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Grid.h

00001 #ifndef GRID_H
00002 #define GRID_H
00003 
00004 #include "mbed.h"
00005 #include "N5110.h"
00006 #include "Gamepad.h"
00007 #include "ScreenArray.h"
00008 #include "Charactersprites.h"
00009 #include "Ghost.h"
00010 #include <vector>
00011 #include <stdlib.h>
00012 #include <time.h>
00013 
00014 /** Grid Class
00015 @author Mr Nigel TK Vere, University of Leeds
00016 @brief Controls and models the grid or maze used in the game main character for the badman game
00017 @date April 2019
00018 */
00019 
00020 /** Grid Class
00021 
00022 @brief Controls and models the grid or maze  used in the game main character for the badman game
00023 
00024 @version 1.0
00025 
00026 @author Mr Nigel TK Vere
00027 
00028 @date April 2019
00029 
00030 
00031 */
00032 
00033 class Grid
00034 {
00035 
00036 public:
00037     /** Grid object Constructor */
00038     Grid();
00039     /**Grid object Destructor */
00040     ~Grid();
00041     /** Displays the grid maze where the game takes place
00042     * @param lcd @details Reference Nokia 5110 LCD screen object
00043     * @param ghostnumber @details Integer value representing the maximum number of ghost characters that can be generated in the badman game
00044     */
00045     void drawGrid(N5110 &lcd,int ghostnumber);
00046     /**
00047     * @brief Mutator method initialises the grid object by subsequently initialising the screen array object and the number of ghosts that can be generated in the game
00048     * @param screen @details Reference screen array object used to initalise the screen array object used in the game
00049     * @param ghostnumber @details Integer value representing the maximum number of ghost characters that can be generated in the badman game
00050 
00051     */
00052     void init(ScreenArray &screen,int ghostnumber);
00053     /**
00054     * @brief Mutator method used to remove a fruit from the grid when badman eats it
00055     * @param x @details X coordinate of the point of impact between badman and the fruit
00056     * @param y @details Y coordinate of the point of impact between badman and the fruit
00057     * @param screen @details Reference screen array object for the removal of the fruit from the screen array object
00058 
00059     */
00060     void updateFruit(int x,int y,ScreenArray &screen);
00061     /**
00062     * @brief Mutator method used for ghost-badman collision detection
00063     * @param screen @details Reference screen array object for the ghost-grid collision detection
00064     * @param ghostnumber @details Integer value representing the number of ghosts currently observed at the current level
00065     * @param x @details Current x coordinate of the centre of the badman character object
00066     * @param y @details Current y coordinate of the centre of the badman character object
00067     * @param r @details Current radius(_size value)  the badman character object
00068 
00069 
00070     */
00071     bool update(ScreenArray &screen,int ghostnumber,int x,int y,int r);
00072 
00073     /**
00074     * @brief Accessor method gets the number  of the  charactersrpite objects(Fruits) currently on the screen
00075     @returns Returns the number  of charactersprite objects on the screen
00076 
00077     */
00078     int getFruitNumber();
00079 
00080     /**
00081     // FORMAT_CODE_START
00082     * @brief Mutator method used for generating fruits in the game
00083     // FORMAT_CODE_END
00084     * @param screen @details Reference screen array object for the ghost-grid collision detection
00085 
00086 
00087 
00088     */
00089     void generateFruits(ScreenArray &screen);
00090     /**
00091     * @brief Mutator method used for generating ghost characters within the grid of the game
00092     * @param screen @details Reference screen array object for the ghost-grid collision detection
00093     * @param ghostnumber @details Integer value representing the number of ghosts currently observed at the current level
00094 
00095     */
00096     void generateGhosts(ScreenArray &screen,int ghostnumber);
00097 
00098 
00099 private:
00100     std::vector<Charactersprites> fruits;//Vector holds all the fruit charactersprite objects that will be used in the badman game for a respective level
00101     std::vector<Ghost> ghosts;//Vector holds all the ghost character objects that will be used in the badman game
00102 
00103 
00104 };
00105 #endif