Final Submission. I have read and agreed with Statement of Academic Integrity.

Dependencies:   mbed

Revision:
9:b160a3de0d00
Parent:
8:dc7b09f23d75
Child:
10:4f204c2ac16c
diff -r dc7b09f23d75 -r b160a3de0d00 main.cpp
--- a/main.cpp	Fri Jun 05 18:07:26 2020 +0000
+++ b/main.cpp	Fri Jun 05 18:15:28 2020 +0000
@@ -2,11 +2,11 @@
 #include "Gamepad.h"
 #include "N5110.h"
 
-//Objects
+///Objects
 Gamepad pad;
 N5110 lcd;
-//initialise global variables to be used throughout the game
-//initial player position in all levels.
+///initialise global variables to be used throughout the game
+///initial player position in all levels.
 char player_char = 'x';
 int player_xpos = 8;
 int player_ypos = 45;
@@ -20,15 +20,15 @@
 int portal_2_xpos;
 int portal_2_ypos;
 
-//initialise x direction movement
+///initialise x direction movement
 int move = 0;
-//initialise terminators for menu and game loops.
+///initialise terminators for menu and game loops.
 bool choice = false;
 bool endgame = false;
 
-//initialise Game array
+///initialise Game array
 char array[84][48];
-/*the characters in the level array's represent the following:
+/**the characters in the level array's represent the following:
 '0' = air
 '1' = right facing wall
 '2' = floor
@@ -40,7 +40,7 @@
 'Q' = portal 2
 'x' = player
 */
-// level 1
+/// level 1
 char _level_1[84][48] = {
     {'3','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','2'},
     {'3','0','0','0','0','0','0','0','0','0','2','3','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2'},
@@ -127,7 +127,7 @@
     {'3','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2'},
     {'3','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2'},
  }; 
- // level 3
+ /// level 3
 char _level_3[84][48] = {
     {'3','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','2'},
     {'3','0','0','0','2','2','0','0','0','0','0','0','0','2','3','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2','3','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2'},
@@ -214,7 +214,7 @@
     {'3','0','0','0','0','0','0','2','3','0','0','0','0','0','0','0','0','0','0','0','0','2','1','1','1','1','1','1','1','1','2','3','0','0','0','0','0','0','0','D','0','0','0','0','0','0','0','2'},
     {'3','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2'},
  };
- // level 2
+ /// level 2
 char _level_2[84][48] = {
     {'3','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','4','2'},
     {'3','0','0','0','2','2','0','0','0','0','0','0','0','2','3','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2','0','0','0','0','0','2'},
@@ -303,7 +303,7 @@
  };  
 
  
-//Prototypes
+///Prototypes
 void pad_init();
 void update_display();
 void apply_move();
@@ -316,14 +316,14 @@
 void get_portal_angle();
 void place_portal_1();
 void place_portal_2();
-//Main function
+///Main function
 int main()
 {
-//initialise the pad   
+///initialise the pad   
     pad_init();
-    //loop until player has selected an option from the menu
+    ///loop until player has selected an option from the menu
     while(choice == false) {
-        //print welcome screen
+        ///print welcome screen
         lcd.clear();
         lcd.printString("Welcome to",0,0);
         lcd.printString("2D Portal!",0,1);
@@ -332,7 +332,7 @@
         lcd.printString("X = Level 2",0,4);
         lcd.printString("Y = Level 3",0,5);
         update_display();
-        //cycle LED's whilst on home screen
+        ///cycle LED's whilst on home screen
         pad.led(1,1);
         wait(0.05);
         pad.leds_off();
@@ -351,7 +351,7 @@
         pad.led(6,1);
         wait(0.05);
         pad.leds_off();
-        // print the controls for 5 seconds, then return to the menu screen.
+        /// print the controls for 5 seconds, then return to the menu screen.
         if(pad.A_pressed() == 1){
             lcd.clear();
             lcd.printString("Joystick =Move",0,0);
@@ -365,70 +365,70 @@
             wait_ms(5000);
             choice = false;
             }
-            //loads level 1.
+            ///loads level 1.
         else if(pad.B_pressed() == 1){
             for(int i = 0; i < 84; i ++){
                 for(int j = 0; j < 48; j ++){
                     array[i][j] = _level_1[i][j];
                     choice = true;}}}
-            //loads level 2
+            ///loads level 2
         else if(pad.X_pressed() == 1){
             for(int i = 0; i < 84; i ++){
                 for(int j = 0; j < 48; j ++){
                     array[i][j] = _level_2[i][j];
                     choice = true;}}}
-            //loads level 3
+            ///loads level 3
         else if(pad.Y_pressed() == 1){
             for(int i = 0; i < 84; i ++){
                 for(int j = 0; j < 48; j ++){
                     array[i][j] = _level_3[i][j];
                     choice = true;}}}
-        //refresh lcd to display chosen level when menu loop breaks.
+        ///refresh lcd to display chosen level when menu loop breaks.
         lcd.refresh();
     }
-    //Loop runs until the player has solved the puzzle and exited the right hand side of the screen.
+    ///Loop runs until the player has solved the puzzle and exited the right hand side of the screen.
     while(endgame == false){
-        // converts joystick input into left or right movement.
+        /// converts joystick input into left or right movement.
         get_move(move, pad);
         
-        // checks to see if the move is valid and handles teleportation logic.
+        /// checks to see if the move is valid and handles teleportation logic.
         collision_detection(move);
-        // checks to see if the player has jumped, if they have then the players y pos will descrease by 1
+        /// checks to see if the player has jumped, if they have then the players y pos will descrease by 1
         if(pad.A_pressed() == 1){
             jump();
             }
-        //checks to see if the player has placed portal 1, if they have then the portal will be placed in the array
+        ///checks to see if the player has placed portal 1, if they have then the portal will be placed in the array
         else if(pad.B_pressed() == 1){
             place_portal_1();
-            //turns on left red led to show portal 1 has been placed.
+            ///turns on left red led (LED1) to show portal 1 has been placed.
             pad.led(1,1);
             }
-        //checks to see if the player has placed portal 2, if they have then the portal will be placed in the array
+        ///checks to see if the player has placed portal 2, if they have then the portal will be placed in the array
         else if(pad.Y_pressed() == 1){
             place_portal_2();
-            //turns on right red led to show portal 2 has been placed.
+            ///turns on right red led (LED4) to show portal 2 has been placed.
             pad.led(4,1);
             }
         else
-        //handles setting the new position of the player in the array and erasing the previous player position from the array.
+        ///handles setting the new position of the player in the array and erasing the previous player position from the array.
         apply_move();
-        //prints to the lcd
+        ///prints to the lcd
         print_screen();
-        //refreshes the lcd to display the new screen after movement.
+        ///refreshes the lcd to display the new screen after movement.
         update_display();
-        // the objective of the game is to open the door and walk through it. as the door is on the right hand side of the screen, when the player
-        // xpos exceeds 82, the puzzle is assumed to be solved as the door has to be opened to progress.
+        /// the objective of the game is to open the door and walk through it. as the door is on the right hand side of the screen, when the player
+        /// xpos exceeds 82, the puzzle is assumed to be solved as the door has to be opened to progress.
         if(player_xpos > 82){
             endgame = true;}
     }
-    //clear the level and print the win screen
+    ///clear the level and print the win screen
     lcd.clear();
     lcd.printString("Puzzle solved!",0,0);
     lcd.printString("Press reset",0,0);
     lcd.printString("To play again",0,0);
     lcd.refresh();
 }
-//initialise the game array with 0's
+///initialise the game array with 0's
 void array_init(){
     for(int j = 0; j < 48; j++){
         for(int i = 0; i < 84; i++){
@@ -436,17 +436,17 @@
          }}}    
 
 void apply_move(){
-    // removes old player char in the array and increments the value of the player_xpos by the value in move
+    /// removes old player char in the array and increments the value of the player_xpos by the value in move
     int old_player_xpos = player_xpos;
     player_xpos += move;
     array[old_player_xpos][player_ypos] = '0';
-    //checks if the player is in the air, if they are then increase y by 1 until the player is on the floor and remove the old player char from the array
+    ///checks if the player is in the air, if they are then increase y by 1 until the player is on the floor and remove the old player char from the array
     int old_player_ypos = player_ypos;
     if(array[player_xpos][player_ypos+1] == '0'){
         player_ypos += 1;
         array[player_xpos][old_player_ypos] = '0';
         }
-    //checks if the player has landed on spikes and displays the end game screen with instructions for how to restart the game if they have.
+    ///checks if the player has landed on spikes and displays the end game screen with instructions for how to restart the game if they have.
     else if(array[player_xpos][player_ypos+1] == 'S'){
         lcd.clear();
         lcd.printString("Spike hit!",0,0);
@@ -454,14 +454,14 @@
         lcd.printString("Try again!",0,2);
         lcd.refresh();
         wait_ms(1000000000);
-    //places the player char in the array
+    ///places the player char in the array
     add_player_array();
         
         }
 }
     
-// converts the chars in the array to on or off pixels, dependant on the type of object in the array. i.e walls are a dark pixel and portals are a light pixel
-// this helps to distinguis where the portals are.
+/// converts the chars in the array to on or off pixels, dependant on the type of object in the array. i.e walls are a dark pixel and portals are a light pixel
+/// this helps to distinguis where the portals are.
 void print_screen(){
  for(int j = 0; j < 48; j++){
     for(int i = 0; i < 84; i++){
@@ -488,9 +488,9 @@
              lcd.setPixel(i,j, true);
             }
             }}
-         // finds the position pot(2) is aiming at and prints the aim assist line   
+         /// finds the position pot(2) is aiming at and prints the aim assist line   
          get_portal_angle();
-         // prints the player sprite
+         /// prints the player sprite
          lcd.setPixel(player_xpos,player_ypos-1, true);
          lcd.setPixel(player_xpos-1,player_ypos-2, true);
          lcd.setPixel(player_xpos-1,player_ypos-3, true);
@@ -504,7 +504,7 @@
  
  
 
-//initilise the pad and LCD
+///initilise the pad and LCD
 void pad_init()
 {   
     lcd.init();
@@ -512,14 +512,14 @@
     lcd.clear();
     pad.init();
 }
-//places the player char in the array
+///places the player char in the array
 void add_player_array()
 {
      array[player_xpos][player_ypos] = player_char;
 }
 
 
-// takes the input from the joystick and converts it into left/rigth movments
+/// takes the input from the joystick and converts it into left/rigth movments
 void get_move(int, Gamepad &pad)
 {
 char d = pad.get_direction();
@@ -534,61 +534,61 @@
     }
 
 
-// refreshes the display with the updated game screen    
+/// refreshes the display with the updated game screen    
 void update_display()
 {
-    lcd.refresh(); //Refreshes the lcd so the pixels appear
-    wait_ms(150);  //Frame rate of game
+    lcd.refresh(); ///Refreshes the lcd so the pixels appear
+    wait_ms(150);  ///Frame rate of game
 }
 
 void collision_detection(int)
 {
-    //check if the player is moving into any object other than air. if they are then x direction movement = 0
+    ///check if the player is moving into any object other than air. if they are then x direction movement = 0
     char dir = pad.get_direction();
     if(array[player_xpos+1][player_ypos] != '0' && dir == E){
         move = 0;}
     else if(array[player_xpos-1][player_ypos] != '0' && dir == W){
         move = 0;}
-    // checks if the player is directly next to a portal and runs the logic to check where the player should be teleported to. This is dependant on the surfaces the second portal is placed on.
+    /// checks if the player is directly next to a portal and runs the logic to check where the player should be teleported to. This is dependant on the surfaces the second portal is placed on.
     if(array[player_xpos+1][player_ypos] == 'P' || array[player_xpos-1][player_ypos] == 'P' || array[player_xpos][player_ypos-1] == 'P'  || array[player_xpos][player_ypos+1] == 'P' ){
         move = 0;
-    // removes the old player char from the array
+    /// removes the old player char from the array
         array[player_xpos][player_ypos] = '0';
-    //logic for entering portal 1
-        // if the position horizontally next to portal 2 is a '3' then portal 2 has been placed on a ceiling and the player must be placed below portal 2.
+    ///logic for entering portal 1
+        /// if the position horizontally next to portal 2 is a '3' then portal 2 has been placed on a ceiling and the player must be placed below portal 2.
         if (array[portal_2_xpos-1][portal_2_ypos] == '3'){
             player_xpos = portal_2_xpos;
             player_ypos = portal_2_ypos+2;}
-        // if the position horizontally next to portal 2 is a '2' then portal 2 has been placed on a floor and the player must be placed above and to the side of portal 2 so they dont fall back in.
+        /// if the position horizontally next to portal 2 is a '2' then portal 2 has been placed on a floor and the player must be placed above and to the side of portal 2 so they dont fall back in.
         else if(array[portal_2_xpos-1][portal_2_ypos] == '2'){
                 player_xpos = portal_2_xpos + 1;
                 player_ypos = portal_2_ypos-1;}
-        // if the position vertically next to portal 2 is a '1' then portal 2 has been placed on a right facing wall and the player must be placed on the left of portal 2.
+        /// if the position vertically next to portal 2 is a '1' then portal 2 has been placed on a right facing wall and the player must be placed on the left of portal 2.
         else if(array[portal_2_xpos][portal_2_ypos - 1] == '1'){
                 player_xpos = portal_2_xpos - 2;
                 player_ypos = portal_2_ypos;}
-        // if the position vertically next to portal 2 is a '4' then portal 2 has been placed on a left facing wall and the player must be placed on the right of portal 2.
+        /// if the position vertically next to portal 2 is a '4' then portal 2 has been placed on a left facing wall and the player must be placed on the right of portal 2.
         else if(array[portal_2_xpos][portal_2_ypos - 1] == '4'){
                 player_xpos = portal_2_xpos + 2;
                 player_ypos = portal_2_ypos;}
                 }
-    // logic for entering portal 2
+    /// logic for entering portal 2
     else if(array[player_xpos+1][player_ypos] == 'Q' || array[player_xpos-1][player_ypos] == 'Q' || array[player_xpos][player_ypos-1] == 'Q'  || array[player_xpos][player_ypos+1] == 'Q' ){
         move = 0;
         array[player_xpos][player_ypos] = '0';
-        // if the position horizontally next to portal 1 is a '3' then portal 1 has been placed on a ceiling and the player must be placed below portal 1.
+        /// if the position horizontally next to portal 1 is a '3' then portal 1 has been placed on a ceiling and the player must be placed below portal 1.
         if (array[portal_1_xpos-1][portal_1_ypos] == '3'){
             player_xpos = portal_1_xpos;
             player_ypos = portal_1_ypos+2;}
-        // if the position horizontally next to portal 1 is a '2' then portal 1 has been placed on a floor and the player must be placed above and to the side of portal 1 so they dont fall back in.
+        /// if the position horizontally next to portal 1 is a '2' then portal 1 has been placed on a floor and the player must be placed above and to the side of portal 1 so they dont fall back in.
         else if(array[portal_1_xpos-1][portal_1_ypos] == '2'){
                 player_xpos = portal_1_xpos + 1;
                 player_ypos = portal_1_ypos-1;}
-        // if the position vertically next to portal 1 is a '1' then portal 1 has been placed on a right facing wall and the player must be placed on the left of portal 1.
+        /// if the position vertically next to portal 1 is a '1' then portal 1 has been placed on a right facing wall and the player must be placed on the left of portal 1.
         else if(array[portal_1_xpos][portal_1_ypos - 1] == '1'){
                 player_xpos = portal_1_xpos - 2;
                 player_ypos = portal_1_ypos;}
-        // if the position vertically next to portal 1 is a '4' then portal 1 has been placed on a left facing wall and the player must be placed on the right of portal 1.
+        /// if the position vertically next to portal 1 is a '4' then portal 1 has been placed on a left facing wall and the player must be placed on the right of portal 1.
         else if(array[portal_1_xpos][portal_1_ypos - 1] == '4'){
                 player_xpos = portal_1_xpos + 2;
                 player_ypos = portal_1_ypos;}
@@ -598,16 +598,16 @@
         
         
         
-    //removes the old player char from the array and replaces it with zero  
+    ///removes the old player char from the array and replaces it with zero  
     erase_old_sprites(player_xpos, player_ypos);
-    //checks if the player has stepped on the button, if they have then the button and door are replaced by air and the route to the exit is open.  
+    ///checks if the player has stepped on the button, if they have then the button and door are replaced by air and the route to the exit is open.  
     if(array[player_xpos][player_ypos+1] == 'B'){
         for(int i = 0; i < 84; i++){
             for(int j = 0; j < 48; j++){
                 if(array[i][j] == 'D' || array[i][j] == 'B'){
                     array[i][j] = '0';}}}}
 }
-// removes the old player character from the array.
+/// removes the old player character from the array.
 void erase_old_sprites(char,char)
 {
     int old_player_xpos = player_xpos;
@@ -619,114 +619,114 @@
     
 
 void jump()
-{       //if the space beneath the player = floor, then increase ypos by 1. Apply move causes the player to fall again shortly after on the next loop.
+{       ///if the space beneath the player = floor, then increase ypos by 1. Apply move causes the player to fall again shortly after on the next loop.
         if(array[player_xpos][player_ypos+1] == '2'){
         int old_player_ypos = player_ypos;
         player_ypos += -1;
-        //removes old player char from the array
+        ///removes old player char from the array
         array[player_xpos][old_player_ypos] = '0';
         }
 }        
 
-// next steps are to turn pot into degrees and make a function which chechks which pixel the pot is pointing at. 
-// this function takes the pot(2) input range and converts it into 45 degree segments, after which the aim detector is sent out until it hits another object
+/// next steps are to turn pot into degrees and make a function which chechks which pixel the pot is pointing at. 
+/// this function takes the pot(2) input range and converts it into 45 degree segments, after which the aim detector is sent out until it hits another object
 void get_portal_angle()
 {
-    //take pot(2) val as a double to allow for more precise segments.
+    ///take pot(2) val as a double to allow for more precise segments.
     double angle_input = pad.read_pot2();
     
-    //position the player is aiming at
+    ///position the player is aiming at
     aim_xpos = player_xpos;
     aim_ypos = player_ypos;
     
-    // if pot(2) is between 0 and 45 degrees, aim detection is projected at the floor, 
+    /// if pot(2) is between 0 and 45 degrees, aim detection is projected at the floor, 
     if(angle_input > 0 && angle_input < 0.125){
-        // The aim_ypos will increment until it is next to a surface that isnt the air.
+        /// The aim_ypos will increment until it is next to a surface that isnt the air.
         while(array[aim_xpos][aim_ypos + 1] == '0'){
         aim_ypos = player_ypos + 1;
         }
-        // increment once more to place portal in the surface
+        /// increment once more to place portal in the surface
         aim_ypos = player_ypos + 1;
         }
         
-    // if pot(2) is between 45 and 90 degrees, aim detection is diagonally down left
+    /// if pot(2) is between 45 and 90 degrees, aim detection is diagonally down left
     else if(angle_input > 0.125 && angle_input < 0.25){
         while(array[aim_xpos -1 ][aim_ypos + 1] == '0'){
-        // performs relevant increments and decrements for downward diagonal left movement. 
+        /// performs relevant increments and decrements for downward diagonal left movement. 
         aim_xpos += - 1;
         aim_ypos += 1;
         }
-        // performs increments and decrements once more to place portal in the surface
+        /// performs increments and decrements once more to place portal in the surface
         aim_xpos += - 1;
         aim_ypos += 1;
         }
-    // if pot(2) is between 90 and 135 degrees, aim detection is projected towards the left
+    /// if pot(2) is between 90 and 135 degrees, aim detection is projected towards the left
     else if(angle_input > 0.25 && angle_input < 0.375){
         while(array[aim_xpos -1 ][aim_ypos] == '0'){
-        // The aim_xpos will decrement until it is next to a surface that isnt the air.
+        /// The aim_xpos will decrement until it is next to a surface that isnt the air.
         aim_xpos += - 1;
         }
-        // decrement once more to place portal in the surface
+        /// decrement once more to place portal in the surface
         aim_xpos += - 1;
         }
-    // if pot(2) is between 135 and 180 degrees, aim detection is diagonally up left
+    /// if pot(2) is between 135 and 180 degrees, aim detection is diagonally up left
     else if(angle_input > 0.375 && angle_input < 0.5){
         while(array[aim_xpos -1 ][aim_ypos-1] == '0'){
-        // performs relevant decrements for upward diagonal left movement. 
+        /// performs relevant decrements for upward diagonal left movement. 
         aim_xpos += - 1;
         aim_ypos += - 1;
         }
-        // performs decrements once more to place portal in the surface
+        /// performs decrements once more to place portal in the surface
         aim_xpos += - 1;
         aim_ypos += -1;
         }
-    // if pot(2) is between 180 and 225 degrees, aim detection is upwards
+    /// if pot(2) is between 180 and 225 degrees, aim detection is upwards
     else if(angle_input > 0.5 && angle_input < 0.625){
         while(array[aim_xpos][aim_ypos-1] == '0'){
-        // The aim_ypos will decrement until it is next to a surface that isnt the air.
+        /// The aim_ypos will decrement until it is next to a surface that isnt the air.
         aim_ypos += - 1;
         }
-        // decrement once more to place portal in the surface
+        /// decrement once more to place portal in the surface
         aim_ypos += -1;
         }
-    // if pot(2) is between 225 and 270 degrees, aim detection is diagonally up right
+    /// if pot(2) is between 225 and 270 degrees, aim detection is diagonally up right
     else if(angle_input > 0.625 && angle_input < 0.75){
         while(array[aim_xpos+1][aim_ypos-1] == '0'){
-        // performs relevant increments and decrements for downward diagonal left movement.
+        /// performs relevant increments and decrements for downward diagonal left movement.
         aim_ypos += - 1;
         aim_xpos += 1;
         }
-        // performs increments and decrements once more to place portal in the surface.
+        /// performs increments and decrements once more to place portal in the surface.
         aim_ypos += -1;
         aim_xpos +=  1;
         }
-    // if pot(2) is between 270 and 315 degrees, aim detection is to the right
+    /// if pot(2) is between 270 and 315 degrees, aim detection is to the right
     else if(angle_input > 0.75 && angle_input < 0.875){
         while(array[aim_xpos+1][aim_ypos] == '0'){
-        // The aim_xpos will increment until it is next to a surface that isnt the air.
+        /// The aim_xpos will increment until it is next to a surface that isnt the air.
         aim_xpos += 1;
         }
-        // The aim_xpos will increment once more to place the portal in the surface.
+        /// The aim_xpos will increment once more to place the portal in the surface.
         aim_xpos +=  1;
         }
-    // if pot(2) is between 315 and 360 degrees, aim detection is diagonally down right
+    /// if pot(2) is between 315 and 360 degrees, aim detection is diagonally down right
     else if(angle_input > 0.875 && angle_input < 1){
         while(array[aim_xpos+1][aim_ypos + 1] == '0'){
-        // performs relevant increments for downward diagonal left movement.
+        /// performs relevant increments for downward diagonal left movement.
         aim_xpos += 1;
         aim_ypos += 1;
         }
-        // performs increments once more to place portal in the surface
+        /// performs increments once more to place portal in the surface
         aim_xpos +=  1;
         aim_ypos += 1;
         }
-    // draw the aim assist dashed line to give a visual representation of where the player is aiming the portal gun
-    // this code allows for dynamic drawing of the aim assist relevant to the players position and the aim direction given by the potentiometer
+    /// draw the aim assist dashed line to give a visual representation of where the player is aiming the portal gun
+    /// this code allows for dynamic drawing of the aim assist relevant to the players position and the aim direction given by the potentiometer
     lcd.drawLine((player_xpos),(player_ypos), aim_xpos,aim_ypos,2);
     lcd.refresh();
     }
     
-//removed the old portal 1 and places the new one where the aim assist is pointed.    
+///removed the old portal 1 and places the new one where the aim assist is pointed.    
 void place_portal_1()
 {
         int old_p1_xpos = portal_1_xpos;
@@ -736,7 +736,7 @@
         portal_1_ypos = aim_ypos;
         array[portal_1_xpos][portal_1_ypos] = 'P';}        
         
-//removed the old portal 2 and places the new one where the aim assist is pointed.  
+///removed the old portal 2 and places the new one where the aim assist is pointed.  
 void place_portal_2()
 {
         int old_p2_xpos = portal_2_xpos;