Hugo Hu / Mbed 2 deprecated BRAVEHEART

Dependencies:   mbed N5110 ShiftReg PinDetect

Revision:
18:709ea375b0df
Parent:
17:d6a3b29cab31
Child:
19:89c3eeb3761b
--- a/Game.h	Mon May 11 03:52:18 2015 +0000
+++ b/Game.h	Mon May 11 04:40:23 2015 +0000
@@ -6,7 +6,6 @@
 */
 
 #include "State.h"
-#include "Resources.h"
 #include "Entity.h"
 #include "Enemy.h"
 #include "map.h"
@@ -37,27 +36,27 @@
         
         
     private:
-        void init();    /// Sets some initial values
-        void spawnEnemy();  /// Spawns a new enemy
-        void moveEnemies(); /// Movement and AI for all enemies
-        void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]); /// Moves entity in map. If collision occurs, entity can not move further.
-        bool hitTestRect(Rectangle r1, Rectangle r2); /// Returns true if two rectangles overlap
-        bool bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]); /// Help function for detecting collision between moving bullet and map.
-        void renderScore(); /// Draws the current score in upper right corner
-        void respawnPlayer(); /// Respawns player at start position
+        void init();    // Sets some initial values
+        void spawnEnemy();  // Spawns a new enemy
+        void moveEnemies(); // Movement and AI for all enemies
+        void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]); // Moves entity in map. If collision occurs, entity can not move further.
+        bool hitTestRect(Rectangle r1, Rectangle r2); // Returns true if two rectangles overlap @see https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection#Axis-Aligned_Bounding_Box
+        bool bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]); // Help function for detecting collision between moving bullet and map.
+        void renderScore(); // Draws the current score in upper right corner
+        void respawnPlayer(); // Respawns player at start position
         
-        int livesLeft; /// The number of lives left
-        bool paused;        // True if the game is paused
+        int livesLeft; // The number of lives left
+        bool paused;   // True if the game is paused
         
-        int spawnRate;  /// Probability of enemy spawning in a single frame/update.
-        static const int spawnPoints[3][2]; /// Positions where enemies can spawn.
+        int spawnRate;  // Probability of enemy spawning in a single frame/update.
+        static const int spawnPoints[3][2]; // Positions where enemies can spawn.
         
-        Entity player;  /// Player object
-        std::vector<Point*> bullets;    /// Container for bullets
-        std::vector<Enemy*> enemies;    /// Container for enemies
+        Entity player;  // Player object
+        std::vector<Point*> bullets;    // Container for bullets
+        std::vector<Enemy*> enemies;    // Container for enemies
         
-        bool releasedBtnB;  /// True if button B has been released after being pressed down
-        bool releasedBtnC;  /// True if button C has been released after being pressed down
+        bool releasedBtnB;  // True if button B has been released after being pressed down
+        bool releasedBtnC;  // True if button C has been released after being pressed down
 };
 
 #endif