This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user