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Dependencies: mbed MotionSensor
Diff: Entity/Collectibles/Health/Health.h
- Revision:
- 58:c8d90bb7404a
- Parent:
- 37:a404860171a9
- Child:
- 59:fd4669864b67
--- a/Entity/Collectibles/Health/Health.h Thu May 09 09:50:19 2019 +0000
+++ b/Entity/Collectibles/Health/Health.h Thu May 09 14:43:45 2019 +0000
@@ -2,16 +2,40 @@
#define HEALTH_H
#include "Entity.h"
+/**Health Class
+@author Steven Mahasin
+@brief Creates a Health which inherits the Entity class, this is a collectible entity that the player interracts with to gain health points.
+@date May 2019
+*/
class Health : public Entity
{
public:
- // Constructor
- Health(float, float);
+ /** Constructor
+ * @brief creates a heart that heals when picked up
+ * @param pos_x @details initialise _position.x
+ * @param pos_y @details initialise _position.y
+ */
+ Health(float pos_x, float pos_y);
// Functions
- virtual void move(float, float, char * map, bool * doorways);
- virtual void draw(N5110 &unused);
- virtual void take_damage(int);
+ /**
+ * @brief just because entity has a pure virtual function move, the function is of no use in health as it does not move
+ * @param unused @details not used
+ * @param unused1 @details not used
+ * @param unused2 @details not used
+ * @param unused3 @details not used
+ */
+ virtual void move(float unused, float unused1, char *unused2, bool *unused3);
+ /**
+ * @brief reduce _hp by damage
+ * @param damage @details the amount of damage to be taken
+ */
+ virtual void take_damage(int damage);
+ /**
+ * @brief a virtual function of drawing the health onto the screen
+ * @param lcd @details the screen where the health is drawn on
+ */
+ virtual void draw(N5110 &lcd);
};
const char health_sprite[7][7] = {