Game For ECE 2035

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Revision:
7:862062ffca62
Parent:
6:c9695079521d
Child:
9:cbb9cfb1f6c5
--- a/graphics.cpp	Fri Nov 19 22:03:25 2021 +0000
+++ b/graphics.cpp	Sat Nov 20 03:37:50 2021 +0000
@@ -8,6 +8,11 @@
 #include "portal.cpp"
 #include "tree.cpp"
 #include "npc.cpp"
+#include "door.cpp"
+#include "dragon.cpp"
+#include "portal2.cpp"
+#include "kindom.cpp"
+
 /*
 In this file put all your graphical functions (don't forget to declare them first
 in graphics.h). So when you want to draw something use this file. One cool function
@@ -43,6 +48,16 @@
     wait_us(250); // Recovery time!
 }
 
+
+void draw_gameover(){
+    uLCD.filled_rectangle(0,0,127,127, BLACK);
+    uLCD.set_font(FONT_8X8);
+    uLCD.text_mode(OPAQUE);
+    uLCD.locate(6,6);
+    uLCD.printf("GAME OVER");
+}
+
+
 void draw_nothing(int u, int v)
 {
     // Fill a tile with blackness
@@ -74,15 +89,35 @@
     uLCD.BLIT(u,v,11,11,portal_arr);
 }
 
+void draw_portal2(int u, int v)
+{
+    uLCD.BLIT(u,v,11,11,portal2_arr);
+}
+
 void draw_castle(int u, int v)
 {
     uLCD.BLIT(u,v,11,11,castle_arr);
 }
 
+void draw_kindom(int u, int v)
+{
+    uLCD.BLIT(u,v,11,11,kindom_arr);
+}
+
+
+void draw_door(int u, int v){
+     uLCD.BLIT(u,v,11,11,door_arr);
+}
+
+void draw_dragon(int u, int v){
+     uLCD.BLIT(u,v,11,11,dragon_arr);
+}
+
 void draw_chest(int u, int v){
      uLCD.BLIT(u,v,11,11,chest);
 }
 
+
 void draw_upper_status(int player_x, int player_y)
 {
     uLCD.locate(0,0);