142 lines
4.1 KiB
C++
142 lines
4.1 KiB
C++
/*
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Sketch to show how a Sprite is created, how to draw pixels
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and text within the Sprite and then push the Sprite onto
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the display screen.
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Example for library:
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https://github.com/Bodmer/TFT_eSPI
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A Sprite is notionally an invisible graphics screen that is
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kept in the processors RAM. Graphics can be drawn into the
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Sprite just as it can be drawn directly to the screen. Once
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the Sprite is completed it can be plotted onto the screen in
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any position. If there is sufficient RAM then the Sprite can
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be the same size as the screen and used as a frame buffer.
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A 16 bit Sprite occupies (2 * width * height) bytes in RAM.
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On a ESP8266 Sprite sizes up to 126 x 160 can be accommodated,
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this size requires 40kBytes of RAM for a 16 bit colour depth.
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When 8 bit colour depth sprites are created they occupy
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(width * height) bytes in RAM, so larger sprites can be
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created, or the RAM required is halved.
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*/
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// Set delay after plotting the sprite
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#define DELAY 1000
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// Width and height of sprite
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#define WIDTH 128
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#define HEIGHT 128
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#include <TFT_eSPI.h> // Include the graphics library (this includes the sprite functions)
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TFT_eSPI tft = TFT_eSPI(); // Declare object "tft"
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TFT_eSprite spr = TFT_eSprite(&tft); // Declare Sprite object "spr" with pointer to "tft" object
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void setup()
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{
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Serial.begin(250000);
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Serial.println();
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// Initialise the TFT registers
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tft.init();
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// Optionally set colour depth to 8 or 16 bits, default is 16 if not specified
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// spr.setColorDepth(8);
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// Create a sprite of defined size
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spr.createSprite(WIDTH, HEIGHT);
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// Clear the TFT screen to blue
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tft.fillScreen(TFT_BLUE);
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}
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void loop(void)
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{
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// Fill the whole sprite with black (Sprite is in memory so not visible yet)
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spr.fillSprite(TFT_BLACK);
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// Number of pixels to draw
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uint16_t n = 100;
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// Draw 100 random colour pixels at random positions in sprite
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while (n--)
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{
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uint16_t colour = random(0x10000); // Returns colour 0 - 0xFFFF
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int16_t x = random(WIDTH); // Random x coordinate
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int16_t y = random(HEIGHT); // Random y coordinate
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spr.drawPixel( x, y, colour); // Draw pixel in sprite
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}
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// Draw some lines
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spr.drawLine(1, 0, WIDTH, HEIGHT-1, TFT_GREEN);
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spr.drawLine(0, 0, WIDTH, HEIGHT, TFT_GREEN);
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spr.drawLine(0, 1, WIDTH-1, HEIGHT, TFT_GREEN);
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spr.drawLine(0, HEIGHT-1, WIDTH-1, 0, TFT_RED);
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spr.drawLine(0, HEIGHT, WIDTH, 0, TFT_RED);
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spr.drawLine(1, HEIGHT, WIDTH, 1, TFT_RED);
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// Draw some text with Middle Centre datum
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spr.setTextDatum(MC_DATUM);
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spr.drawString("Sprite", WIDTH / 2, HEIGHT / 2, 4);
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// Now push the sprite to the TFT at position 0,0 on screen
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spr.pushSprite(-40, -40);
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spr.pushSprite(tft.width() / 2 - WIDTH / 2, tft.height() / 2 - HEIGHT / 2);
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spr.pushSprite(tft.width() - WIDTH + 40, tft.height() - HEIGHT + 40);
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delay(DELAY);
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// Fill TFT screen with blue
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tft.fillScreen(TFT_BLUE);
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// Draw a blue rectangle in sprite so when we move it 1 pixel it does not leave a trail
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// on the blue screen background
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spr.drawRect(0, 0, WIDTH, HEIGHT, TFT_BLUE);
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int x = tft.width() / 2 - WIDTH / 2;
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int y = tft.height() / 2 - HEIGHT / 2;
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uint32_t updateTime = 0; // time for next update
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while (true)
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{
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// Random movement direction
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int dx = 1; if (random(2)) dx = -1;
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int dy = 1; if (random(2)) dy = -1;
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// Pull it back onto screen if it wanders off
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if (x < -WIDTH/2) dx = 1;
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if (x >= tft.width()-WIDTH/2) dx = -1;
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if (y < -HEIGHT/2) dy = 1;
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if (y >= tft.height()-HEIGHT/2) dy = -1;
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// Draw it 50 time, moving in random direct or staying still
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n = 50;
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int wait = random (50);
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while (n)
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{
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if (updateTime <= millis())
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{
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// Use time delay so sprite does not move fast when not all on screen
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updateTime = millis() + wait;
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// Push the sprite to the TFT screen
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spr.pushSprite(x, y);
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// Change coord for next loop
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x += dx;
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y += dy;
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n--;
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yield(); // Stop watchdog reset
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}
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}
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} // Infinite while, will not exit!
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}
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