Rony Stephan / Mbed 2 deprecated 2035_rpg_game_fall2021

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

graphics.h

Committer:
ranroun3
Date:
2021-12-01
Revision:
21:9c414fbf4a6f
Parent:
20:762297435411
Child:
22:397601b1cdb4

File content as of revision 21:9c414fbf4a6f:

#ifndef GRAPHICS_H
#define GRAPHICS_H
//#include "map.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_stairs(int u, int v);
void draw_npc(int u, int v);
void draw_boss(int u, int v);
void draw_dead(int u, int v);

void draw_water(int u, int v);
void draw_fire(int u, int v);
void draw_taco(int u, int v);
void draw_red(int u, int v);
void draw_blue(int u , int v);
void draw_door(int u, int v);
void draw_treasure(int u, int v);
void draw_hammer(int u, int v);
void draw_healthPotion(int u, int v);
void draw_heart(int u, int v);

/**
 * Draw the upper status bar.
 EDIT: I edited this header to accept player x and y coordinates
 */
void draw_upper_status(int currX, int currY, int health, int lives);

/**
 * Draw the lower status bar.
 */ 
void draw_lower_status(int item, int potion1, int potion2, bool firstDraw);

/**
 * Draw the border for the map.
 */
void draw_border();

#endif // GRAPHICS_H