Finished V1
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
graphics.h
- Committer:
- trich9
- Date:
- 2019-11-24
- Revision:
- 5:2fb023cdc666
- Parent:
- 4:2297a714936f
File content as of revision 5:2fb023cdc666:
#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, int needBoat); /** * 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); //MYCODE void draw_NPC(int u, int v); void draw_ladder(int u, int v); void draw_key(int u, int v); void draw_sonar(int u, int v); void draw_treasure(int u, int v); void draw_gate(int u, int v); void draw_water(int u, int v); void draw_waterS1(int u, int v); void draw_waterS2(int u, int v); void draw_rock(int u, int v); void draw_wood(int u, int v); void draw_prisoner(int u, int v); void draw_expPnt(int u, int v); /** * Draw the upper status bar. */ void draw_upper_status(int playerX, int playerY); /** * Draw the lower status bar. */ void draw_lower_status(); /** * Draw the border for the map. */ void draw_border(); #endif // GRAPHICS_H