Meteor defense project

Dependencies:   N5110 mbed

Revision:
44:aa086363d09f
Parent:
42:152e84494ad9
--- a/GameEngine/GameEngine.cpp	Mon May 01 17:55:38 2017 +0000
+++ b/GameEngine/GameEngine.cpp	Wed May 03 21:00:43 2017 +0000
@@ -25,8 +25,8 @@
 void GameEngine::init(int w) {
     NumberOfLife = 3; //3 life on every wave
     weap.init();
-    _d1.droneInit(20, 46, 0, 42); //drone1 is taking left side pixel 0 to 42.
-    _d2.droneInit(62, 46, 42, 84); //drone2 is taking right side pixel 42 to 83;
+    _d1.droneInit(20, 46, 0, 42, weap._droneDamage, weap._droneRange); //drone1 is taking left side pixel 0 to 42.
+    _d2.droneInit(62, 46, 42, 84, weap._droneDamage, weap._droneRange); //drone2 is taking right side pixel 42 to 83;
     spa.init(w);
     //printf("init completed \n");
 }
@@ -68,9 +68,9 @@
 }
 void GameEngine::drawSpawn(N5110 &lcd){
     updateArray(); //clean up & update the main.Arr after the spawn took damage.
-    if (drawit == 0) { //
+    if (drawit == 0) { 
         drawit = 30;
-        spa.summon_spawn(main.Arr, main.cArr);
+        spa.summon_spawn(main.Arr, main.cArr);//summon spawn when drawit == 0 
         spa.moveSpawnABC(main.Arr, scnd.Arr, main.cArr, scnd.cArr);
         spa.moveSpawnDE(main.Arr, scnd.Arr, main.cArr, scnd.cArr);
         //printf("why u do this to cannonFiring_flag?? cannonFiring_flag = %d \n",weap.cannonFiring_flag);
@@ -102,7 +102,7 @@
             }
         }
     }
-    if ( fireInTheHole_flag == 1) {
+    if ( fireInTheHole_flag == 1) { //if flag toggled 
         weap.cannon_main(scnd.Arr, scnd.cArr, lcd);    
     }
     if ( weap.cannonFiring_flag == 0) { //clear flag when cannon is done 
@@ -210,14 +210,14 @@
     }  
     printf("retry to main array updated \n");
 }
-void GameEngine::reset_Game() { //clear everything - arrays and weapon
+void GameEngine::reset_Game() { //reset everything in the game
     for (int x = 0; x < Cols; x ++) {
-        for (int y = 0; y < Rows; y ++) {
+        for (int y = 0; y < Rows; y ++) { //clear array
             main.Arr[x][y] = 0;
             main.cArr[x][y] = '\0';
             scnd.Arr[x][y] = 0;
             scnd.cArr[x][y] = '\0';
         }
     }  
-    weap.reset_WeaponVariables(); 
+    weap.reset_WeaponVariables(); //clear weapon variables
 }
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