Adventure game written for ECE2035 at the Georgia Institute of Technology

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

graphics.h

Committer:
trmontgomery
Date:
2019-10-26
Revision:
5:93a4c396c1af
Parent:
4:cdc54191ff07

File content as of revision 5:93a4c396c1af:

#ifndef GRAPHICS_H
#define GRAPHICS_H

#define PINK1 0xF442EB //P
#define LIGHTPINK 0xF2B0EE //V
#define YELLOW 0xFFFF00





/**
 * Draws the player. This depends on the player state, so it is not a DrawFunc.
 */
void draw_player(int u, int v, int key);
void draw_npc(int u, int v);
void draw_rock(int u, int v);
void draw_door(int u, int v);
void draw_goal(int u, int v);
void draw_game_over();
void draw_house_floor(int u, int v);
void draw_road(int u, int v);
void draw_lbush(int u, int v);
void draw_gem1(int u, int v);
void draw_gem2(int u, int v);
void draw_gem3(int u, int v);
void draw_rhouse1(int u, int v);
void draw_rhouse2(int u, int v);
void draw_bhouse1(int u, int v);
void draw_bhouse2(int u, int v);

/**
 * 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_spike(int u, int v);

/**
 * Draw the upper status bar.
 */
void draw_upper_status(int health);

/**
 * Draw the lower status bar.
 */ 
void draw_lower_status(int x, int y);

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

#endif // GRAPHICS_H