baseline features - a little buggy

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

graphics.cpp

Committer:
DCchico
Date:
2021-03-29
Revision:
0:95264f964374
Child:
1:4421c1e849e9

File content as of revision 0:95264f964374:

#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);
}