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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