JianWei Lee
/
project_game
Meteor defense project
Diff: GameEngine/GameEngine.h
- Revision:
- 45:1a013017ae92
- Parent:
- 44:aa086363d09f
- Child:
- 46:abb046536524
--- a/GameEngine/GameEngine.h Wed May 03 21:00:43 2017 +0000 +++ b/GameEngine/GameEngine.h Wed May 03 23:41:41 2017 +0000 @@ -18,7 +18,11 @@ char cArr[Cols][Rows]; }; - +/** GameEngine Class +@brief Main library for the game +@author JianWei Lee +@date April 2017 +*/ class GameEngine { @@ -28,51 +32,49 @@ /**Initialise GameEngine * - *Set the number of life at every level to 3 - *To initialise all the variables of Weapons and Spawns + *@brief Set the number of life at every level to 3 + *@brief To initialise all the variables of Weapons and Spawns *@param w - the current number level */ void init(int w); /**Update game * - *This is where all the gameplay and drawing is gathered - *The only way to lose this game is when the spawns reaches the player side (y = 46) for 3 times in a wave - *Lights up LEDs according to number of lifes left + *@brief This is where all the gameplay and drawing is gathered + *@brief The only way to lose this game is when the spawns reaches the player side (y = 46) for 3 times in a wave + *@brief Lights up LEDs according to number of lifes left */ void update(Gamepad &pad, N5110 &lcd); /**Weapon Upgrades * - *Weapon upgrade will happen everytime after completing a game wave - *This function connects class GUI and Weapons to display weapon levels and confirm upgrades + *@brief Weapon upgrade will happen everytime after completing a game wave + *@brief This function connects class GUI and Weapons to display weapon levels and confirm upgrades */ void weapUpgrade(Gamepad &pad, N5110 &lcd); /**Starting Menu * - *Few strings to be printed on the lcd before starting the game - *Light up LEDs in a knight rider pattern + *@brief Few strings to be printed on the lcd before starting the game + *@brief Light up LEDs in a knight rider pattern */ void startingMenu(Gamepad &pad, N5110 &lcd); - /**Update retry.Arr & retry.cArr + /**Update Retry array using Main array * - *retry.Arr and retry.cArr is always updated at the start of a wave. - *To make a copy of the main array + *@brief To make a copy of the Main array to Retry array */ void update_MainToRetry(); - /**Update main array using retry array + /**Update Main array using Retry array * - *this function will be used when player decided to retry the game + *@brief To make a copy of the Retry array to Main array */ void update_RetryToMain(); /**Reset the game * - *Only thing requires reset is the array and weapon's variables - *Happens when player give up on the game + *@brief Only thing that resets is the array and weapon's variables */ void reset_Game();