Adventure game written for ECE2035 at the Georgia Institute of Technology
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
graphics.cpp
- Committer:
- trmontgomery
- Date:
- 2018-04-17
- Revision:
- 2:0876296d9473
- Parent:
- 0:35660d7952f7
- Child:
- 3:289762133fd6
File content as of revision 2:0876296d9473:
#include "graphics.h" #include "globals.h" char heart[122] = "BPPPVBBPPPV" "PPPPPVPPPPP" "PPPPPPPPPPP" "PPPPPPPPPPP" "PPPPPPPPPPP" "PPPPPPPPPPP" "PPPPPPPPPPP" "PPPPPPPPPPP" "BPPPPPPPPPV" "BBBBBBBBBBB" "BBBBBBBBBBB"; void draw_player(int u, int v, int key) { uLCD.filled_rectangle(u, v, u+11, v+11, RED); } void draw_npc(int u, int v) { uLCD.filled_rectangle(u, v, u+11, v+11, YELLOW); } #define BROWN 0xD2691E #define DIRT BROWN 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 if (img[i] == 'P') colors[i] = PINK1; else if (img[i] == 'V') colors[i] = LIGHTPINK; else colors[i] = BLACK; } uLCD.BLIT(u, v, 11, 11, colors); wait_us(250); // Recovery time! } void draw_nothing(int u, int v) { // Fill a tile with blackness uLCD.filled_rectangle(u, v, u+10, v+10, BLACK); } void draw_wall(int u, int v) { uLCD.filled_rectangle(u, v, u+10, v+10, BLUE); } void draw_door(int u, int v) { uLCD.filled_rectangle(u, v, u+5, v+5, RED); } void draw_plant(int u, int v) { uLCD.filled_rectangle(u, v, u+10, v+10, GREEN); } void draw_spike(int u, int v) { uLCD.triangle(u, v, u+10, v+10, u, v+10, PINK1); } #define GRAY 0x9096A0 void draw_rock(int u, int v) { uLCD.filled_rectangle(u, v, u+10, v+10, GRAY); } void draw_goal(int u, int v) { uLCD.filled_rectangle(u, v, u+10, v+10, BROWN); } void draw_upper_status(int health) { // Draw bottom border of status bar if (health == 0){ uLCD.filled_rectangle(health, 9, 127, 0, GREEN); } else{ uLCD.filled_rectangle(0, 9, health+10, 0, RED); } //draw_img(0, 0, heart); // Add other status info drawing code here } void draw_lower_status(int x, int y) { //uLCD.filled_rectangle(0, 128, 128, 110, 0x000000); // Draw top border of status bar //uLCD.line(0, 118, 127, 118, GREEN); // Add other status info drawing code here char str[30]; sprintf(str, "Coord: (%d, %d)", x, y); uLCD.text_mode(OPAQUE); uLCD.textbackground_color(BLACK); uLCD.text_string(str, 0, 15, FONT_7X8, 0xFFFFFF); } void draw_border() { uLCD.filled_rectangle(0, 9, 127, 14, WHITE); // Top uLCD.filled_rectangle(0, 13, 2, 114, WHITE); // Left uLCD.filled_rectangle(0, 114, 127, 117, WHITE); // Bottom uLCD.filled_rectangle(124, 14, 127, 117, WHITE); // Right } void draw_game_over(){ uLCD.filled_rectangle(0, 128, 128, 0, WHITE); uLCD.locate(1,5); uLCD.text_mode(TRANSPARENT); uLCD.color(BLACK); uLCD.printf("GAME OVER!"); }