Ahmed Adamjee
/
SnakeVSBlock
Snake vs Block Game to be run upon K64F.
Diff: GameEngine/SnakevsBlock/SnakevsBlock.h
- Revision:
- 92:693a6ae0ff8e
- Parent:
- 87:871d9fecb593
- Child:
- 95:b068b0735f45
diff -r ca8cff78f2fe -r 693a6ae0ff8e GameEngine/SnakevsBlock/SnakevsBlock.h --- a/GameEngine/SnakevsBlock/SnakevsBlock.h Wed May 08 21:29:06 2019 +0000 +++ b/GameEngine/SnakevsBlock/SnakevsBlock.h Wed May 08 22:27:45 2019 +0000 @@ -15,188 +15,188 @@ #include "Stats.h" #include "SDFileSystem.h" +/** SnakevsBlock Class +@brief This class controls the game by detecting collisions, drawing objects and updating game parameters. +@author Ahmed N.Adamjee +@date 8th May 2019 +*/ class SnakevsBlock { public: + /** Constructor */ SnakevsBlock(); + /** Destructor */ ~SnakevsBlock(); /** Initialise Game Machine * * This function initialises the game machine. */ + /** + * @brief Initialises all game parameters and objects and therefore configures the start state of the game. + * @param N5110 *lcd @details pointer to the N5110 object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. + * @param Gamepad *pad @details pointer to the gamepad object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. + */ void init(N5110 *lcd, Gamepad *pad); - /** Reset Game Machine - * - * This function prepares the game machine for the next level. + /** + * @brief This function prepares the game machine for the next level. */ void reset( ); - /** Initialise objects - * - * This function initialises the objects that are used to functionalise the game. + /** + * @brief This function initialises the objects that are used to functionalise the game. */ void object_initialisations(); - /** Read Input - * - * This function obtains numeric data from the gamepads joystick. + /** + * @brief This function obtains numeric data from the gamepads joystick. + * @param FXOS8700CQ &device @details The FXOS8700CQ library. + * @parm g_mode @details Contains a value that is used to choose between setting the controls based on joystick or motion control. */ - void read_input(FXOS8700CQ &device, int gm); + void read_input(FXOS8700CQ &device, int g_mode); - /** Calculate Tilt - * - * This function reads the angle of tilt required for motion contol and also processes it by reseting the angle buffer if A is pressed. + /** + * @brief This function reads the angle of tilt required for motion contol and also processes it by reseting the angle buffer if A is pressed. + * @param FXOS8700CQ &device @details The FXOS8700CQ library. */ void calculateTilt(FXOS8700CQ &device); - /** Light The LEDS - * - * This function ligths the LEDS dependent on the direction of travel. + /** + * @brief This function ligths the LEDS dependent on the direction of travel. */ void lightTheLEDS(); - /** Update Snake Length And Movement - * - * This function updates length and motion data inside the snake class and also uses the length manager class to update length. + /** + * @brief This function updates length and motion data inside the snake class and also uses the length manager class to update length. */ void updateSnakeLengthAndMovement(); - /** Draw - * - * This function contains the draw functions of the other libraries used in the game. + /** + * @brief This function contains the draw functions of the other libraries used in the game. */ void draw(); - /** Update - * - * This function contains the update functions of the other libraries used in the game. + /** + * @brief This function contains the update functions of the other libraries used in the game. */ void update(); - /** Check Game Progression - * - * Function handles level progression and level failure operations by using the class WinLoose. + /** + * @brief Function handles level progression and level failure operations by using the class WinLoose. + * @param SDFileSystem &sd @details The SDFileSystem library. */ int CheckGameProgression(SDFileSystem &sd); - /** Get Position - * - * This function contains the Get Position functions of the otehr libraries used in the game. + /** + * @brief This function contains the Get Position functions of all the class objects used in the game and saves them to use in an array throughout the class. */ void get_pos(); - //Gamepad @enginePad - private: - /** Check for Snake and Food collision - * - * This function checks if the Snake has come into contact with it's food. + /** + *@brief This function checks if the Snake has come into contact with it's food. */ void CheckSnakeFoodCollision(); - /** Check Snake Food Y Collision - * - * This function automatically detects each combination of collision in the y postion. + /** + * @brief This function automatically detects each combination of collision in the y postion. + * @param food_sr @details creted in a loop that runs 3 times to detect collision with all the three food objects. */ void CheckSnakeFoodYCollision(int food_sr); - /** Check Snake Food X Collision - * - * This function automatically detects each combination of collision in the x postion. + /** + * @brief This function automatically detects each combination of collision in the x postion. + * @param food_sr @details creted in a loop that runs 3 times to detect collision with all the three food objects. */ void CheckSnakeFoodXCollision(int food_sr); - /** Implement Snake Food Collision - * - * This function automatically detects which food we are interacting with and increases the snake length accordingly. + /** + * @brief This function automatically detects which food we are interacting with and increases the snake length accordingly. + * @param food_sr @details creted in a loop that runs 3 times to detect collision with all the three food objects. */ void ImplementSnakeFoodCollision(int food_sr); - /** Check for Snake and Block collision - * - * This function checks if the Snake has come into contact with any Block. + /** + * @brief This function checks if the Snake has come into contact with any Block. */ void CheckSnakeBlockCollision(); + + /** + * @brief This function returns the srn of the block we are colliding with. + * @param Block @details value of int block which is compared to a preset ranges, to allocate a serial number to the colliding block. + */ + int CheckBlock(int Block); - /** Implement velocity alteration. - * - * this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10.lock. + /** + * @brief this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10.lock. + * @param srn @details this is the serial number of blocks and tells us which of the 5 blocks we are colliding with */ void _setVelocity(int srn); - /** Check Block - * - * This function returns the srn of the block we are colliding with; - */ - int CheckBlock(int Block); - - /** Implement Collision - * - * This function allows the appropriate maths to take place after every collision. + /** + * @brief This function allows the appropriate maths to take place after every collision. */ void ImplementSnakeBlockCollision(); - /** Check for Snake and Block Sides collision - * - * This function checks if the Snake has come into contact with any the sides of the block and stops it moving. + /** + * @brief This function checks if the Snake has come into contact with any the sides of the block and stops it moving. */ void CheckSnakeBlockSidesCollision(); - /** Make Default Motion Free - * - * This function makes the default motion of the snake freemoving before a collision is checked for, to forget the previous collision. + /** + * @brief This function makes the default motion of the snake freemoving before a collision is checked for, to forget the previous collision. */ void MakeDefaultMotionFree(); - /** Check Collision in Y axis - * - * This function checks if the Snake and blocks collide anywhere in the Y axis. + /** + * @brief This function checks if the Snake and blocks collide anywhere in the Y axis. + * @param i @details is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. */ void CheckSnakeBlockSidesYCollision(int i); - /** Check Collision in X axis - * - * This function checks if the Snake and blocks collide anywhere in the X axis. + /** + * @brief This function checks if the Snake and blocks collide anywhere in the X axis. + * @param i @details is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. */ void CheckSnakeBlockSidesXCollision(int i); - /** Check Block sides Collision is East or West - * - * checks if the colliding wall is on east side or west side and then calls ImplementBarrierCollision(i) to carry out the required task. + /** + * @brief Checks if the colliding wall is on east side or west side and then calls ImplementBarrierCollision(i) to carry out the required task. + * @param X @details is just the X axis coordinate of the nokia screen. + * @param i @details is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. */ void CheckSnakeBlockSidesEastWestCollision(int X, int i); - /** Check for Snake and Barrier collisions. - * - * This function checks if the Snake has come into contact with any the sides of the barriers and stops it moving in the X axis if true. + /** + * @brief This function checks if the Snake has come into contact with any the sides of the barriers and stops it moving in the X axis if true. + * @param bar_sr_no @details is the index of which barrier collision we are detecting. */ void CheckSnakeBarrierCollision(int bar_sr_no); - /** Check Collision in Y axis - * - * This function checks if the Snake and blocks collide anywhere in the Y axis. + /** + * @brief This function checks if the Snake and blocks collide anywhere in the Y axis. + * @param i @details is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. + * @param bar_sr_no @details is the index of which barrier collision we are detecting. */ void CheckSnakeBarrierYCollision(int i, int bar_sr_no); //i is the index of the snake beed and checks for all possible collisions with the snake respective to it's length. - /** Check Barrier Collision is East or West - * - * checks if the colliding barrier's side is on east side or west side of snake and then calls ImplementBarrierCollision(i) to carry out the required task. + /** + * @brief Checks if the colliding barrier's side is on east side or west side of snake and then calls ImplementBarrierCollision(i) to carry out the required task. + * @param i @details is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. + * @param bar_sr_no @details is the index of which barrier collision we are detecting. */ void CheckSnakeBarrierEastWestCollision(int i, int bar_sr_no); //i checks for all possible collisions with the snake respective to it's length. - /** Make Virtual Length Max Ten - * - * This makes the virtual length -> 10 for the side collision implementation because if the length is fifteen and the last beed collides, it still is the 10th beed - * on screen. + /** + * @brief This makes the virtual length -> 10 for the side collision implementation because if the length is fifteen and the last beed collides, it still is the 10th beed on screen. */ void makeVirtualLengthMaxTen(); - /** Stop X Axis Motion - * - * This function implements the sides collision by making the x axis speed of the particular snake beed 0. + /** + * @brief This function implements the sides collision by making the x axis speed of the particular snake beed 0. + * @param i @details is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. */ void ImplementBarrierCollision(int i);