Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
graphics.h
- Committer:
- nasiromar
- Date:
- 2021-12-03
- Revision:
- 18:760dd68e939e
- Parent:
- 16:06a88c0110ff
File content as of revision 18:760dd68e939e:
#ifndef GRAPHICS_H #define GRAPHICS_H /** * Draws the player. This depends on the player state, so it is not a DrawFunc. */ void draw_player(int u, int v, int key); /** * Takes a string image and draws it to the screen. The string is 121 characters * long, and represents an 11x11 tile in row-major ordering (across, then down, * like a regular multi-dimensional array). The available colors are: * R = Red * Y = Yellow * G = Green * D = Brown ("dirt") * 5 = Light grey (50%) * 3 = Dark grey (30%) * Any other character is black * More colors can be easily added by following the pattern already given. */ void draw_img(int u, int v, const char* img); /** * DrawFunc functions. * These can be used as the MapItem draw functions. */ void draw_nothing(int u, int v); void draw_wall(int u, int v); void draw_plant(int u, int v); /** * Draw the upper status bar. */ void draw_upper_status(int x, int y, int coin); /** * Draw the lower status bar. */ void draw_lower_status(int hp, int mp); void draw_spell(char spell); /** * Draw the border for the map. */ void draw_start(); void draw_border(); void draw_gameover(); void draw_win(); void draw_fire(int u, int v); void draw_key(int u, int v); void draw_npc(int u, int v); void draw_npc2(int u, int v); void draw_goblin(int u, int v); void draw_eye(int u, int v); void draw_store(int u, int v); void draw_merch(int u, int v); void draw_chest(int u , int v); void draw_castle(int u, int v); void draw_kindom(int u, int v); void draw_portal(int u, int v); void draw_door(int u, int v); void draw_dragon(int u, int v); void draw_portal2(int u, int v); #endif // GRAPHICS_H