Race around the city collecting the flags while avoiding those that stand in the way of your mission. Make no mistake you will need to be quick to outwit your opponents, they are smart and will try to box you in. I wrote this game to prove that writing a game with scrolling scenery is possible even with the limited 6kB of RAM available. I had to compromise sound effects for features, I wanted multiple opponents, I wanted to be able to drop smoke bombs to trap the opponents but all this required memory so the sound effects had to take a back seat.

Dependencies:   mbed

LCD_ST7735/Bitmap2bpp.h

Committer:
taylorza
Date:
2015-02-01
Revision:
1:1b8125937f28
Parent:
0:d85c449aca6d

File content as of revision 1:1b8125937f28:

#ifndef __BITMAP2BPP_H__
#define __BITMAP2BPP_H__

class Bitmap2bpp
{
    public:
        Bitmap2bpp(const uint8_t *bitmap);
        Bitmap2bpp(uint16_t width, uint16_t height);
        ~Bitmap2bpp();
        
        inline uint16_t getWidth() { return _width; }
        inline uint16_t getHeight() { return _height; }
        inline uint16_t getStride() { return _stride; }
        
        inline uint8_t *getBitmapData() { return _pBitmapData; }
        
        void clear();
        
        void setPixel(int16_t x, int16_t y, uint16_t color);
        void fastHLine(int16_t x1, int16_t x2, int16_t y, uint16_t color);
        void fastVLine(int16_t y1, int16_t y2, int16_t x, uint16_t color);
        void drawBitmap(int16_t x, int16_t y, Bitmap2bpp &bmp, uint16_t srcX, uint16_t srcY, uint16_t srcWidth, uint16_t srcHeight, bool transparent);
        
                
    private:
        uint16_t    _width;
        uint16_t    _height;
        uint16_t    _stride;
        uint8_t     *_pBitmapData;
};

#endif //__BITMAP2BPP_H__