![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
Adam Baker 201166301
Dependencies: mbed Gamepad N5110
Animation/Animation.cpp
- Committer:
- adambakerwa
- Date:
- 2019-05-09
- Revision:
- 52:beeffd296ea3
- Parent:
- 50:9fc8edf722a8
File content as of revision 52:beeffd296ea3:
#include "Animation.h" // nothing doing in the constructor and destructor Animation::Animation() { } Animation::~Animation() { } void Animation::standing(int x, int y, N5110 &lcd) //displays standing sprite { const int standing[12][9] = { {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {1,0,1,1,1,1,1,0,1}, {1,0,1,1,1,1,1,0,1}, {1,0,1,1,1,1,1,0,1}, {1,0,1,1,1,1,1,0,1}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)standing); } void Animation::runRightOne(int x, int y, N5110 &lcd) //displays running right sprite one { const int runRightOne[12][9] = { {0,0,0,0,1,1,1,0,0}, {0,0,0,0,1,1,1,0,0}, {0,0,0,0,1,1,1,0,0}, {1,1,1,0,0,0,0,0,0}, {1,0,1,1,1,1,1,0,0}, {1,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,1,1}, {0,0,1,1,1,1,1,0,0}, {0,0,1,0,0,0,0,1,0}, {0,0,1,0,0,0,0,1,0}, {1,1,0,0,0,0,0,0,1}, {0,0,0,0,0,0,0,0,1}, }; lcd.drawSprite(x,y,12,9,(int *)runRightOne); } void Animation::runRightTwo(int x, int y, N5110 &lcd) //displays running right sprite two { const int runRightTwo[12][9] = { {0,0,0,0,1,1,1,0,0}, {0,0,0,0,1,1,1,0,0}, {0,0,0,0,1,1,1,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)runRightTwo); } void Animation::runLeftOne(int x, int y, N5110 &lcd) //display running left sprite one { const int runLeftOne[12][9] = { {0,0,1,1,1,0,0,0,0}, {0,0,1,1,1,0,0,0,0}, {0,0,1,1,1,0,0,0,0}, {0,0,0,0,0,0,1,1,1}, {0,0,1,1,1,1,1,0,1}, {0,0,1,1,1,1,1,0,1}, {1,1,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,1,0,0,0,0,1,0,0}, {0,1,0,0,0,0,1,0,0}, {1,0,0,0,0,0,0,1,1}, {1,0,0,0,0,0,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)runLeftOne); } void Animation::runLeftTwo(int x, int y, N5110 &lcd) //displays running left sprite two { const int runLeftTwo[12][9] = { {0,0,1,1,1,0,0,0,0}, {0,0,1,1,1,0,0,0,0}, {0,0,1,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,0,1,1,1,1,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)runLeftTwo); } void Animation::walkRightOne(int x, int y, N5110 &lcd) //displays walking right sprite one { const int walkRightOne[12][9] = { {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,1,1,1,1,1,1,0,0}, {0,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,1,0,0,0,0,1,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)walkRightOne); } void Animation::walkRightTwo(int x, int y, N5110 &lcd) //displays walking right sprite two { const int walkRightTwo[12][9] = { {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,1,1,1,1,1,1,0,0}, {0,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,0,0}, {0,0,0,1,0,1,0,0,0}, {0,0,0,1,0,1,0,0,0}, {0,1,1,0,0,1,0,0,0}, {0,0,0,0,0,1,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)walkRightTwo); } void Animation::walkRightThree(int x, int y, N5110 &lcd) //displays walking right sprite three { const int walkRightThree[12][9] = { {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)walkRightThree); } void Animation::walkRightFour(int x, int y, N5110 &lcd) //displays walking right sprite four { const int walkRightFour[12][9] = { {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,0,1,0,0,1,0,0}, {0,0,0,1,0,0,1,0,0}, {0,0,0,1,0,1,0,0,0}, {0,0,0,1,0,1,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)walkRightFour); } void Animation::walkLeftOne(int x, int y, N5110 &lcd) //displays walking left sprite one { const int walkLeftOne[12][9] = { {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,0}, {0,0,1,1,1,1,1,1,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,0,1,0}, }; lcd.drawSprite(x,y,12,9,(int *)walkLeftOne); } void Animation::walkLeftTwo(int x, int y, N5110 &lcd) //displays walking left sprite two { const int walkLeftTwo[12][9] = { {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,0}, {0,0,1,1,1,1,1,1,0}, {0,0,0,1,0,1,0,0,0}, {0,0,0,1,0,1,0,0,0}, {0,0,0,1,0,0,1,1,0}, {0,0,0,1,0,0,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)walkLeftTwo); } void Animation::walkLeftThree(int x, int y, N5110 &lcd) //displays walking left sprite three { const int walkLeftThree[12][9] = { {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,0,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)walkLeftThree); } void Animation::walkLeftFour(int x, int y, N5110 &lcd) //displays walking left sprte four { const int walkLeftFour[12][9] = { {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,0,0,1,0,0,0}, {0,0,1,0,0,1,0,0,0}, {0,0,0,1,0,1,0,0,0}, {0,0,0,1,0,1,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)walkLeftFour); } void Animation::falling(int x, int y, N5110 &lcd) //displays falling sprite { const int falling[12][9] = { {1,0,0,1,1,1,0,0,1}, {1,0,0,1,1,1,0,0,1}, {1,0,0,1,1,1,0,0,1}, {1,0,0,0,0,0,0,0,1}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)falling); } void Animation::fallingLeft(int x, int y, N5110 &lcd) //displays falling left sprite { const int fallingLeft[12][9] = { {1,0,1,1,1,0,0,0,1}, {1,0,1,1,1,0,0,0,1}, {1,0,1,1,1,0,0,0,1}, {1,0,0,0,0,0,0,0,1}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,1,0,0,0,1,0,0,0}, {0,1,0,0,0,1,0,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,0,1,0,0,0,1,0}, }; lcd.drawSprite(x,y,12,9,(int *)fallingLeft); } void Animation::fallingRight(int x, int y, N5110 &lcd) //displays falling right sprite { const int fallingRight[12][9] = { {1,0,0,0,1,1,1,0,1}, {1,0,0,0,1,1,1,0,1}, {1,0,0,0,1,1,1,0,1}, {1,0,0,0,0,0,0,0,1}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,0,1,0,0,0,1,0}, {0,0,0,1,0,0,0,1,0}, {0,0,1,0,0,0,1,0,0}, {0,0,1,0,0,0,1,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)fallingRight); } void Animation::wallclingLeft(int x, int y, N5110 &lcd) //displays wall cligh left sprite { const int wallclingLeft[12][9] = { {1,0,1,1,1,0,0,0,0}, {1,0,1,1,1,0,0,0,0}, {1,0,1,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,0,0,0,0}, {1,1,1,1,1,0,0,0,0}, {1,1,1,1,1,0,1,0,0}, {1,1,1,1,1,0,1,0,0}, {0,1,0,1,0,0,0,0,0}, {1,0,0,1,0,0,0,0,0}, {1,0,1,0,0,0,0,0,0}, {1,1,0,0,0,0,0,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)wallclingLeft); } void Animation::wallclingRight(int x, int y, N5110 &lcd) //displays wall cling right sprite { const int wallclingLeft[12][9] = { {0,0,0,0,1,1,1,0,1}, {0,0,0,0,1,1,1,0,1}, {0,0,0,0,1,1,1,0,1}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,1}, {0,0,0,0,1,1,1,1,1}, {0,0,1,0,1,1,1,1,1}, {0,0,1,0,1,1,1,1,1}, {0,0,0,0,0,1,0,1,0}, {0,0,0,0,0,1,0,0,1}, {0,0,0,0,0,0,1,0,1}, {0,0,0,0,0,0,0,1,1}, }; lcd.drawSprite(x,y,12,9,(int *)wallclingLeft); } void Animation::deathOne(int x, int y, N5110 &lcd) //displays death sprite one { const int deathOne[12][9] = { {0,0,0,1,0,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,1,0,0,1,1,0,0,0}, {1,0,0,0,0,0,0,0,1}, {0,0,1,1,1,1,1,0,1}, {1,0,0,1,1,1,1,0,0}, {1,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,1}, {0,0,1,0,0,0,1,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,0,1,0,0}, }; lcd.drawSprite(x,y,12,9,(int *)deathOne); } void Animation::deathTwo(int x, int y, N5110 &lcd) //displays death sprite two { const int deathTwo[10][8] = { {0,0,0,0,0,1,0,0,}, {0,0,1,1,1,0,0,0,}, {0,0,0,0,1,0,0,1,}, {0,0,0,0,0,0,0,0,}, {0,0,1,1,1,1,0,0,}, {0,0,0,1,1,1,1,0,}, {0,1,1,1,1,1,1,0,}, {0,0,1,1,0,1,1,1,}, {0,0,1,0,0,0,1,0,}, {0,0,0,1,0,0,0,0,}, }; lcd.drawSprite(x,y,10,8,(int *)deathTwo); } void Animation::deathThree(int x, int y, N5110 &lcd) //displays death sprite three { const int deathThree[9][7] = { {0,0,0,0,0,0,0,}, {0,0,0,1,0,0,0,}, {0,0,0,0,1,0,0,}, {0,0,0,0,0,0,0,}, {0,0,0,1,1,1,0,}, {0,0,0,1,0,1,1,}, {0,0,1,1,1,0,1,}, {0,0,0,1,0,1,0,}, {0,0,1,0,0,0,0,}, }; lcd.drawSprite(x,y,9,7,(int *)deathThree); } void Animation::deathFour(int x, int y, N5110 &lcd) //displays death sprite four { const int deathFour[8][6] = { {0,0,0,0,0,0,}, {0,0,0,0,0,0,}, {0,0,0,0,0,0,}, {0,0,0,0,0,0,}, {0,0,0,1,0,0,}, {0,0,0,0,0,1,}, {0,0,0,1,1,0,}, {0,0,0,1,0,1,}, }; lcd.drawSprite(x,y,8,6,(int *)deathFour); } //output true if pixels beneath runner bool Animation::pixelsDown(int x, int y, N5110 &lcd) { if (lcd.getPixel(x,y+12) || lcd.getPixel(x+1,y+12) || lcd.getPixel(x+2,y+12) || lcd.getPixel(x+3,y+12) || lcd.getPixel(x+4,y+12) || lcd.getPixel(x+5,y+12) || lcd.getPixel(x+6,y+12) || lcd.getPixel(x+7,y+12) || lcd.getPixel(x+8,y+12)) { return true; } else { return false; } } //output true if pixels above runner bool Animation::pixelsUp(int x, int y, N5110 &lcd) { if (lcd.getPixel(x,y-1) || lcd.getPixel(x+1,y-1) || lcd.getPixel(x+2,y-1) || lcd.getPixel(x+3,y-1) || lcd.getPixel(x+4,y-1) || lcd.getPixel(x+5,y-1) || lcd.getPixel(x+6,y-1) || lcd.getPixel(x+7,y-1) || lcd.getPixel(x+8,y-1)) { return true; } else { return false; } } //output true if pixels left of runner bool Animation::pixelsLeft(int x, int y, N5110 &lcd) { if (lcd.getPixel(x-1,y) || lcd.getPixel(x-1,y+1) || lcd.getPixel(x-1,y+2) || lcd.getPixel(x-1,y+3) || lcd.getPixel(x-1,y+4) || lcd.getPixel(x-1,y+5) || lcd.getPixel(x-1,y+6) || lcd.getPixel(x-1,y+7) || lcd.getPixel(x-1,y+8) || lcd.getPixel(x-1,y+9) || lcd.getPixel(x-1,y+10) || lcd.getPixel(x-1,y+11)) { return true; } else { return false; } } //output true if pixels right of runner bool Animation::pixelsRight(int x, int y, N5110 &lcd) { if (lcd.getPixel(x+9,y) || lcd.getPixel(x+9,y+1) || lcd.getPixel(x+9,y+2) || lcd.getPixel(x+9,y+3) || lcd.getPixel(x+9,y+4) || lcd.getPixel(x+9,y+5) || lcd.getPixel(x+9,y+6) || lcd.getPixel(x+9,y+7) || lcd.getPixel(x+9,y+8) || lcd.getPixel(x+9,y+9) || lcd.getPixel(x+9,y+10) || lcd.getPixel(x+9,y+11)) { return true; } else { return false; } }