 48:bd1f31fbfee3
- Parent:
- 47:3425159c0211
- Child:
- 49:9bea7089b657
diff -r 3425159c0211 -r bd1f31fbfee3 Gameengine/Gameengine.h
--- a/Gameengine/Gameengine.h Wed Apr 24 14:27:00 2019 +0000
+++ b/Gameengine/Gameengine.h Wed Apr 24 15:20:01 2019 +0000
@@ -23,38 +23,34 @@
Gameengine();
~Gameengine();
- /**
- * @brief Initialises all default game settings.
+ /** 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.
+ /** 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);
- /**
- * @brief 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);
- /**
- * @brief 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);
- /**
- * @brief 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.
*/
void read_direction(Gamepad &pad);
- /**
- * @brief Calculates lives remaining.
+ /** Calculates lives remaining.
* @returns integer calue to control lives fsm state in leds() main.cpp
*/
int oxygen_leds();
- /**
- * @brief Calculates time remaining.
+ /** 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
@@ -67,81 +63,75 @@
* adds on 10 points for every key collected.
*/
void get_score(N5110 &lcd);
-/**
- * @brief Returns true if game completed.
+/** 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.
+ /** 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.
+ * back to start, creates small pause.
*/
void lose_life(Gamepad &pad, N5110 &lcd);
- /**
- * @brief States whether game over condition met
+ /** 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.
+ /** 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);
- /**
- * @brief Function returns true when level complete conditions met.
+ /** 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
+ * 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 can be drawn, keys needed increased by 5 and miner position reset.
+ * level will 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
+ /** 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.
+ /** 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.
+ /** 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
+ * level positions to use, these are specified in Level class.
*/
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
+
+ */
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().
+
+ */
void key_reinit();
private:
int _level;
int _lives;
- double _x;
- double _y;
- int _distance;
- int _turn_flag;
- int _counter;
bool _enem_flag;
int _five_keys;
bool _key_reinit;
int _oxy_state;
int _life_state;
float _total_time;
-
-
- float _time_total;
-
float _time;
Sprites _sprites;