Undertale

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
cdong49
Date:
Sat Apr 13 21:11:27 2019 +0000
Revision:
3:ab8f2b4b44b0
Parent:
2:3caab2cc0476
Final

Who changed what in which revision?

UserRevisionLine numberNew contents of line
rconnorlawson 0:35660d7952f7 1 #ifndef GRAPHICS_H
rconnorlawson 0:35660d7952f7 2 #define GRAPHICS_H
rconnorlawson 0:35660d7952f7 3
rconnorlawson 0:35660d7952f7 4
rconnorlawson 0:35660d7952f7 5 /**
rconnorlawson 0:35660d7952f7 6 * Draws the player. This depends on the player state, so it is not a DrawFunc.
rconnorlawson 0:35660d7952f7 7 */
rconnorlawson 0:35660d7952f7 8 void draw_player(int u, int v, int key);
rconnorlawson 0:35660d7952f7 9
rconnorlawson 0:35660d7952f7 10 /**
rconnorlawson 0:35660d7952f7 11 * Takes a string image and draws it to the screen. The string is 121 characters
rconnorlawson 0:35660d7952f7 12 * long, and represents an 11x11 tile in row-major ordering (across, then down,
rconnorlawson 0:35660d7952f7 13 * like a regular multi-dimensional array). The available colors are:
rconnorlawson 0:35660d7952f7 14 * R = Red
rconnorlawson 0:35660d7952f7 15 * Y = Yellow
rconnorlawson 0:35660d7952f7 16 * G = Green
rconnorlawson 0:35660d7952f7 17 * D = Brown ("dirt")
rconnorlawson 0:35660d7952f7 18 * 5 = Light grey (50%)
rconnorlawson 0:35660d7952f7 19 * 3 = Dark grey (30%)
rconnorlawson 0:35660d7952f7 20 * Any other character is black
rconnorlawson 0:35660d7952f7 21 * More colors can be easily added by following the pattern already given.
rconnorlawson 0:35660d7952f7 22 */
rconnorlawson 0:35660d7952f7 23 void draw_img(int u, int v, const char* img);
rconnorlawson 0:35660d7952f7 24
rconnorlawson 0:35660d7952f7 25 /**
rconnorlawson 0:35660d7952f7 26 * DrawFunc functions.
rconnorlawson 0:35660d7952f7 27 * These can be used as the MapItem draw functions.
rconnorlawson 0:35660d7952f7 28 */
rconnorlawson 0:35660d7952f7 29 void draw_nothing(int u, int v);
rconnorlawson 0:35660d7952f7 30 void draw_wall(int u, int v);
rconnorlawson 0:35660d7952f7 31 void draw_plant(int u, int v);
rconnorlawson 0:35660d7952f7 32
cdong49 2:3caab2cc0476 33 void draw_sign(int u, int v);
cdong49 2:3caab2cc0476 34 void draw_door_locked(int u, int v);
cdong49 2:3caab2cc0476 35 void draw_door_unlocked(int u, int v);
cdong49 2:3caab2cc0476 36 void draw_flowey_friendly(int u, int v);
cdong49 2:3caab2cc0476 37 void draw_flowey_wink(int u, int v);
cdong49 2:3caab2cc0476 38 void draw_flowey_creepy(int u, int v);
cdong49 2:3caab2cc0476 39 void draw_toby(int u, int v);
cdong49 2:3caab2cc0476 40 void draw_toby_bone(int u, int v);
cdong49 2:3caab2cc0476 41 void draw_red_button(int u, int v);
cdong49 2:3caab2cc0476 42 void draw_green_button(int u, int v);
cdong49 2:3caab2cc0476 43 void draw_blue_button(int u, int v);
cdong49 2:3caab2cc0476 44 void draw_river_man(int u, int v);
cdong49 2:3caab2cc0476 45 void draw_heart(int u, int v);
cdong49 2:3caab2cc0476 46 void draw_start();
cdong49 3:ab8f2b4b44b0 47 void draw_chest(int u, int v);
cdong49 3:ab8f2b4b44b0 48 void draw_menu(char* task, char* hint, int health_count, int key, int chest, int run);
cdong49 3:ab8f2b4b44b0 49 void draw_game_over();
cdong49 3:ab8f2b4b44b0 50 void draw_leaf(int u, int v);
cdong49 3:ab8f2b4b44b0 51 void draw_wood(int u, int v);
rconnorlawson 0:35660d7952f7 52 /**
rconnorlawson 0:35660d7952f7 53 * Draw the upper status bar.
rconnorlawson 0:35660d7952f7 54 */
cdong49 2:3caab2cc0476 55 void draw_upper_status(int x, int y);
rconnorlawson 0:35660d7952f7 56
rconnorlawson 0:35660d7952f7 57 /**
rconnorlawson 0:35660d7952f7 58 * Draw the lower status bar.
rconnorlawson 0:35660d7952f7 59 */
rconnorlawson 0:35660d7952f7 60 void draw_lower_status();
rconnorlawson 0:35660d7952f7 61
rconnorlawson 0:35660d7952f7 62 /**
rconnorlawson 0:35660d7952f7 63 * Draw the border for the map.
rconnorlawson 0:35660d7952f7 64 */
rconnorlawson 0:35660d7952f7 65 void draw_border();
rconnorlawson 0:35660d7952f7 66
rconnorlawson 0:35660d7952f7 67 #endif // GRAPHICS_H