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Dependencies: mbed
GraphicEngine/GraphicEngine.cpp
- Committer:
- el19tb
- Date:
- 2020-05-07
- Revision:
- 5:6e3afee7eac3
- Parent:
- 4:aae7f8d4ab78
- Child:
- 7:1dce07fd0867
File content as of revision 5:6e3afee7eac3:
#include "GraphicEngine.h" N5110 lcd; // TO DO: // -> make multiple lanes of cars (first manually then automatically) // -> make one lane go other direction // -> make a safety lane // -> make a logs // -> make turtles // -> make the ocean (if collision with ocean then dead) // -> make multiple lives // -> point system // -> make the sprite images // -> make background object (sprite of entire screen) // -> make menu screen // -> collision // -> make sprite of safety lanes // -> make snake object // -> make turtles disappear after a certain time // BONUS: // --> make multiple levels // --> time constraint // -> crocodile (level 3) only (jump on body) // -> snake on log (level 3) GraphicEngine::GraphicEngine(Chicken *chicken){ this->chick = chicken; } void GraphicEngine::init(){ lcd.init(); } void GraphicEngine::showChicken(){ //fill the chicken with black color lcd.drawRect(chick->x, chick->y, chick->width, chick->width, FILL_BLACK); } void GraphicEngine::showCar(Car *car){ // safety lane lcd.drawRect(0, 48 - 4, 84, 4, FILL_TRANSPARENT); lcd.drawRect(0, 48 - 4*6, 84, 4, FILL_TRANSPARENT); // draw to screen // create an enum to determine the vehicle type for(int y = 0; y < 2; y++){ showIndividualCar(&car[y]); } } void GraphicEngine::showIndividualCar(Car *car){ DrawCar temp_car; temp_car.x = car->vehicle.x; temp_car.y = car->vehicle.y; temp_car.width = car->vehicle.width; temp_car.height = car->vehicle.height; displayCar(temp_car); } void GraphicEngine::displayCar(DrawCar &size){ lcd.drawRect(size.x, size.y, size.width, size.height, FILL_BLACK); } void GraphicEngine::printTest(){ lcd.printString("SQUISHED", 1, 2); } void GraphicEngine::contrast(){ lcd.setContrast(0.4); } void GraphicEngine::clear(){ lcd.clear(); } void GraphicEngine::refresh(){ lcd.refresh(); } void GraphicEngine::backLightOn(){ lcd.backLightOn(); }