Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Revision:
59:fd4669864b67
Parent:
58:c8d90bb7404a
diff -r c8d90bb7404a -r fd4669864b67 Entity/Bosses/Skull/Skull.h
--- 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);
 };