A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Diff: RoomEngine/Room/Room.h
- Revision:
- 59:fd4669864b67
- Parent:
- 58:c8d90bb7404a
diff -r c8d90bb7404a -r fd4669864b67 RoomEngine/Room/Room.h --- 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);