Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: graphics.cpp
- Revision:
- 7:862062ffca62
- Parent:
- 6:c9695079521d
- Child:
- 9:cbb9cfb1f6c5
diff -r c9695079521d -r 862062ffca62 graphics.cpp --- 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);