A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
Peripherals/N5110/Bitmap.h
- Committer:
- el17sm
- Date:
- 2019-05-09
- Revision:
- 61:901871a7c6ff
- Parent:
- 30:ec915d24d3e9
File content as of revision 61:901871a7c6ff:
#ifndef BITMAP_H #define BITMAP_H #include <vector> // Forward declarations class N5110; /** * @brief A black & white bitmap that can be rendered on an N5110 screen * @author Alex Valavanis <a.valavanis@leeds.ac.uk> * * @code // First declare the pixel map data using '1' for black, // or '0' for white pixels static int sprite_data[] = { 0,0,1,0,0, 0,1,1,1,0, 0,0,1,0,0, 0,1,1,1,0, 1,1,1,1,1, 1,1,1,1,1, 1,1,0,1,1, 1,1,0,1,1 }; // Instantiate the Bitmap object using the data above Bitmap sprite(sprite_data, 8, 5); // Specify rows and columns in sprite // We can render the bitmap wherever we want on the screen sprite.render(lcd, 20, 6); // x and y locations for rendering sprite.render(lcd, 30, 10); // We can also print its values to the terminal sprite.print(); * @endcode */ class Bitmap { private: /** * @brief The contents of the drawing, with pixels stored in row-major order * @details '1' represents a black pixel; '0' represents white */ std::vector<int> _contents; unsigned int _height; ///< The height of the drawing in pixels unsigned int _width; ///< The width of the drawing in pixels public: Bitmap(int const *contents, unsigned int const height, unsigned int const width); int get_pixel(unsigned int const row, unsigned int const column) const; void print() const; void render(N5110 &lcd, unsigned int const x0, unsigned int const y0) const; }; #endif // BITMAP_H