ECE 2035 final project

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
npatel387
Date:
Mon Apr 15 12:25:08 2019 +0000
Revision:
2:22d36e7740f1
Parent:
0:35660d7952f7
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);
npatel387 2:22d36e7740f1 32 void draw_startNPC(int u, int v);
npatel387 2:22d36e7740f1 33 void draw_cave(int u, int v);
npatel387 2:22d36e7740f1 34 void draw_swordInStone(int u, int v);
npatel387 2:22d36e7740f1 35 void draw_elvarg(int u, int v);
npatel387 2:22d36e7740f1 36 void draw_gate(int u, int v);
npatel387 2:22d36e7740f1 37 void draw_treasure(int u, int v);
npatel387 2:22d36e7740f1 38 void draw_boulder(int u, int v);
npatel387 2:22d36e7740f1 39 void draw_phat(int u, int v);
npatel387 2:22d36e7740f1 40 void draw_rolling(int u, int v);
rconnorlawson 0:35660d7952f7 41 /**
rconnorlawson 0:35660d7952f7 42 * Draw the upper status bar.
rconnorlawson 0:35660d7952f7 43 */
npatel387 2:22d36e7740f1 44 void draw_upper_status(int x_pos, int y_pos);
rconnorlawson 0:35660d7952f7 45
rconnorlawson 0:35660d7952f7 46 /**
rconnorlawson 0:35660d7952f7 47 * Draw the lower status bar.
rconnorlawson 0:35660d7952f7 48 */
npatel387 2:22d36e7740f1 49 void draw_lower_status(int health, int phats);
rconnorlawson 0:35660d7952f7 50
npatel387 2:22d36e7740f1 51 void draw_bad();
npatel387 2:22d36e7740f1 52 void draw_good();
npatel387 2:22d36e7740f1 53 void draw_start();
npatel387 2:22d36e7740f1 54 void draw_menu(int omnipotent, int sword, int shield, int platebody, int key);
rconnorlawson 0:35660d7952f7 55 /**
rconnorlawson 0:35660d7952f7 56 * Draw the border for the map.
rconnorlawson 0:35660d7952f7 57 */
rconnorlawson 0:35660d7952f7 58 void draw_border();
rconnorlawson 0:35660d7952f7 59
rconnorlawson 0:35660d7952f7 60 #endif // GRAPHICS_H