ELEC2645 (2018/19) / Mbed 2 deprecated el17cd

Dependencies:   mbed

Revision:
38:cc5461dd0369
Parent:
37:524b91130885
Child:
39:41dcf1604fdf
--- a/Game/Game.h	Mon Apr 29 15:15:16 2019 +0000
+++ b/Game/Game.h	Mon Apr 29 15:23:07 2019 +0000
@@ -62,92 +62,93 @@
     Ticker disableY;
     Gamepad gamepad;
     Renderer renderer;
-    
-    int readHighScore();
     /** Reads the highscore stored in the SD card
     *@returns the highscore as an integer
     */
-    void writeHighScore(int score);
+    int readHighScore();
     /** Writes the new highscore to the SD card
     *@param the highscore as an integer
     */
+    void writeHighScore(int score);
+    /** generates initial positions for all cubes
+    */
     void resetScene();
-    /** generates initial positions for all cubes
+    /** Increments the score by 1
     */
     void addScore();
-    /** Increments the score by 1
+    /** Resets the score to 0
     */
     void resetScore();
-    /** Resets the score to 0
-    */
-    void checkDespawn(Cube *cube);
     /** 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);
+    void checkDespawn(Cube *cube);
     /** 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);
+    void checkDeath(Cube *cube);
     /** 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);
+    void cubeToBeRendered(Cube *cube, int cubeIndex);
     /** 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 moveCubes(Cube *cube);
+    /** Displays the menu screen if the game has stopeed propting the user to either restart or go to the home menu
+    */
     void displayDeathMenu();
-    /** Displays the menu screen if the game has stopeed propting the user to either restart or go to the home menu
+    /** Determines the action to be taken depending on the button input once the game has ended
     */
     void deathButtonSelections();
-    /** Determines the action to be taken depending on the button input once the game has ended
+    /** Determines the action to be taken depending on the button input at the home screen
     */
     void homeButtonSelections();
-    /** Determines the action to be taken depending on the button input at the home screen
-    */
-    void disableAButton(bool a);
     /** 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);
+    void disableAButton(bool a);
     /** 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);
+    void disableYButton(bool y);
     /** 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();
+    void disableBButton(bool b);
     /** Is called using a ticker 300 milliseconds after the A button is pressed to re-enable it
     */
+    void enableA();
+    /** Is called using a ticker 300 milliseconds after the Y button is pressed to re-enable it
+    */
     void enableY();
-    /** Is called using a ticker 300 milliseconds after the Y button is pressed to re-enable it
+    /** Is called using a ticker 300 milliseconds after the B button is pressed to re-enable it
     */
     void enableB();
-    /** Is called using a ticker 300 milliseconds after the B button is pressed to re-enable it
+    /** Process the joystick and Y, B and A button inputs and store their values in a structure
     */
     void processInput();
-    /** Process the joystick and Y, B and A button inputs and store their values in a structure
+    /** Begin the execution of the game
     */
     void play();
-    /** Begin the execution of the game
+    /** Displays the home screen
     */
     void homeScreen();
-    /** Displays the home screen
+    /** Display the help screens
     */
     void helpScreen();
-    /** Display the help screens
-    */
-    void checkNextHelpScreen();
     /** Check whether the user has advanced to the next help screen by pressing the A button
     */
+    void checkNextHelpScreen();
+
   public:
+    /** The constructor of the Game class and is used to execute the game.
+    */
    Game();
-    /** The constructor of the Face class which instantiates the game object.
+    /** Executes the main loop
     */
    void run();
-    /** Executes the main loop
-    */
+
 
 };
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