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Dependencies: mbed
Diff: Game/Game.h
- Revision:
- 35:fe3956825bd8
- Parent:
- 34:5cb9b4d01f5c
- Child:
- 36:6fbafc8bed80
--- a/Game/Game.h Mon Apr 29 14:48:27 2019 +0000
+++ b/Game/Game.h Mon Apr 29 14:53:36 2019 +0000
@@ -12,7 +12,7 @@
#include "SDFileSystem.h"
/** Input struct
-brief Stores current details of required inputs
+Stores current details of required inputs
*/
struct Input{
float x;
@@ -25,7 +25,7 @@
};
/** Menu slections struct
-brief stores the current selections in both the home menu and death menu
+Stores the current selections in both the home menu and death menu
*/
struct MenuSelections{ //stores the current selections in both menus
int deathMenuSelection;
@@ -34,7 +34,7 @@
/** Game class
-*brief A class used to instantiate a game object, this is used to run the game
+*@brief A class used to instantiate a game object, this is used to run the game
*@author Christopher Doel
*@date April, 2019
*/
@@ -64,90 +64,90 @@
Renderer renderer;
int readHighScore();
- /** brief Reads the highscore stored in the SD card
+ /** 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
+ /** Writes the new highscore to the SD card
*@param the highscore as an integer
*/
void resetScene();
- /** brief generates initial positions for all cubes
+ /** generates initial positions for all cubes
*/
void addScore();
- /** brief Increments the score by 1
+ /** Increments the score by 1
*/
void resetScore();
- /** brief Resets the score to 0
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** Begin the execution of the game
*/
void homeScreen();
- /** brief Displays the home screen
+ /** Displays the home screen
*/
void helpScreen();
- /** brief Display the help screens
+ /** Display the help screens
*/
void checkNextHelpScreen();
- /** brief Check whether the user has advanced to the next help screen by pressing the A button
+ /** 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.
+ /** The constructor of the Face class which instantiates the game object.
*/
void run();
- /** brief Executes the main loop
+ /** Executes the main loop
*/
};
\ No newline at end of file