ECE 2035 final project
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
graphics.h
- Committer:
- npatel387
- Date:
- 2019-04-15
- Revision:
- 2:22d36e7740f1
- Parent:
- 0:35660d7952f7
File content as of revision 2:22d36e7740f1:
#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); void draw_startNPC(int u, int v); void draw_cave(int u, int v); void draw_swordInStone(int u, int v); void draw_elvarg(int u, int v); void draw_gate(int u, int v); void draw_treasure(int u, int v); void draw_boulder(int u, int v); void draw_phat(int u, int v); void draw_rolling(int u, int v); /** * Draw the upper status bar. */ void draw_upper_status(int x_pos, int y_pos); /** * Draw the lower status bar. */ void draw_lower_status(int health, int phats); void draw_bad(); void draw_good(); void draw_start(); void draw_menu(int omnipotent, int sword, int shield, int platebody, int key); /** * Draw the border for the map. */ void draw_border(); #endif // GRAPHICS_H