Thomas Gill / Mbed 2 deprecated LabyrinthOfTheMinotaur

Dependencies:   N5110 PowerControl mbed

Revision:
35:2c290fa78f1d
Parent:
34:e58c8322884d
diff -r e58c8322884d -r 2c290fa78f1d Game.h
--- a/Game.h	Mon May 11 12:56:26 2015 +0000
+++ b/Game.h	Mon May 11 22:03:41 2015 +0000
@@ -1,9 +1,11 @@
 /**
-@file Game.h
-@brief Header file containing the main game member functions and variables
-@brief Revision 1.0
-@author Thomas Barnaby Gill
-@date   11th May 2015
+* @file Game.h
+* @brief Header file containing the main game member functions and variables
+* @brief Revision 1.0
+*
+* @brief Code for reading joystick by Craig Evans https://developer.mbed.org/users/eencae/code/Joystick/file/026fa541af7a/main.cpp
+* @author Thomas Barnaby Gill
+* @date   11th May 2015
 */
 
 #include "N5110.h"
@@ -39,28 +41,51 @@
     Centre,
     Unknown
 };
- 
-// struct for Joystick
+
+/** Joystick Structure
+*
+* It includes the x, x0, y, y0 and direction members
+* @param x - current x direction potentiometer value
+* @param x0 - centred x direction potentiometer value
+* @param y - current y direction potentiometer value
+* @param y0 - centred y direction potentiometer value
+* @param direction - allowed direction values
+*/
 typedef struct JoyStick Joystick;
 struct JoyStick {
     float x;    // current x value
     float x0;   // 'centred' x value
     float y;    // current y value
     float y0;   // 'centred' y value
-    int button; // button state (assume pull-down used, so 1 = pressed, 0 = unpressed)
     DirectionName direction;  // current direction
 };
 // create struct variable
 Joystick joystick;
 
-// function prototypes
+/** Calibrate Joystick
+*
+* Reads defualt position of joystick for further readings
+*
+*/
 void calibrateJoystick();
+
+/** Update Joystick
+*
+* Reads cuurent position of joystick relative to the defualt position
+*
+*/
 void updateJoystick();
 
 #define USR_POWERDOWN (0x104)
 
 LocalFileSystem local("local"); // create local filesystem
 
+/** Tile Structure
+*
+* It includes the symbol and passable members
+* @param Symbol - contains the tile symbols for each tile type
+* @param Passable - whether tile type can be walked on by player
+*/
 struct TILES {
     char    Symbol; // Symbol for this tile
     bool   Passable; // Can tile be walked on
@@ -76,6 +101,12 @@
     { '/', true },  // 6- CHEST_OPENED
 };
 
+/** Item Structure
+*
+* It includes the ItemName and the ItemValue members
+* @param ItemName - contains the name of the item as a char array
+* @param ItemValue - contains damage/armour value of the item
+*/
 struct ITEMS {
     char  ItemName[15]; //Item name
     int ItemValue; //Damage/ armour value
@@ -96,6 +127,18 @@
     { "Plate armour", 4 }, //9
 };
 
+/** Enemy Structure
+*
+* It includes the EName, EHealth, EDamage, EArmour, EDodge, EHit, ESpd and EPoints members
+* @param EName - contains the name of the enemy as a char array
+* @param EHealth - contains the monster's full health value
+* @param EADamage - contains the monster's damage value
+* @param EArmour - contains the monster's armour value
+* @param EDodge - contains the monster's dodge chance value
+* @param EHit - contains the monster's hit chance value
+* @param ESpd - contains the monster's speed value
+* @param EPoints-  contains the score value of the monster
+*/
 struct ENEMIES {
     char  EName[9]; //Enemy name
     int   EHealth; //Enemy health
@@ -118,34 +161,92 @@
 };
 
 //Variables
+/** Act Flag
+*
+* @param ActFlag - Used in the ISR. It is set to 1 when the act button is pressed
+*
+*/
 int ActFlag = 0;
+/** Start Flag
+*
+* @param StartFlag - Used in the ISR. It is set to 1 when the start button is pressed
+*
+*/
 int StartFlag = 0;
-//int DirFlag = 0;
 
-//Space type player is on
-int pSpace;
+/** Player Health
+*
+* @param ph - contains the player's current health value
+*
+*/
+//Player Health
+int ph = PH_MAX; 
 
-//Player Health
-int ph = PH_MAX;
-
+/** Player Weapon
+*
+* @param pw - contains the player's current weapon identifier value
+*
+*/
 //Player weapon
 int pw = 0; //0 to 4
 
+/** Player Armour
+*
+* @param pa - contains the player's current armour identifier value
+*
+*/
 //Player armour
 int pa = 5; //5 to 9
 
+/** Monster Health
+*
+* @param mh - contains the monster's current health value
+*
+*/
 //Monster health
 int mh;
 
+/** Score
+*
+* @param score - contains the player's current score value
+*
+*/
 //Player score
 int score = -100; //100 level, x monster, 10 chest, -2 running away
 
+/** Highest Score
+*
+* @param HScore1 - contains the top high score value
+*/
 //High scores
 int HScore1;
+
+/** Second Highest Score
+*
+* @param HScore2 - contains the second high score value
+*
+*/
 int HScore2;
+
+/** Third Highest Score
+*
+* @param HScore3 - contains the third high score value
+*
+*/
 int HScore3;
+
+/** Fourth Highest Score
+*
+* @param HScore4 - contains the fourth high score value
+*
+*/
 int HScore4;
 
+/** Boss Fight
+*
+* @param BossFight - Defualt false. Set to true at the exit of every level that is a multiple of 5 (labyrinth levels). Causes a minotaur to appear in the fight function.
+*
+*/
 bool BossFight = false;
 
 //Voids
@@ -194,7 +295,7 @@
 /** Flash Screen
 *
 * Inverts and then uninverts the screen's colours
-* @param n- Number of times the screen flashes
+* @param n - contains the number of times the screen flashes
 *
 */
 void FlashScreen(int n);
@@ -202,9 +303,9 @@
 /** Draw Graphic
 *
 * Draws a 38x38 pixel image from a starting point
-* @param p- Which image to draw (0- Huge Rat, 1- Goblin, 2- Skeleton, 3- Wraith, 4- Ogre, 5- Minotaur)
-* @param x- x co-ordinate of starting position
-* @param y- y co-ordinate of starting position
+* @param p - contains the which image to draw (0- Huge Rat, 1- Goblin, 2- Skeleton, 3- Wraith, 4- Ogre, 5- Minotaur)
+* @param x - contains the x co-ordinate of starting position
+* @param y - contains the y co-ordinate of starting position
 *
 */
 void DrawGraphic(int p, int x, int y);
@@ -291,6 +392,7 @@
 /** Monster Attack
 *
 * Calculates the damage the opponent does to the player
+* @param m - contains the current monster identifier
 *
 */
 void MonsterAttack(int m);
@@ -298,6 +400,7 @@
 /** Player Attack
 *
 * Calculates the damage the player does to the opponent
+* @param m - contains the current monster identifier
 *
 */
 void PlayerAttack(int m);