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Dependencies: mbed
Diff: Sprites/Sprites.h
- 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;