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/RoomEngine/Room/Room.h	Thu May 09 14:43:45 2019 +0000
+++ b/RoomEngine/Room/Room.h	Thu May 09 14:49:27 2019 +0000
@@ -13,9 +13,9 @@
 
 #define MAX_ENEMIES 10
 /**Room Class
-@author Steven Mahasin
-@brief Create a Room which holds the enemies, collectibles and doorways
-@date May 2019
+*@author Steven Mahasin
+*@brief Create a Room which holds the enemies, collectibles and doorways
+*@date May 2019
 */
 class Room // contains the type of room, number of enemies inside it, the doorways existing in the room, functions to spawn enemies
 {
@@ -69,36 +69,36 @@
     
     /**
     *   @brief set the _enemy_coord of index id to a random valid spawn area x and y
-    *   @param id @details the index of the enemy to be given a random coord
+    *   @param id - the index of the enemy to be given a random coord
     */
     void rand_enemy_coordinate(int id);
     
     /**
     *   @brief draws the doorways that are behind the player
-    *   @param lcd @details the screen where the doorway is drawn
+    *   @param lcd - the screen where the doorway is drawn
     */
     void draw_doorways(N5110 &lcd);
     /**
     *   @brief draws overlayed doorways, these doorways are in front of the player
-    *   @param lcd @details the screen where the doorway_overlay is drawn
+    *   @param lcd - the screen where the doorway_overlay is drawn
     */
     void draw_doorways_overlay(N5110 &lcd);
     /**
     *   @brief draws enemies onto the screen
-    *   @param lcd @details the screen where the enemies are drawn
-    *   @param j @details the current y-position of entities that are being drawn
+    *   @param lcd - the screen where the enemies are drawn
+    *   @param j - the current y-position of entities that are being drawn
     */
     void draw_enemies(N5110 &lcd, int j);
     /**
     *   @brief draws collectibles onto the screen
-    *   @param lcd @details the screen where the collectibles is drawn
-    *   @param j @details the current y-position of entities that are being drawn
+    *   @param lcd - the screen where the collectibles is drawn
+    *   @param j - the current y-position of entities that are being drawn
     */
     void draw_collectibles(N5110 &lcd, int j);
     /**
     *   @brief draws walls entity onto the screen
-    *   @param lcd @details the screen where the walls is drawn
-    *   @param j @details the current y-position of entities that are being drawn
+    *   @param lcd - the screen where the walls is drawn
+    *   @param j - the current y-position of entities that are being drawn
     */
     void draw_walls(N5110 &lcd, int j);
     
@@ -106,8 +106,8 @@
 public:
     /** Constructors
     *   @brief create a room with a set number of enemies and a set room type
-    *   @param no_of_enemies @details the number of enemies to be spawned in the room
-    *   @param room_type @details the type of room to be initialised with
+    *   @param no_of_enemies - the number of enemies to be spawned in the room
+    *   @param room_type - the type of room to be initialised with
     */
     Room(int no_of_enemies, int room_type);
     /** Destructors */
@@ -116,13 +116,13 @@
     // Mutators
     /**
     *   @brief sets _doorway at index "index" with the value of "doorway_value"
-    *   @param index @details the index of the mutated doorway
-    *   @param doorway_value @details the value of the mutated doorway
+    *   @param index - the index of the mutated doorway
+    *   @param doorway_value - the value of the mutated doorway
     */
     void set_doorway(int index, bool doorway_value);
     /**
     *   @brief sets the position of boss doorway on this room
-    *   @param before_boss_room @details the side in which boss doorway exists (0-3 = sides, 4 = doesn't exist)
+    *   @param before_boss_room - the side in which boss doorway exists (0-3 = sides, 4 = doesn't exist)
     */
     void set_boss_doorway(int before_boss_room);
     
@@ -168,18 +168,18 @@
     void update_doorways();
     /**
     *   @brief draws the room including enemies
-    *   @param lcd @details the screen in which the room is being drawn in
-    *   @param j @details the current y-position of entities that are being drawn
+    *   @param lcd - the screen in which the room is being drawn in
+    *   @param j - the current y-position of entities that are being drawn
     */
     void draw(N5110 &lcd, int j);    
     /**
     *   @brief draws the room
-    *   @param lcd @details the screen in which the room is being drawn in
+    *   @param lcd - the screen in which the room is being drawn in
     */
     void draw_room(N5110 &lcd);
     /**
     *   @brief draws the room_overlay
-    *   @param lcd @details the screen in which the room_overlay is being drawn in
+    *   @param lcd - the screen in which the room_overlay is being drawn in
     */
     void draw_room_overlay(N5110 &lcd);