Finished Lab 4 Pt 1
Dependencies: mbed Sounds PinDetect
DrawMaze.cpp
- Committer:
- trmontgomery
- Date:
- 2019-04-05
- Revision:
- 0:daf9e2f8e1a1
File content as of revision 0:daf9e2f8e1a1:
#include "uLCD_4DGL.h" #include "BuzzyGraphics.h" #include "Buzzy.h" extern uLCD_4DGL guLCD; extern char gDynaMaze[MAZE_NUM_ROW][MAZE_NUM_COL]; extern Buzzy gBuzzy; ///////////////////////////////////////////////////////////////////// // The maze is a scaled down version of the LCD display // Each element in the maze is really a 3x3 segment of the LCD // This must be taken into account when drawing the maze on the LCD // Draw a wall tile when void DrawMazeWall(int const &x1, int const &y1) { int ii = 3*x1+1; int jj = 3*y1+1; guLCD.filled_rectangle(ii-1, jj-1, ii+1, jj+1, _BLUE); } /* ////////////////////////////////////////////////////////////////////// Use the following #defines to determine which icon to draw in the LCD #define BLUE_SQUARE 1 #define HONEYDROP_SQUARE 2 #define PWRUP_SQUARE 3 #define GHOST_ICON 4 #define BUZZY_ICON 5 #define TRAP_LINE 6 When drawing the ghosts draw one of each color */ void DrawMaze() { for (int ii = 0 ; ii < MAZE_NUM_ROW ; ii++) { for (int jj = 0 ; jj < MAZE_NUM_COL ; jj++) { if (gDynaMaze[ii][jj] == HONEYDROP_SQUARE){ guLCD.BLIT(ii*3, jj*3, 3, 3, &HoneyDropIcon[0][0]); } else if (gDynaMaze[ii][jj] == BLUE_SQUARE){ DrawMazeWall(ii, jj); } else if (gDynaMaze[ii][jj] == PWRUP_SQUARE){ guLCD.BLIT((ii*3+1)-4, (jj*3+1)-4, 9, 9, &PowerUpIcon[0][0]); } else if (gDynaMaze[ii][jj] == GHOST_ICON){ guLCD.BLIT((ii*3)-4, (jj*3)-4, 9, 9, &VioletGhost[0][0][0]); } else if (gDynaMaze[ii][jj] == BUZZY_ICON){ guLCD.BLIT((3*ii+1)-4, (3*jj+1)-4, 9, 9, &BuzzyIcon[0][0][0]); gBuzzy.SetLocation(ii,jj); } } } }