A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Diff: Entity/Entity.h
- 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);