Dmitrijs Griskovs
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el17dg
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Data Structures
Here are the data structures with brief descriptions:
Bitmap | A black & white bitmap that can be rendered on an N5110 screen |
Boss | Boss Class |
CircleBounds | CicleBounds Class |
Enemies | Enemies Class |
Enemy | Enemy Class |
Game | Game Class |
GameGlobals | GameGlobals Class |
GameObject | GameObject Class |
GameOverManager | GameOverManager Class |
Gamepad | Gamepad Class |
Hud | Hud Class |
Mail< T, queue_sz > | The Mail class allow to control, send, receive, or wait for mail |
MemoryPool< T, pool_sz > | Define and manage fixed-size memory pools of objects of a given type |
Menu | Menu Class |
Mutex | Used to synchronise the execution of threads |
N5110 | N5110 Class |
Player | Player Class |
Point | Position or vector on the screen |
Polar | Polar coordinate struct |
Queue< T, queue_sz > | The Queue class allow to control, send, receive, or wait for messages |
RtosTimer | Allow creating and and controlling of timer functions in the system |
Semaphore | Used to manage and protect access to a set of shared resources |
Settings | Settings Class |
Sprite | A function to put a sprite and its data in one variable |
Stars | Stars Class |
Thread | Allow defining, creating, and controlling thread functions in the system |
Tutorial | Tutorial Class |
Vector2D | Vector 2D struct |
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