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Dependencies: mbed
Diff: Sprites/Sprites.h
- Revision:
- 54:7fa8c07fdea4
- Parent:
- 53:082c22ac2f9a
- Child:
- 56:8c827d1cae3b
--- a/Sprites/Sprites.h Wed Apr 24 19:33:39 2019 +0000 +++ b/Sprites/Sprites.h Wed Apr 24 20:01:25 2019 +0000 @@ -172,7 +172,7 @@ @details Updates x positon depending on direction of joystick. Will only update * position if no collision detected. Function also stops player leaving screen * at the left and right sides of screen. - @param Direction enum from Gamepad library. + @param d Direction enum from Gamepad library. */ void miner_move(Direction d, N5110 &lcd); /** Draws sprite facing direction moving. @@ -196,29 +196,29 @@ */ void miner_gravity(N5110 &lcd); /** initialises enemies - @param enemy index, these will always be 0, 1, 2 so each enemy is treated individually. - @param enemy x position. - @param enemy y position. + @param index, these will always be 0, 1, 2 so each enemy is treated individually. + @param x position. + @param y position. @param distance in pixels enemy to travel. */ void enemy_init(int i, int x, int y, int d); /** Updates enemy movement. - @param enemy index, these will always be 0, 1, 2 so each enemy is treated individually. - @param stets how many pixels enemies will move each loop. + @paramindex, these will always be 0 - 2 so each enemy is treated individually. + @param velocity how many pixels enemies will move each loop. */ void enemy_move(int i, double v, N5110 &lcd); /** States conditions for collision between enemy and player. @details uses get_pos() and detects if any overlap between player and enemies. - @param enemy index, these will always be 0, 1, 2 so each enemy is treated individually. + @param index these will always be 0, 1, 2 so each enemy is treated individually. @return will return true if collision detected. */ bool enemy_collision(int i); /** States conditions for drawing and collection of keys. @details Each key is displayed while key flag is false, once collected, key is deleted * and flag is changed to true. - @param each key indexed so they are treated independently. - @param keys x position. - @param keys y position. + @param index so each key is treated independently + @param x key position. + @param y key position. */ void key_collect(int k, int x, int y, N5110 &lcd, Gamepad &pad); /** Counts keys collected. @@ -235,25 +235,25 @@ /** Draws traps and detects player collision @details takes player position from get_pos() and detects if overlap between player and the trap sprite. - @param Trap x position. - @param Trap y position. + @param x trap position. + @param y trap position. */ bool trap(int x, int y, N5110 &lcd); /** Draws blocks and detects player collision. - @param Direction needed so player can turn around if collision with block. - @Param each block indexed so collision rules between blocks dont clash. - @param Block x position. - @param Block y position. + @param Direction so player can turn around if collision with block. + @Param index so collision rules between blocks dont clash, will always be numbered 0 - 4. + @param x block position. + @param y block position. */ void blocks(Direction d, int i, int x, int y, N5110 &lcd); /** Checks if player has collided with any blocks. - @return If player is contact with any block returns true. + @return if player is contact with any block returns true. */ bool block_collision(); /** Draws sinking blocks and detects player contact. - @param Sinking block x starting position. - @param Block y position. - @param Sinking block x finish position. + @param x1 sinking block starting position. + @param y sinking block position. + @param x2 Sinking block finish position. */ void soft_blocks(int x, int y, int z, N5110 &lcd);