Finished Lab 4 Pt 1
Dependencies: mbed Sounds PinDetect
Diff: DrawMaze.cpp
- Revision:
- 0:daf9e2f8e1a1
diff -r 000000000000 -r daf9e2f8e1a1 DrawMaze.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/DrawMaze.cpp Fri Apr 05 19:46:26 2019 +0000 @@ -0,0 +1,54 @@ +#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); + } + } + } +} \ No newline at end of file