baseline features - a little buggy
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: graphics.cpp
- Revision:
- 0:95264f964374
- Child:
- 1:4421c1e849e9
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/graphics.cpp Mon Mar 29 21:17:26 2021 -0400 @@ -0,0 +1,56 @@ +#include "graphics.h" +#include "globals.h" + +#define YELLOW 0xFFFF00 +#define GREEN 0x00FF00 +#define WHITE 0xFFFFFF +#define BLACK 0x000000 +#define BROWN 0xD2691E +#define DIRT BROWN +#define RED 0xFF0000 +#define ORANGE 0xFFA500 +void draw_img(int u, int v, const char* img) +{ + int colors[11*11]; + for (int i = 0; i < 11*11; i++) + { + if (img[i] == 'R') colors[i] = RED; + else if (img[i] == 'Y') colors[i] = YELLOW; + else if (img[i] == 'G') colors[i] = GREEN; + else if (img[i] == 'D') colors[i] = DIRT; + // else if (img[i] == '5') colors[i] = LGREY; + // else if (img[i] == '3') colors[i] = DGREY; + else colors[i] = BLACK; + } + uLCD.BLIT(u, v, 11, 11, colors); + wait_us(250); // Recovery time! +} + +void draw_player(int u, int v, int key) +{ + uLCD.filled_rectangle(u, v, u+11, v+11, WHITE); +} + +void draw_nothing(boundingBox b) +{ + // Erase a bounding box + uLCD.filled_rectangle(b.topLeft.x, b.topLeft.y, b.bottomRight.x, b.bottomRight.y, BLACK); +} + +void draw_bomb(boundingBox b) +{ + // Draw an apple using a filled_rectangle or get creative and use a sprite! + uLCD.filled_rectangle(b.topLeft.x, b.topLeft.y, b.bottomRight.x, b.bottomRight.y, RED); +} + +void draw_banana(boundingBox b) +{ + // Draw a banana using a filled_rectangle or get creative and use a sprite! + uLCD.filled_rectangle(b.topLeft.x, b.topLeft.y, b.bottomRight.x, b.bottomRight.y, YELLOW); +} + +void draw_orange(boundingBox b) +{ +// Draw an orange using a filled_rectangle or get creative and use a sprite! + uLCD.filled_rectangle(b.topLeft.x, b.topLeft.y, b.bottomRight.x, b.bottomRight.y, ORANGE); +}