ELEC2645 (2018/19) / Mbed 2 deprecated el17cd

Dependencies:   mbed

Revision:
34:5cb9b4d01f5c
Parent:
32:9c250eda7f3f
Child:
35:fe3956825bd8
--- a/Game/Game.h	Mon Apr 29 14:31:44 2019 +0000
+++ b/Game/Game.h	Mon Apr 29 14:48:27 2019 +0000
@@ -11,13 +11,10 @@
 #include "mbed.h"
 #include "SDFileSystem.h"
 
-/** Game class
-*@brief A class used to instantiate a game object, this is used to run the game
-*@author Christopher Doel
-*@date April, 2019
+/** Input struct
+brief  Stores current details of required inputs
 */
-
-struct Input{ //Stores current details of required inputs
+struct Input{
     float x;
     bool yButton;
     bool aButton;
@@ -27,12 +24,22 @@
     bool bCooldown;
 };
 
-
+/** Menu slections struct
+brief stores the current selections in both the home menu and death menu
+*/
 struct MenuSelections{ //stores the current selections in both menus
     int deathMenuSelection;
     int homeMenuSelection;
 };
 
+
+/** Game class
+*brief A class used to instantiate a game object, this is used to run the game
+*@author Christopher Doel
+*@date April, 2019
+*/
+
+
 class Game {
   private:
     Input input;
@@ -57,90 +64,90 @@
     Renderer renderer;
     
     int readHighScore();
-    /** @brief Reads the highscore stored in the SD card
+    /** brief Reads the highscore stored in the SD card
     *@returns the highscore as an integer
     */
     void writeHighScore(int score);
-    /** @brief Writes the new highscore to the SD card
+    /** brief Writes the new highscore to the SD card
     *@param the highscore as an integer
     */
     void resetScene();
-    /** @brief generates initial positions for all cubes
+    /** brief generates initial positions for all cubes
     */
     void addScore();
-    /** @brief Increments the score by 1
+    /** brief Increments the score by 1
     */
     void resetScore();
-    /** @brief Resets the score to 0
+    /** brief Resets the score to 0
     */
     void checkDespawn(Cube *cube);
-    /** @brief Checks whether a cube needs to be despawned, if it does then the cube will be translated to the far side of the map
+    /** brief Checks whether a cube needs to be despawned, if it does then the cube will be translated to the far side of the map
     *@param A pointer to a cube object
     */
     void checkDeath(Cube *cube);
-    /** @brief Checks whether a cube is too close to the user and therefore a collision has occured, the game will be stopped if true
+    /** brief Checks whether a cube is too close to the user and therefore a collision has occured, the game will be stopped if true
     *@param A pointer to a cube object
     */
     void cubeToBeRendered(Cube *cube, int cubeIndex);
-    /** @brief Adds the cubes faces to the array of faces to be passed to the renderer
+    /** brief Adds the cubes faces to the array of faces to be passed to the renderer
     *@param A pointer to a cube object
     *@param The integer index of the cubes position in the cube array
     */
     void moveCubes(Cube *cube);
-    /** @brief Translates the cube in the z axis towards the user (speed dependant on score) and left and right depending on the joystick location
+    /** brief Translates the cube in the z axis towards the user (speed dependant on score) and left and right depending on the joystick location
     *@param A pointer to a cube object
     */
     void displayDeathMenu();
-    /** @brief Displays the menu screen if the game has stopeed propting the user to either restart or go to the home menu
+    /** brief Displays the menu screen if the game has stopeed propting the user to either restart or go to the home menu
     */
     void deathButtonSelections();
-    /** @brief Determines the action to be taken depending on the button input once the game has ended
+    /** brief Determines the action to be taken depending on the button input once the game has ended
     */
     void homeButtonSelections();
-    /** @brief Determines the action to be taken depending on the button input at the home screen
+    /** brief Determines the action to be taken depending on the button input at the home screen
     */
     void disableAButton(bool a);
-    /** @brief Disables the A button for 300 milliseconds after being pressed to prevent erroneous input from switch bouncing
+    /** brief Disables the A button for 300 milliseconds after being pressed to prevent erroneous input from switch bouncing
     *@param a boolean indicating whether the button has been pressed
     */
     void disableYButton(bool y);
-    /** @brief Disables the Y button for 300 milliseconds after being pressed to prevent erroneous input from switch bouncing
+    /** brief Disables the Y button for 300 milliseconds after being pressed to prevent erroneous input from switch bouncing
     *@param a boolean indicating whether the button has been pressed
     */
     void disableBButton(bool b);
-    /** @brief Disables the B button for 300 milliseconds after being pressed to prevent erroneous input from switch bouncing
+    /** brief Disables the B button for 300 milliseconds after being pressed to prevent erroneous input from switch bouncing
     *@param a boolean indicating whether the button has been pressed
     */
     void enableA();
-    /** @brief Is called using a ticker 300 milliseconds after the A button is pressed to re-enable it
+    /** brief Is called using a ticker 300 milliseconds after the A button is pressed to re-enable it
     */
     void enableY();
-    /** @brief Is called using a ticker 300 milliseconds after the Y button is pressed to re-enable it
+    /** brief Is called using a ticker 300 milliseconds after the Y button is pressed to re-enable it
     */
     void enableB();
-    /** @brief Is called using a ticker 300 milliseconds after the B button is pressed to re-enable it
+    /** brief Is called using a ticker 300 milliseconds after the B button is pressed to re-enable it
     */
     void processInput();
-    /** @brief Process the joystick and Y, B and A button inputs and store their values in a structure
+    /** brief Process the joystick and Y, B and A button inputs and store their values in a structure
     */
     void play();
-    /** @brief Begin the execution of the game
+    /** brief Begin the execution of the game
     */
     void homeScreen();
-    /** @brief Displays the home screen
+    /** brief Displays the home screen
     */
     void helpScreen();
-    /** @brief Display the help screens
+    /** brief Display the help screens
     */
     void checkNextHelpScreen();
-    /** @brief Check whether the user has advanced to the next help screen by pressing the A button
+    /** brief Check whether the user has advanced to the next help screen by pressing the A button
     */
   public:
    Game();
     /**brief The constructor of the Face class which instantiates the game object.
     */
    void run();
-    /** @brief Executes the main loop
+    /** brief Executes the main loop
     */
 
 };
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