ELEC2645 (2018/19) / Mbed 2 deprecated el17m2h_public

Dependencies:   mbed

Revision:
26:d16a5b1e0ace
Parent:
24:67dc71a8f009
Child:
29:15e9640646b7
--- a/Floors/Floors.h	Wed May 08 15:07:04 2019 +0000
+++ b/Floors/Floors.h	Wed May 08 17:24:35 2019 +0000
@@ -6,8 +6,8 @@
 #include "Gamepad.h"
 #include "Enemy.h"
 
-/** Floors class
-@brief Class for the floors 
+/** Floor class
+@brief Class for the floor
 @author Melissa Hartmann
 @date May 2019
 */
@@ -17,42 +17,49 @@
     ~Floors();
     
     /** 
-    @brief defines the initial position of the bullet
-    @param float dood_pos_x 
-    @param float dood_pos_y
-    @details The intial position is in same position as doodler's trunk end (which is why I am adding the 12 and 4 to the doodler's position)
-    */
+    @brief Defines the initial position of the floor, its width and height
+    @param int y 
+    @param int width 
+    @param int height
+    @details The x-coordinate is initially random and excludes the space 30-40 so that the doodler falls 
+    to a floor that is set to be at the bottom center (instead of a random position) in the engine cpp 
+    (to make sure there is always a stating point position for the doodler). This is done by using a 
+    decision object to choose which randomly generated x-coordinate position the doodler will have 
+    (either at the left side or the right side). The y-coordinate position is inputed from the engine 
+    cpp and kept the same. 
+    */ 
     void init(int y, int width, int height);
     
     /** 
-    @brief defines the initial position of the bullet
-    @param float dood_pos_x 
-    @param float dood_pos_y
-    @details The intial position is in same position as doodler's trunk end (which is why I am adding the 12 and 4 to the doodler's position)
+    @brief Prints the floor into the LCD screen
+    @param N5110 &lcd
+    @details The function draws a 14 x 1 rectangle
     */
     void draw(N5110 &lcd);
     
     /** 
-    @brief defines the initial position of the bullet
-    @param float dood_pos_x 
-    @param float dood_pos_y
-    @details The intial position is in same position as doodler's trunk end (which is why I am adding the 12 and 4 to the doodler's position)
+    @brief Updates the position of the floor
+    @param float doodler_pos_y is inputed into the function to decides if the floor should move 
+    or remain at its position.
+    @details The function first checks if the position should change, which occurs if the doodler's position is above 
+    the middle of the screen's height (x-coordinate less than 25). If it is so, the floor will shift downwards (add 1 to 
+    the y-coordinate). The function then checks if the floor has reached the bottom of the screen (y-coordinate over 45)
+    and if so, the floor will re-appear at the top of the screen (y-coordinate = 9) and at a random x-coordinate position, 
+    making there be 6 floors always on the screen. 
     */
     void update(float doodler_pos_y);
     
     /** 
-    @brief defines the initial position of the bullet
-    @param float dood_pos_x 
-    @param float dood_pos_y
-    @details The intial position is in same position as doodler's trunk end (which is why I am adding the 12 and 4 to the doodler's position)
+    @brief Returns the current floor's position as a vector
+    @details Gets the current value in the floor's class for the position
     */
     Vector2D get_position(); 
     
-    /** 
-    @brief defines the initial position of the bullet
-    @param float dood_pos_x 
-    @param float dood_pos_y
-    @details The intial position is in same position as doodler's trunk end (which is why I am adding the 12 and 4 to the doodler's position)
+    /**
+    @brief Sets the floor's position in the Floor's class to equal the inputed vector parameter
+    @param Vector2D pos is inputed to define the new position
+    @details The function sets the floor's position by making the current position equal the inputed 
+    vector parameter to the function.
     */
     void set_position(Vector2D pos); // mutators