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