ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

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);