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Dependencies: mbed Gamepad N5110
Animation.cpp
00001 #include "Animation.h" 00002 00003 // nothing doing in the constructor and destructor 00004 Animation::Animation() 00005 { 00006 00007 } 00008 00009 00010 00011 Animation::~Animation() 00012 { 00013 00014 } 00015 00016 00017 00018 void Animation::standing(int x, int y, N5110 &lcd) //displays standing sprite 00019 { 00020 00021 const int standing[12][9] = { 00022 00023 {0,0,0,1,1,1,0,0,0}, 00024 {0,0,0,1,1,1,0,0,0}, 00025 {0,0,0,1,1,1,0,0,0}, 00026 {0,0,0,0,0,0,0,0,0}, 00027 {1,0,1,1,1,1,1,0,1}, 00028 {1,0,1,1,1,1,1,0,1}, 00029 {1,0,1,1,1,1,1,0,1}, 00030 {1,0,1,1,1,1,1,0,1}, 00031 {0,0,1,0,0,0,1,0,0}, 00032 {0,0,1,0,0,0,1,0,0}, 00033 {0,0,1,0,0,0,1,0,0}, 00034 {0,0,1,0,0,0,1,0,0}, 00035 00036 }; 00037 00038 lcd.drawSprite(x,y,12,9,(int *)standing); 00039 00040 } 00041 00042 00043 00044 void Animation::runRightOne(int x, int y, N5110 &lcd) //displays running right sprite one 00045 { 00046 00047 const int runRightOne[12][9] = { 00048 00049 {0,0,0,0,1,1,1,0,0}, 00050 {0,0,0,0,1,1,1,0,0}, 00051 {0,0,0,0,1,1,1,0,0}, 00052 {1,1,1,0,0,0,0,0,0}, 00053 {1,0,1,1,1,1,1,0,0}, 00054 {1,0,1,1,1,1,1,0,0}, 00055 {0,0,1,1,1,1,1,1,1}, 00056 {0,0,1,1,1,1,1,0,0}, 00057 {0,0,1,0,0,0,0,1,0}, 00058 {0,0,1,0,0,0,0,1,0}, 00059 {1,1,0,0,0,0,0,0,1}, 00060 {0,0,0,0,0,0,0,0,1}, 00061 00062 }; 00063 00064 lcd.drawSprite(x,y,12,9,(int *)runRightOne); 00065 00066 } 00067 00068 00069 00070 void Animation::runRightTwo(int x, int y, N5110 &lcd) //displays running right sprite two 00071 { 00072 00073 const int runRightTwo[12][9] = { 00074 00075 {0,0,0,0,1,1,1,0,0}, 00076 {0,0,0,0,1,1,1,0,0}, 00077 {0,0,0,0,1,1,1,0,0}, 00078 {0,0,0,0,0,0,0,0,0}, 00079 {0,0,1,1,1,1,1,0,0}, 00080 {0,0,1,1,1,1,1,0,0}, 00081 {0,0,1,1,1,1,1,0,0}, 00082 {0,0,1,1,1,1,1,0,0}, 00083 {0,0,1,1,1,1,0,0,0}, 00084 {0,0,0,1,1,1,0,0,0}, 00085 {0,0,0,0,1,0,0,0,0}, 00086 {0,0,0,0,1,0,0,0,0}, 00087 00088 }; 00089 00090 lcd.drawSprite(x,y,12,9,(int *)runRightTwo); 00091 00092 } 00093 00094 00095 00096 void Animation::runLeftOne(int x, int y, N5110 &lcd) //display running left sprite one 00097 { 00098 00099 const int runLeftOne[12][9] = { 00100 00101 {0,0,1,1,1,0,0,0,0}, 00102 {0,0,1,1,1,0,0,0,0}, 00103 {0,0,1,1,1,0,0,0,0}, 00104 {0,0,0,0,0,0,1,1,1}, 00105 {0,0,1,1,1,1,1,0,1}, 00106 {0,0,1,1,1,1,1,0,1}, 00107 {1,1,1,1,1,1,1,0,0}, 00108 {0,0,1,1,1,1,1,0,0}, 00109 {0,1,0,0,0,0,1,0,0}, 00110 {0,1,0,0,0,0,1,0,0}, 00111 {1,0,0,0,0,0,0,1,1}, 00112 {1,0,0,0,0,0,0,0,0}, 00113 00114 }; 00115 00116 lcd.drawSprite(x,y,12,9,(int *)runLeftOne); 00117 00118 } 00119 00120 00121 00122 void Animation::runLeftTwo(int x, int y, N5110 &lcd) //displays running left sprite two 00123 { 00124 00125 const int runLeftTwo[12][9] = { 00126 00127 {0,0,1,1,1,0,0,0,0}, 00128 {0,0,1,1,1,0,0,0,0}, 00129 {0,0,1,1,1,0,0,0,0}, 00130 {0,0,0,0,0,0,0,0,0}, 00131 {0,0,1,1,1,1,1,0,0}, 00132 {0,0,1,1,1,1,1,0,0}, 00133 {0,0,1,1,1,1,1,0,0}, 00134 {0,0,1,1,1,1,1,0,0}, 00135 {0,0,0,1,1,1,1,0,0}, 00136 {0,0,0,1,1,1,0,0,0}, 00137 {0,0,0,0,1,0,0,0,0}, 00138 {0,0,0,0,1,0,0,0,0}, 00139 00140 }; 00141 00142 lcd.drawSprite(x,y,12,9,(int *)runLeftTwo); 00143 00144 } 00145 00146 00147 00148 void Animation::walkRightOne(int x, int y, N5110 &lcd) //displays walking right sprite one 00149 { 00150 00151 const int walkRightOne[12][9] = { 00152 00153 {0,0,0,1,1,1,0,0,0}, 00154 {0,0,0,1,1,1,0,0,0}, 00155 {0,0,0,1,1,1,0,0,0}, 00156 {0,0,0,0,0,0,0,0,0}, 00157 {0,0,1,1,1,1,1,0,0}, 00158 {0,1,1,1,1,1,1,0,0}, 00159 {0,1,1,1,1,1,1,1,0}, 00160 {0,1,1,1,1,1,1,0,0}, 00161 {0,0,1,0,0,0,1,0,0}, 00162 {0,0,1,0,0,0,1,0,0}, 00163 {0,0,1,0,0,0,1,0,0}, 00164 {0,1,0,0,0,0,1,0,0}, 00165 00166 }; 00167 00168 lcd.drawSprite(x,y,12,9,(int *)walkRightOne); 00169 00170 } 00171 00172 00173 00174 void Animation::walkRightTwo(int x, int y, N5110 &lcd) //displays walking right sprite two 00175 { 00176 00177 const int walkRightTwo[12][9] = { 00178 00179 {0,0,0,1,1,1,0,0,0}, 00180 {0,0,0,1,1,1,0,0,0}, 00181 {0,0,0,1,1,1,0,0,0}, 00182 {0,0,0,0,0,0,0,0,0}, 00183 {0,0,1,1,1,1,1,0,0}, 00184 {0,1,1,1,1,1,1,0,0}, 00185 {0,1,1,1,1,1,1,1,0}, 00186 {0,1,1,1,1,1,1,0,0}, 00187 {0,0,0,1,0,1,0,0,0}, 00188 {0,0,0,1,0,1,0,0,0}, 00189 {0,1,1,0,0,1,0,0,0}, 00190 {0,0,0,0,0,1,0,0,0}, 00191 00192 }; 00193 00194 lcd.drawSprite(x,y,12,9,(int *)walkRightTwo); 00195 00196 } 00197 00198 00199 00200 void Animation::walkRightThree(int x, int y, N5110 &lcd) //displays walking right sprite three 00201 { 00202 00203 const int walkRightThree[12][9] = { 00204 00205 {0,0,0,1,1,1,0,0,0}, 00206 {0,0,0,1,1,1,0,0,0}, 00207 {0,0,0,1,1,1,0,0,0}, 00208 {0,0,0,0,0,0,0,0,0}, 00209 {0,0,1,1,1,1,1,0,0}, 00210 {0,0,1,1,1,1,1,0,0}, 00211 {0,0,1,1,1,1,1,0,0}, 00212 {0,0,1,1,1,1,1,0,0}, 00213 {0,0,0,0,1,1,0,0,0}, 00214 {0,0,0,0,1,1,0,0,0}, 00215 {0,0,0,1,1,0,0,0,0}, 00216 {0,0,0,0,1,0,0,0,0}, 00217 00218 }; 00219 00220 lcd.drawSprite(x,y,12,9,(int *)walkRightThree); 00221 00222 } 00223 00224 00225 00226 void Animation::walkRightFour(int x, int y, N5110 &lcd) //displays walking right sprite four 00227 { 00228 00229 const int walkRightFour[12][9] = { 00230 00231 {0,0,0,1,1,1,0,0,0}, 00232 {0,0,0,1,1,1,0,0,0}, 00233 {0,0,0,1,1,1,0,0,0}, 00234 {0,0,0,0,0,0,0,0,0}, 00235 {0,0,1,1,1,1,1,0,0}, 00236 {0,0,1,1,1,1,1,0,0}, 00237 {0,0,1,1,1,1,1,0,0}, 00238 {0,0,1,1,1,1,1,0,0}, 00239 {0,0,0,1,0,0,1,0,0}, 00240 {0,0,0,1,0,0,1,0,0}, 00241 {0,0,0,1,0,1,0,0,0}, 00242 {0,0,0,1,0,1,0,0,0}, 00243 00244 }; 00245 00246 lcd.drawSprite(x,y,12,9,(int *)walkRightFour); 00247 00248 } 00249 00250 00251 00252 void Animation::walkLeftOne(int x, int y, N5110 &lcd) //displays walking left sprite one 00253 { 00254 00255 const int walkLeftOne[12][9] = { 00256 00257 {0,0,0,1,1,1,0,0,0}, 00258 {0,0,0,1,1,1,0,0,0}, 00259 {0,0,0,1,1,1,0,0,0}, 00260 {0,0,0,0,0,0,0,0,0}, 00261 {0,0,1,1,1,1,1,0,0}, 00262 {0,0,1,1,1,1,1,1,0}, 00263 {0,1,1,1,1,1,1,1,0}, 00264 {0,0,1,1,1,1,1,1,0}, 00265 {0,0,1,0,0,0,1,0,0}, 00266 {0,0,1,0,0,0,1,0,0}, 00267 {0,0,1,0,0,0,1,0,0}, 00268 {0,0,1,0,0,0,0,1,0}, 00269 00270 }; 00271 00272 lcd.drawSprite(x,y,12,9,(int *)walkLeftOne); 00273 00274 } 00275 00276 00277 00278 void Animation::walkLeftTwo(int x, int y, N5110 &lcd) //displays walking left sprite two 00279 { 00280 00281 const int walkLeftTwo[12][9] = { 00282 00283 {0,0,0,1,1,1,0,0,0}, 00284 {0,0,0,1,1,1,0,0,0}, 00285 {0,0,0,1,1,1,0,0,0}, 00286 {0,0,0,0,0,0,0,0,0}, 00287 {0,0,1,1,1,1,1,0,0}, 00288 {0,0,1,1,1,1,1,1,0}, 00289 {0,1,1,1,1,1,1,1,0}, 00290 {0,0,1,1,1,1,1,1,0}, 00291 {0,0,0,1,0,1,0,0,0}, 00292 {0,0,0,1,0,1,0,0,0}, 00293 {0,0,0,1,0,0,1,1,0}, 00294 {0,0,0,1,0,0,0,0,0}, 00295 00296 }; 00297 00298 lcd.drawSprite(x,y,12,9,(int *)walkLeftTwo); 00299 00300 } 00301 00302 00303 00304 void Animation::walkLeftThree(int x, int y, N5110 &lcd) //displays walking left sprite three 00305 { 00306 00307 const int walkLeftThree[12][9] = { 00308 00309 {0,0,0,1,1,1,0,0,0}, 00310 {0,0,0,1,1,1,0,0,0}, 00311 {0,0,0,1,1,1,0,0,0}, 00312 {0,0,0,0,0,0,0,0,0}, 00313 {0,0,1,1,1,1,1,0,0}, 00314 {0,0,1,1,1,1,1,0,0}, 00315 {0,0,1,1,1,1,1,0,0}, 00316 {0,0,1,1,1,1,1,0,0}, 00317 {0,0,0,1,1,0,0,0,0}, 00318 {0,0,0,1,1,0,0,0,0}, 00319 {0,0,0,0,1,1,0,0,0}, 00320 {0,0,0,0,1,0,0,0,0}, 00321 00322 }; 00323 00324 lcd.drawSprite(x,y,12,9,(int *)walkLeftThree); 00325 00326 } 00327 00328 00329 00330 void Animation::walkLeftFour(int x, int y, N5110 &lcd) //displays walking left sprte four 00331 { 00332 00333 const int walkLeftFour[12][9] = { 00334 00335 {0,0,0,1,1,1,0,0,0}, 00336 {0,0,0,1,1,1,0,0,0}, 00337 {0,0,0,1,1,1,0,0,0}, 00338 {0,0,0,0,0,0,0,0,0}, 00339 {0,0,1,1,1,1,1,0,0}, 00340 {0,0,1,1,1,1,1,0,0}, 00341 {0,0,1,1,1,1,1,0,0}, 00342 {0,0,1,1,1,1,1,0,0}, 00343 {0,0,1,0,0,1,0,0,0}, 00344 {0,0,1,0,0,1,0,0,0}, 00345 {0,0,0,1,0,1,0,0,0}, 00346 {0,0,0,1,0,1,0,0,0}, 00347 00348 }; 00349 00350 lcd.drawSprite(x,y,12,9,(int *)walkLeftFour); 00351 00352 } 00353 00354 00355 00356 void Animation::falling(int x, int y, N5110 &lcd) //displays falling sprite 00357 { 00358 00359 const int falling[12][9] = { 00360 {1,0,0,1,1,1,0,0,1}, 00361 {1,0,0,1,1,1,0,0,1}, 00362 {1,0,0,1,1,1,0,0,1}, 00363 {1,0,0,0,0,0,0,0,1}, 00364 {0,0,1,1,1,1,1,0,0}, 00365 {0,0,1,1,1,1,1,0,0}, 00366 {0,0,1,1,1,1,1,0,0}, 00367 {0,0,1,1,1,1,1,0,0}, 00368 {0,0,1,0,0,0,1,0,0}, 00369 {0,0,1,0,0,0,1,0,0}, 00370 {0,0,1,0,0,0,1,0,0}, 00371 {0,0,1,0,0,0,1,0,0}, 00372 00373 }; 00374 00375 lcd.drawSprite(x,y,12,9,(int *)falling); 00376 00377 } 00378 00379 00380 00381 void Animation::fallingLeft(int x, int y, N5110 &lcd) //displays falling left sprite 00382 { 00383 00384 const int fallingLeft[12][9] = { 00385 {1,0,1,1,1,0,0,0,1}, 00386 {1,0,1,1,1,0,0,0,1}, 00387 {1,0,1,1,1,0,0,0,1}, 00388 {1,0,0,0,0,0,0,0,1}, 00389 {0,0,1,1,1,1,1,0,0}, 00390 {0,0,1,1,1,1,1,0,0}, 00391 {0,0,1,1,1,1,1,0,0}, 00392 {0,0,1,1,1,1,1,0,0}, 00393 {0,1,0,0,0,1,0,0,0}, 00394 {0,1,0,0,0,1,0,0,0}, 00395 {0,0,1,0,0,0,1,0,0}, 00396 {0,0,0,1,0,0,0,1,0}, 00397 00398 }; 00399 00400 lcd.drawSprite(x,y,12,9,(int *)fallingLeft); 00401 00402 } 00403 00404 00405 00406 void Animation::fallingRight(int x, int y, N5110 &lcd) //displays falling right sprite 00407 { 00408 00409 const int fallingRight[12][9] = { 00410 {1,0,0,0,1,1,1,0,1}, 00411 {1,0,0,0,1,1,1,0,1}, 00412 {1,0,0,0,1,1,1,0,1}, 00413 {1,0,0,0,0,0,0,0,1}, 00414 {0,0,1,1,1,1,1,0,0}, 00415 {0,0,1,1,1,1,1,0,0}, 00416 {0,0,1,1,1,1,1,0,0}, 00417 {0,0,1,1,1,1,1,0,0}, 00418 {0,0,0,1,0,0,0,1,0}, 00419 {0,0,0,1,0,0,0,1,0}, 00420 {0,0,1,0,0,0,1,0,0}, 00421 {0,0,1,0,0,0,1,0,0}, 00422 00423 }; 00424 00425 lcd.drawSprite(x,y,12,9,(int *)fallingRight); 00426 00427 } 00428 00429 00430 00431 void Animation::wallclingLeft(int x, int y, N5110 &lcd) //displays wall cligh left sprite 00432 { 00433 00434 const int wallclingLeft[12][9] = { 00435 {1,0,1,1,1,0,0,0,0}, 00436 {1,0,1,1,1,0,0,0,0}, 00437 {1,0,1,1,1,0,0,0,0}, 00438 {0,0,0,0,0,0,0,0,0}, 00439 {1,1,1,1,1,0,0,0,0}, 00440 {1,1,1,1,1,0,0,0,0}, 00441 {1,1,1,1,1,0,1,0,0}, 00442 {1,1,1,1,1,0,1,0,0}, 00443 {0,1,0,1,0,0,0,0,0}, 00444 {1,0,0,1,0,0,0,0,0}, 00445 {1,0,1,0,0,0,0,0,0}, 00446 {1,1,0,0,0,0,0,0,0}, 00447 00448 }; 00449 00450 lcd.drawSprite(x,y,12,9,(int *)wallclingLeft); 00451 00452 } 00453 00454 00455 00456 void Animation::wallclingRight(int x, int y, N5110 &lcd) //displays wall cling right sprite 00457 { 00458 00459 const int wallclingLeft[12][9] = { 00460 {0,0,0,0,1,1,1,0,1}, 00461 {0,0,0,0,1,1,1,0,1}, 00462 {0,0,0,0,1,1,1,0,1}, 00463 {0,0,0,0,0,0,0,0,0}, 00464 {0,0,0,0,1,1,1,1,1}, 00465 {0,0,0,0,1,1,1,1,1}, 00466 {0,0,1,0,1,1,1,1,1}, 00467 {0,0,1,0,1,1,1,1,1}, 00468 {0,0,0,0,0,1,0,1,0}, 00469 {0,0,0,0,0,1,0,0,1}, 00470 {0,0,0,0,0,0,1,0,1}, 00471 {0,0,0,0,0,0,0,1,1}, 00472 00473 }; 00474 00475 lcd.drawSprite(x,y,12,9,(int *)wallclingLeft); 00476 00477 } 00478 00479 00480 00481 void Animation::deathOne(int x, int y, N5110 &lcd) //displays death sprite one 00482 { 00483 00484 const int deathOne[12][9] = { 00485 00486 {0,0,0,1,0,1,0,0,0}, 00487 {0,0,0,1,1,1,0,0,0}, 00488 {0,1,0,0,1,1,0,0,0}, 00489 {1,0,0,0,0,0,0,0,1}, 00490 {0,0,1,1,1,1,1,0,1}, 00491 {1,0,0,1,1,1,1,0,0}, 00492 {1,0,1,1,1,1,1,0,0}, 00493 {0,0,1,1,1,1,1,0,1}, 00494 {0,0,1,0,0,0,1,0,0}, 00495 {0,0,0,0,0,0,0,0,0}, 00496 {0,0,1,0,0,0,0,0,0}, 00497 {0,0,0,0,0,0,1,0,0}, 00498 00499 }; 00500 00501 lcd.drawSprite(x,y,12,9,(int *)deathOne); 00502 00503 } 00504 00505 00506 00507 void Animation::deathTwo(int x, int y, N5110 &lcd) //displays death sprite two 00508 { 00509 00510 const int deathTwo[10][8] = { 00511 00512 {0,0,0,0,0,1,0,0,}, 00513 {0,0,1,1,1,0,0,0,}, 00514 {0,0,0,0,1,0,0,1,}, 00515 {0,0,0,0,0,0,0,0,}, 00516 {0,0,1,1,1,1,0,0,}, 00517 {0,0,0,1,1,1,1,0,}, 00518 {0,1,1,1,1,1,1,0,}, 00519 {0,0,1,1,0,1,1,1,}, 00520 {0,0,1,0,0,0,1,0,}, 00521 {0,0,0,1,0,0,0,0,}, 00522 00523 00524 }; 00525 00526 lcd.drawSprite(x,y,10,8,(int *)deathTwo); 00527 00528 } 00529 00530 00531 00532 void Animation::deathThree(int x, int y, N5110 &lcd) //displays death sprite three 00533 { 00534 00535 const int deathThree[9][7] = { 00536 00537 {0,0,0,0,0,0,0,}, 00538 {0,0,0,1,0,0,0,}, 00539 {0,0,0,0,1,0,0,}, 00540 {0,0,0,0,0,0,0,}, 00541 {0,0,0,1,1,1,0,}, 00542 {0,0,0,1,0,1,1,}, 00543 {0,0,1,1,1,0,1,}, 00544 {0,0,0,1,0,1,0,}, 00545 {0,0,1,0,0,0,0,}, 00546 00547 00548 }; 00549 00550 lcd.drawSprite(x,y,9,7,(int *)deathThree); 00551 00552 } 00553 00554 00555 00556 void Animation::deathFour(int x, int y, N5110 &lcd) //displays death sprite four 00557 { 00558 00559 const int deathFour[8][6] = { 00560 00561 {0,0,0,0,0,0,}, 00562 {0,0,0,0,0,0,}, 00563 {0,0,0,0,0,0,}, 00564 {0,0,0,0,0,0,}, 00565 {0,0,0,1,0,0,}, 00566 {0,0,0,0,0,1,}, 00567 {0,0,0,1,1,0,}, 00568 {0,0,0,1,0,1,}, 00569 00570 00571 }; 00572 00573 lcd.drawSprite(x,y,8,6,(int *)deathFour); 00574 00575 } 00576 00577 00578 //output true if pixels beneath runner 00579 bool Animation::pixelsDown(int x, int y, N5110 &lcd) 00580 { 00581 00582 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)) { 00583 return true; 00584 } else { 00585 return false; 00586 } 00587 00588 } 00589 00590 00591 //output true if pixels above runner 00592 bool Animation::pixelsUp(int x, int y, N5110 &lcd) 00593 { 00594 00595 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)) { 00596 return true; 00597 } else { 00598 return false; 00599 } 00600 } 00601 00602 00603 //output true if pixels left of runner 00604 bool Animation::pixelsLeft(int x, int y, N5110 &lcd) 00605 { 00606 00607 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)) { 00608 return true; 00609 } else { 00610 return false; 00611 } 00612 } 00613 00614 00615 //output true if pixels right of runner 00616 bool Animation::pixelsRight(int x, int y, N5110 &lcd) 00617 { 00618 00619 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)) { 00620 return true; 00621 } else { 00622 return false; 00623 } 00624 }
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