This commit is contained in:
topicchi
2024-09-24 16:54:39 +00:00
parent e3ca99e4db
commit c7a68c0205
332 changed files with 6098 additions and 4139 deletions

View File

@@ -14,12 +14,12 @@
any position. If there is sufficient RAM then the Sprite can
be the same size as the screen and used as a frame buffer.
A 16 bit Sprite occupies (2 * width * height) bytes in RAM.
A 16-bit Sprite occupies (2 * width * height) bytes in RAM.
On a ESP8266 Sprite sizes up to 126 x 160 can be accomodated,
this size requires 40kBytes of RAM for a 16 bit colour depth.
On a ESP8266 Sprite sizes up to 126 x 160 can be accommodated,
this size requires 40kBytes of RAM for a 16-bit colour depth.
When 8 bit colour depth sprites are created they occupy
When 8-bit colour depth sprites are created they occupy
(width * height) bytes in RAM, so larger sprites can be
created, or the RAM required is halved.
@@ -46,7 +46,7 @@ void setup()
// Initialise the TFT registers
tft.init();
// Optionally set colour depth to 8 or 16 bits, default is 16 if not spedified
// Optionally set colour depth to 8 or 16 bits, default is 16 if not specified
// spr.setColorDepth(8);
// Create a sprite of defined size
@@ -123,7 +123,7 @@ void loop(void)
{
if (updateTime <= millis())
{
// Use time delay so sprtie does not move fast when not all on screen
// Use time delay so sprite does not move fast when not all on screen
updateTime = millis() + wait;
// Push the sprite to the TFT screen