Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
59:fd4669864b67
Parent:
58:c8d90bb7404a
--- a/Entity/Player/Player.h	Thu May 09 14:43:45 2019 +0000
+++ b/Entity/Player/Player.h	Thu May 09 14:49:27 2019 +0000
@@ -6,9 +6,9 @@
 
 const int bullets_max = 20;
 /**Player Class
-@author Steven Mahasin
-@brief Creates a Player which inherits the Entity class, contains functions that accepts all user interractions (buttons, joystick, etc)
-@date May 2019
+*@author Steven Mahasin
+*@brief Creates a Player which inherits the Entity class, contains functions that accepts all user interractions (buttons, joystick, etc)
+*@date May 2019
 */
 class Player : public Entity
 {
@@ -35,10 +35,10 @@
     // Private Functions
     /**
     *   @brief movement of the player
-    *   @param mapped_x @details joystick x
-    *   @param mapped_y @details joystick y
-    *   @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 mapped_x - joystick x
+    *   @param mapped_y - joystick y
+    *   @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
     */
     void move_player(float mapped_x, float mapped_y, char * map, bool * doorways);
     /**
@@ -47,8 +47,8 @@
     void move_bullets();
     /**
     *   @brief to increment the _frame protected variable, for animation of player
-    *   @param mapped_x @details joystick x
-    *   @param mapped_y @details joystick y
+    *   @param mapped_x - joystick x
+    *   @param mapped_y - joystick y
     */
     void increment_frames(float mapped_x, float mapped_y);
     /**
@@ -58,15 +58,15 @@
     char * get_frame();
     /**
     *   @brief draws the player onto the screen
-    *   @param lcd @details the screen the player is drawn onto
+    *   @param lcd - the screen the player is drawn onto
     */
     void draw_player(N5110 &lcd);
     
 public:
     /** Constructor 
     *   @brief creates a player at positions pos_x and pos_y
-    *   @param pos_x @details initialise _position.x
-    *   @param pos_y @details initialise _position.y
+    *   @param pos_x - initialise _position.x
+    *   @param pos_y - initialise _position.y
     */
     Player(float pos_x, float pos_y);
     /** Deconstructors */
@@ -97,32 +97,32 @@
     // Functions
     /**
     *   @brief function calls both movement of player and movement of bullets
-    *   @param x_value @details joystick x
-    *   @param y_value @details joystick y
-    *   @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 - joystick x
+    *   @param y_value - joystick y
+    *   @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);
     /**
     *   @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 damage);
     /**
     *   @brief a virtual function of drawing the player onto the screen
-    *   @param lcd @details the screen where the player is drawn on
+    *   @param lcd - the screen where the player is drawn on
     */
     virtual void draw(N5110 &lcd);
     /**
     *   @brief a virtual function of drawing the bullets the player shot onto the screen if j is the correct y-position of the bullets
-    *   @param lcd @details the screen where the bullets is drawn on
-    *   @param j @details which y-position hitboxes are currently being printed
+    *   @param lcd - the screen where the bullets is drawn on
+    *   @param j - which y-position hitboxes are currently being printed
     */
     void draw_bullets(N5110 &lcd, int j);
     /**
     *   @brief attempts to delete any bullets that goes out of bounds (out of screen or onto a wall)
-    *   @param map @details the 2d map array that dictates where there are walls or empty space
-    *   @param doorawys @details an array that dictates which side of the wall has a doorway
+    *   @param map - the 2d map array that dictates where there are walls or empty space
+    *   @param doorawys - an array that dictates which side of the wall has a doorway
     *   @return true if any bullets is successfully deleted
     */
     bool delete_out_of_bounds_bullets(char * map, bool * doorways);
@@ -132,10 +132,10 @@
     void delete_bullets();
     /**
     *   @brief shoots bullets at the direction of the buttons
-    *   @param button_A @details button down
-    *   @param button_B @details button right
-    *   @param button_Y @details button up
-    *   @param button_X @details button left
+    *   @param button_A - button down
+    *   @param button_B - button right
+    *   @param button_Y - button up
+    *   @param button_X - button left
     */
     void buttons(bool button_A, bool button_B, bool button_Y, bool button_X);