Update for spelling etc. in comments!

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Bodmer committed 2023-12-07 20:35:59 +00:00
1 parent aefcf5af63
commit d506a3c49d
197 files changed
+1006 -757

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@@ -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 accommodated,
this size requires 40kBytes of RAM for a 16 bit color depth.
this size requires 40kBytes of RAM for a 16-bit color depth.
When 8 bit color depth sprites are created they occupy
When 8-bit color depth sprites are created they occupy
(width * height) bytes in RAM, so larger sprites can be
created, or the RAM required is halved.
@@ -39,7 +39,7 @@ TFT_eSPI tft = TFT_eSPI(); // Declare object "tft"
TFT_eSprite spr = TFT_eSprite(&tft); // Declare Sprite object "spr" with pointer to "tft" object
byte red = 31; // Red is the top 5 bits of a 16 bit colour value
byte red = 31; // Red is the top 5 bits of a 16-bit colour value
byte green = 0;// Green is the middle 6 bits
byte blue = 0; // Blue is the bottom 5 bits
byte state = 0;
@@ -59,7 +59,7 @@ void setup()
// Initialise the TFT registers
tft.init();
spr.setColorDepth(4);
spr.setcolorDepth(4);
// Create a sprite of defined size
spr.createSprite(WIDTH, HEIGHT);
@@ -99,7 +99,7 @@ void loop(void)
}
// #########################################################################
// Return a 16 bit rainbow colour
// Return a 16-bit rainbow colour
// #########################################################################
unsigned int rainbow()
{