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Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
graphics.h
00001 #ifndef GRAPHICS_H 00002 #define GRAPHICS_H 00003 00004 00005 /** 00006 * Draws the player. This depends on the player state, so it is not a DrawFunc. 00007 */ 00008 void draw_player(int u, int v, int key); 00009 00010 /** 00011 * Takes a string image and draws it to the screen. The string is 121 characters 00012 * long, and represents an 11x11 tile in row-major ordering (across, then down, 00013 * like a regular multi-dimensional array). The available colors are: 00014 * R = Red 00015 * Y = Yellow 00016 * G = Green 00017 * D = Brown ("dirt") 00018 * 5 = Light grey (50%) 00019 * 3 = Dark grey (30%) 00020 * Any other character is black 00021 * More colors can be easily added by following the pattern already given. 00022 */ 00023 void draw_img(int u, int v, const char* img); 00024 00025 /** 00026 * DrawFunc functions. 00027 * These can be used as the MapItem draw functions. 00028 */ 00029 void draw_nothing(int u, int v); 00030 void draw_wall(int u, int v); 00031 void draw_plant(int u, int v); 00032 void draw_netPortal(int u, int v); 00033 void draw_terminal(int u, int v); 00034 void draw_hacked_terminal(int u, int v); 00035 void draw_NPC(int u, int v); 00036 void draw_door(int u, int v); 00037 void draw_boots(int u, int v); 00038 void draw_printer(int u, int v); 00039 void draw_teleport(int u, int v); 00040 void draw_gun(int u, int v); 00041 00042 /** 00043 * Draw the upper status bar. 00044 */ 00045 void draw_upper_status(int x, int y); 00046 00047 /** 00048 * Draw the lower status bar. 00049 */ 00050 void draw_lower_status(int money); 00051 00052 /** 00053 * Draw the border for the map. 00054 */ 00055 void draw_border(); 00056 00057 void draw_menu_1(); 00058 void draw_menu_2(); 00059 00060 #endif // GRAPHICS_H
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