develop #16

Merged
cromer merged 6 commits from develop into master 2022-07-06 18:11:24 -04:00
7 changed files with 20 additions and 30 deletions
Showing only changes of commit 4a2cda5ecd - Show all commits

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@ -24,13 +24,13 @@ namespace godot
static void _register_methods();
/**
* @brief Construct a new Camera Limit object.
* @brief Construct a new CameraLimit object.
*
*/
CameraLimit();
/**
* @brief Destroy the Camera Limit object.
* @brief Destroy the CameraLimit object.
*
*/
~CameraLimit();

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@ -8,11 +8,6 @@
#include <SpriteFrames.hpp>
#include <ResourceLoader.hpp>
/**
* @brief This is the godot namespace for all the code included in the library.
*
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
*/
namespace godot
{
/**

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@ -7,17 +7,12 @@
#include <Input.hpp>
#include <AnimatedSprite.hpp>
/**
* @brief This is the godot namespace for all the code included in the library.
*
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
*/
namespace godot
{
namespace player
{
/**
* @brief This class controls what happens when the player is in a falling state.
* @brief This class controls what happens when the Player is in a falling state.
*
*/
class PlayerFall : public State
@ -32,7 +27,7 @@ namespace godot
Input *_input;
/**
* @brief The animated sprite connected to the player.
* @brief The animated sprite connected to the Player.
*
*/
AnimatedSprite *animated_sprite;
@ -46,13 +41,13 @@ namespace godot
static void _register_methods();
/**
* @brief Construct a new Player Fall object.
* @brief Construct a new PlayerFall object.
*
*/
PlayerFall();
/**
* @brief Destroy the Player Fall object.
* @brief Destroy the PlayerFall object.
*
*/
~PlayerFall();

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@ -13,7 +13,7 @@ namespace godot
namespace player
{
/**
* @brief This class controls what happens when the player is in the idle state.
* @brief This class controls what happens when the Player is in the idle state.
*
*/
class PlayerIdle : public State
@ -27,7 +27,7 @@ namespace godot
*/
Input *_input;
/**
* @brief The animated sprite of the player.
* @brief The animated sprite of the Player.
*
*/
AnimatedSprite *animated_sprite;
@ -41,13 +41,13 @@ namespace godot
static void _register_methods();
/**
* @brief Construct a new Player Idle object.
* @brief Construct a new PlayerIdle object.
*
*/
PlayerIdle();
/**
* @brief Destroy the Player Idle object.
* @brief Destroy the PlayerIdle object.
*
*/
~PlayerIdle();

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@ -12,7 +12,7 @@ namespace godot
namespace player
{
/**
* @brief This class control what happens when the player is in the jump state.
* @brief This class control what happens when the Player is in the jump state.
*
*/
class PlayerJump : public State
@ -26,7 +26,7 @@ namespace godot
*/
Input *_input;
/**
* @brief The animated sprite connected to the player.
* @brief The animated sprite connected to the Player.
*
*/
AnimatedSprite *animated_sprite;
@ -45,13 +45,13 @@ namespace godot
static void _register_methods();
/**
* @brief Construct a new Player Jump object.
* @brief Construct a new PlayerJump object.
*
*/
PlayerJump();
/**
* @brief Destroy the Player Jump object.
* @brief Destroy the PlayerJump object.
*
*/
~PlayerJump();

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@ -12,7 +12,7 @@ namespace godot
namespace player
{
/**
* @brief This class controls what happens when the player is in the move state.
* @brief This class controls what happens when the Player is in the move state.
*
*/
class PlayerMove : public State
@ -26,7 +26,7 @@ namespace godot
*/
Input *_input;
/**
* @brief The animated sprite of the player.
* @brief The animated sprite of the Player.
*
*/
AnimatedSprite *animated_sprite;
@ -40,13 +40,13 @@ namespace godot
static void _register_methods();
/**
* @brief Construct a new Player Move object.
* @brief Construct a new PlayerMove object.
*
*/
PlayerMove();
/**
* @brief Destroy the Player Move object.
* @brief Destroy the PlayerMove object.
*
*/
~PlayerMove();

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@ -73,12 +73,12 @@ namespace godot
static void _register_methods();
/**
* @brief Construct a new State Machine object.
* @brief Construct a new StateMachine object.
*/
StateMachine();
/**
* @brief Destroy the State Machine object.
* @brief Destroy the StateMachine object.
*/
~StateMachine();