ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Revision:
60:3df033345059
Parent:
59:d82d49a7a4d4
Child:
63:ec95e155fb30
--- a/Sprites/Sprites.h	Tue May 07 00:38:10 2019 +0000
+++ b/Sprites/Sprites.h	Tue May 07 23:51:54 2019 +0000
@@ -134,8 +134,8 @@
     */
     Vector2D get_pos();
     /** States starting position of player.
-    @param miner x position.
-    @param miner y position.
+    @param x miner position.
+    @param y miner position.
     */
     void miner_init(int x, int y);
     /** Updates player x position.
@@ -166,27 +166,27 @@
     */
     void miner_gravity(N5110 &lcd);
     /** initialises enemies
-    @param index, these will always be 0, 1, 2 so each enemy is treated individually.
+    @param i 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 index, these will always be 0 - 2 so each enemy is treated individually.
+    @param i index 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 index these will always be 0, 1, 2 so each enemy is treated individually.
+    @param i 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 index so each key is treated independently
+    @param i index so each key is treated independently
     @param x key position.
     @param y key position.
     */
@@ -198,8 +198,8 @@
     /** Draws level exit and detects player collision
     @details takes player position from get_pos() and detects if overlap between
     player and the exit sprite.
-    @param Exit x position.
-    @param Exit y position.
+    @param x exit position.
+    @param y exit position.
     */
     bool exit_level(int x, int y, N5110 &lcd);
     /** Draws traps and detects player collision
@@ -210,8 +210,8 @@
     */
     bool trap(int x, int y, N5110 &lcd);
     /** Draws blocks and detects player collision.
-    @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 d direction so player can turn around if collision with block.
+    @Param i index so collision rules between blocks dont clash, will always be numbered 0 - 4.
     @param x block position.
     @param y block position.
     */
@@ -227,8 +227,9 @@
     */
     void soft_blocks(int x1, int y, int x2, N5110 &lcd);
     
-    bool _key[5]; /*initialise key flag, will only draw key if false, array identifies keys individually
-    made public has key_reinit() needs to reset flag at start of each level*/
+    bool _key[5]; /*initialise key flag, will only draw key if false, array identifies keys 
+    individually, made public as key_reinit() needs to reset flag at start of each level*/
+    
 private:
 
     int _direction;