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Dependencies: mbed MotionSensor
Diff: Entity/Bosses/Skull/Skull.h
- Revision:
- 59:fd4669864b67
- Parent:
- 58:c8d90bb7404a
--- a/Entity/Bosses/Skull/Skull.h Thu May 09 14:43:45 2019 +0000
+++ b/Entity/Bosses/Skull/Skull.h Thu May 09 14:49:27 2019 +0000
@@ -4,9 +4,9 @@
#define DASH_DELAY 120
/**Skull Class
-@author Steven Mahasin
-@brief Creates a Skull which inherits the Entity class, this is currently the only boss in the game.
-@date May 2019
+*@author Steven Mahasin
+*@brief Creates a Skull which inherits the Entity class, this is currently the only boss in the game.
+*@date May 2019
*/
class Skull : public Entity {
private:
@@ -39,8 +39,8 @@
void update_offsets();
/**
* @brief moves the skull towards the player, similar to headless
- * @param player_x @details player x-position
- * @param player_y @details player y-position
+ * @param player_x - player x-position
+ * @param player_y - player y-position
*/
void approaching_movement(float player_x, float player_y);
/**
@@ -55,20 +55,20 @@
// Functions
/**
* @brief calls the function and conditions to move (both dashing and approaching)
- * @param x_value @details player x-position
- * @param y_value @details player y-position
- * @param map @details the 2d map array that dictates where there are walls or empty space
- * @param doorways @details an array that dictates which side of the wall has a doorway
+ * @param x_value - player x-position
+ * @param y_value - player y-position
+ * @param map - the 2d map array that dictates where there are walls or empty space
+ * @param doorways - an array that dictates which side of the wall has a doorway
*/
virtual void move(float x_value, float y_value, char * map, bool * doorways); // movement control and miscellaneous updates
/**
* @brief reduce _hp by damage
- * @param damage @details the amount of damage to be taken
+ * @param damage - the amount of damage to be taken
*/
virtual void take_damage(int);
/**
* @brief a function of drawing the skull onto the screen
- * @param lcd @details the screen where the skull is drawn on
+ * @param lcd - the screen where the skull is drawn on
*/
virtual void draw(N5110 &lcd);
};