A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.

Dependencies:   mbed MotionSensor

Revision:
59:fd4669864b67
Parent:
58:c8d90bb7404a
--- a/Entity/Entity.h	Thu May 09 14:43:45 2019 +0000
+++ b/Entity/Entity.h	Thu May 09 14:49:27 2019 +0000
@@ -4,10 +4,10 @@
 #include "math.h"
 #include "N5110.h"
 
-/**Entity Abstract Class
-@author Steven Mahasin
-@brief Creates an Entity which holds entity datas, functions(movements, damaged actions, collision test, etc), accessors and functions to be inherited by child classes
-@date May 2019
+/**Entity Class
+*@author Steven Mahasin
+*@brief Creates an Entity which holds entity datas, functions(movements, damaged actions, collision test, etc), accessors and functions to be inherited by child classes
+*@date May 2019
 */
 class Entity
 {
@@ -82,30 +82,30 @@
     // Function
     /**
     *   @brief a virtual function movement of the entity to be inherited
-    *   @param x_value @details either joystick x or player's x position
-    *   @param y_value @details either joystick y or player's 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 - either joystick x or player's x position
+    *   @param y_value - either joystick y or player's 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) = 0; // movement control and miscellaneous updates
     /**
     *   @brief a virtual function of the action when taking damage to be inherited
-    *   @param damage @details the amount of damage to be taken
+    *   @param damage - the amount of damage to be taken
     */
     virtual void take_damage(int damage) = 0;
     /**
     *   @brief a virtual function of drawing the entity to be inherited
-    *   @param lcd @details the screen where the entity is drawn on
+    *   @param lcd - the screen where the entity is drawn on
     */
     virtual void draw(N5110 &lcd) = 0;
     /**
     *   @brief a function to undo entity's movement in the x direction if condition is true
-    *   @param condition @details a boolean statement
+    *   @param condition - a boolean statement
     */
     void undo_move_x(bool condition);
     /**
     *   @brief a function to undo entity's movement in the y direction if condition is true
-    *   @param condition @details a boolean statement
+    *   @param condition - a boolean statement
     */
     void undo_move_y(bool condition);
     /**
@@ -114,10 +114,10 @@
     void update_prev_pos();
     /**
     *   @brief checks if the entity collides the map
-    *   @param pos_x @details entity's x-position
-    *   @param pos_y @details entity's y-position
-    *   @param two_d_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 pos_x - entity's x-position
+    *   @param pos_y - entity's y-position
+    *   @param two_d_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
     *   @return true if entity collide with the map
     */
     bool entity_to_map_collision_test(float pos_x, float pos_y, char * two_d_map, bool * doorways);
@@ -125,18 +125,18 @@
     // Mutator
     /**
     *   @brief mutates position of the entity to x and y
-    *   @param x @details x-coordinate value
-    *   @param y @details y-coordinate value
+    *   @param x - x-coordinate value
+    *   @param y - y-coordinate value
     */
     void set_position(float x, float y);
     /**
     *   @brief adds change_x onto x-position of the entity
-    *   @param change_x @details displacement x
+    *   @param change_x - displacement x
     */
     void position_add_x(float change_x);
     /**
     *   @brief adds change_y onto y-position of the entity
-    *   @param change_y @details displacement y
+    *   @param change_y - displacement y
     */
     void position_add_y(float change_y);