multiplayer pong game for LPC 1768
Dependencies: mbed MbedJSONValue mbed-rtos Adafruit_ST7735 Adafruit_GFX EthernetInterface DebouncedInterrupt
graphics.cpp
- Committer:
- vsoltan
- Date:
- 2020-11-16
- Revision:
- 24:05eb0b0ab554
- Parent:
- 23:c38680c32552
- Child:
- 26:ebadab157abe
File content as of revision 24:05eb0b0ab554:
#include "graphics.h" Graphics::Graphics() { printf("\n\rInitializing Graphics: initializing TFT\n\r"); this->tft = new Adafruit_ST7735(P_MOSI, P_MISO, P_SOCK, P_CS, P_RS, P_DC); printf("Initializing Graphics: optimizing display for resolution\n\r"); tft->initR(INITR_144GREENTAB); tft->setTextColor(ST7735_WHITE); } void Graphics::renderLaunchScreen() { tft->fillScreen(LAUNCH_SCREEN_COLOR); tft->setTextCursor(15, 20); tft->printf("%s", "Multiplayer Pong"); tft->setTextCursor(15, 80); tft->printf("%s", "press any button"); tft->setTextCursor(15, 90); tft->printf("%s", "to continue"); } void Graphics::renderWaitingRoom() { tft->fillScreen(WAITING_SCREEN_COLOR); tft->setTextCursor(5, 20); tft->printf("%s", "Waiting For Player"); } void Graphics::renderBall(GameState *gs) { Coord ball_loc = gs->getBallLocation(); tft->drawPixel(ball_loc.x, ball_loc.y, ST7735_WHITE); } void Graphics::eraseBall(GameState *gs) { Coord ball_loc = gs->getBallLocation(); tft->drawPixel(ball_loc.x, ball_loc.y, BACKGROUND_COLOR); } void Graphics::renderPlayers(GameState *gs) { int8_t topPaddleRenderPos = gs->getPlayerLocation(0).x; int8_t bottomPaddleRenderPos = gs->getPlayerLocation(1).x; uint16_t top_color = YOUR_PADDLE_COLOR; uint16_t bottom_color = OTHER_PADDLE_COLOR; if (gs->getLocalPlayerNum() == 1) { top_color = OTHER_PADDLE_COLOR; bottom_color = YOUR_PADDLE_COLOR; } // draw top paddle tft->drawFastHLine(bottomPaddleRenderPos - PADDLE_WIDTH / 2, ELEVATION, PADDLE_WIDTH, top_color); // draw bottom paddle tft->drawFastHLine(topPaddleRenderPos - PADDLE_WIDTH / 2, 127 - ELEVATION, PADDLE_WIDTH, bottom_color); } void Graphics::erasePlayers(GameState *gs) { int8_t topPaddleRenderPos = gs->getPlayerLocation(0).x; int8_t bottomPaddleRenderPos = gs->getPlayerLocation(1).x; // draw top paddle tft->drawFastHLine(bottomPaddleRenderPos - PADDLE_WIDTH / 2, ELEVATION, PADDLE_WIDTH, BACKGROUND_COLOR); // draw bottom paddle tft->drawFastHLine(topPaddleRenderPos - PADDLE_WIDTH / 2, 127 - ELEVATION, PADDLE_WIDTH, BACKGROUND_COLOR); } void Graphics::renderGameState(GameState *gs) { renderBall(gs); renderPlayers(gs); } void Graphics::eraseGameState(GameState *gs) { eraseBall(gs); erasePlayers(gs); } void Graphics::reset() { tft->fillScreen(BACKGROUND_COLOR); }