ELEC2645 (2018/19) / Mbed 2 deprecated el17m2h_public

Dependencies:   mbed

Revision:
35:b99b563c3eb6
Parent:
34:a9b14a4ccd46
--- a/Floors/Floors.cpp	Thu May 09 14:07:09 2019 +0000
+++ b/Floors/Floors.cpp	Thu May 09 14:17:12 2019 +0000
@@ -24,12 +24,14 @@
 
 }
 
+// Prints the floor into the LCD screen by calling a function from the LCD to draw a 14 x 1 rectangle
 void Floors::draw(N5110 &lcd)
 {
     lcd.drawRect(_position.x, _position.y, _width, _height, FILL_BLACK);
     eny.draw(lcd);  // draws enemy
 }
 
+// Updates the position of the floor
 void Floors::update(float doodler_pos_x, float doodler_pos_y, float _bullet_pos_x, float _bullet_pos_y)
 {  // when they leave the screen they will re-appear in random x-coordinate so that 10 floors are always on screen
     // rectangle (1-82 & 9 - 48 )
@@ -47,14 +49,15 @@
             put_enemy = false;
         }
     }
-    if (_doodler_pos_y < 16) {  // shift floors once doodler reaches this value on the screen
+    if (_doodler_pos_y < 16) {  // shift floors once doodler reaches 16 y-coordinate position threshold on the screen
         // I chose this value because testing with the doodler's jump, it allows the doodler to keep jumping on a floor
         // without it moving down and dissapearing
         _position.y  += 1;
     }
-    check_enemy(_bullet_pos_x, _bullet_pos_y);
+    check_enemy(_bullet_pos_x, _bullet_pos_y); 
 }
 
+// Function to check if doodler or bullet have collided with the enemy 
 void Floors::check_enemy(float _bullet_pos_x, float _bullet_pos_y)
 {
     enemy_position = eny.get_position();
@@ -67,7 +70,7 @@
         (_doodler_pos_y <= enemy_position.y + 11) &&
         (_doodler_pos_y >= enemy_position.y)
     ) {
-        end_game = true;
+        end_game = true;  // if doodler collides with enemy, the end_game variable will state the game should end
     }
     if (  // to check if the bullet has collided with the ghost
         (_bullet_pos_x <= enemy_position.x + 12) &&
@@ -75,12 +78,16 @@
         (_bullet_pos_y <= enemy_position.y + 11) &&
         (_bullet_pos_y >= enemy_position.y)
     ) {
-        eny.erase();
+        eny.erase();  // if bullet collides with enemy the erase function is called
     }
 }
 
+
+// Returns the current floor's position. It is called in the engine to compare its position with the other classes.
 Vector2D Floors::get_position() { Vector2D p = {_position.x,_position.y}; return p; }
 
+
+// Sets the position within the floor class by inputing the new values from the engine, where the function is called.
 void Floors::set_position(Vector2D pos) { _position.x = pos.x; _position.y = pos.y; }
 
 // The get_end_game function can be called in the engine to check if the game should end or not (if the doodler has collided