Finished Lab 4 Pt 1

Dependencies:   mbed Sounds PinDetect

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);
+            }
+        }
+    }
+}
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