ELEC2645 (2018/19) / Mbed 2 deprecated el17m2h_public

Dependencies:   mbed

Revision:
33:de130e274391
Parent:
31:5c4acae51026
Child:
34:a9b14a4ccd46
--- a/Floors/Floors.cpp	Thu May 09 11:21:53 2019 +0000
+++ b/Floors/Floors.cpp	Thu May 09 11:39:59 2019 +0000
@@ -44,7 +44,7 @@
             put_enemy = false;
         }
     }
-    if (_doodler_pos_y < 13) {  // shift floors once doodler reaches this value on the screen
+    if (_doodler_pos_y < 16) {  // shift floors once doodler reaches this value 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;
@@ -76,21 +76,10 @@
     }
 }
 
-Vector2D Floors::get_position()
-{
-    Vector2D p = {_position.x,_position.y};
-    return p;
-}
+Vector2D Floors::get_position() { Vector2D p = {_position.x,_position.y}; return p; }
 
-void Floors::set_position(Vector2D pos)
-{
-    _position.x = pos.x;
-    _position.y = pos.y;
-}
+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
 // with the enemy)
-bool Floors::get_end_game()
-{
-    return end_game;
-}
\ No newline at end of file
+bool Floors::get_end_game() { return end_game; }
\ No newline at end of file