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134 lines
5.6 KiB
C
134 lines
5.6 KiB
C
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/*****************************************************************************
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* Product: "Fly'n'Shoot" game example
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* Last Updated for Version: 4.5.00
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* Date of the Last Update: May 18, 2012
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*
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* Q u a n t u m L e a P s
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* ---------------------------
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* innovating embedded systems
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*
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* Copyright (C) 2002-2012 Quantum Leaps, LLC. All rights reserved.
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*
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* This program is open source software: you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as published
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* by the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* Alternatively, this program may be distributed and modified under the
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* terms of Quantum Leaps commercial licenses, which expressly supersede
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* the GNU General Public License and are specifically designed for
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* licensees interested in retaining the proprietary status of their code.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Contact information:
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* Quantum Leaps Web sites: http://www.quantum-leaps.com
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* http://www.state-machine.com
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* e-mail: info@quantum-leaps.com
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*****************************************************************************/
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#ifndef game_h
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#define game_h
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enum GameSignals { /* signals used in the game */
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TIME_TICK_SIG = Q_USER_SIG, /* published from tick ISR */
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PLAYER_TRIGGER_SIG, /* published by Player (ISR) to trigger the Missile */
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PLAYER_QUIT_SIG, /* published by Player (ISR) to quit the game */
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GAME_OVER_SIG, /* published by Ship when it finishes exploding */
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/* insert other published signals here ... */
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MAX_PUB_SIG, /* the last published signal */
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PLAYER_SHIP_MOVE_SIG, /* posted by Player (ISR) to the Ship to move it */
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BLINK_TIMEOUT_SIG, /* signal for Tunnel's blink timeout event */
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SCREEN_TIMEOUT_SIG, /* signal for Tunnel's screen timeout event */
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TAKE_OFF_SIG, /* from Tunnel to Ship to grant permission to take off */
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HIT_WALL_SIG, /* from Tunnel to Ship when Ship hits the wall */
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HIT_MINE_SIG, /* from Mine to Ship or Missile when it hits the mine */
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SHIP_IMG_SIG, /* from Ship to the Tunnel to draw and check for hits */
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MISSILE_IMG_SIG, /* from Missile the Tunnel to draw and check for hits */
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MINE_IMG_SIG, /* sent by Mine to the Tunnel to draw the mine */
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MISSILE_FIRE_SIG, /* sent by Ship to the Missile to fire */
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DESTROYED_MINE_SIG, /* from Missile to Ship when Missile destroyed Mine */
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EXPLOSION_SIG, /* from any exploding object to render the explosion */
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MINE_PLANT_SIG, /* from Tunnel to the Mine to plant it */
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MINE_DISABLED_SIG, /* from Mine to Tunnel when it becomes disabled */
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MINE_RECYCLE_SIG, /* sent by Tunnel to Mine to recycle the mine */
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SCORE_SIG, /* from Ship to Tunnel to adjust game level based on score */
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MAX_SIG /* the last signal (keep always last) */
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};
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typedef struct ObjectPosEvtTag {
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QEvt super; /* extend the QEvt class */
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uint8_t x; /* the x-position of the object */
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uint8_t y; /* new y-position of the object */
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} ObjectPosEvt;
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typedef struct ObjectImageEvtTag {
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QEvt super; /* extend the QEvt class */
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uint8_t x; /* the x-position of the object */
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int8_t y; /* the y-position of the object */
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uint8_t bmp; /* the bitmap ID representing the object */
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} ObjectImageEvt;
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typedef struct MineEvtTag {
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QEvt super; /* extend the QEvt class */
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uint8_t id; /* the ID of the Mine */
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} MineEvt;
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typedef struct ScoreEvtTag {
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QEvt super; /* extend the QEvt class */
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uint16_t score; /* the current score */
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} ScoreEvt;
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#define GAME_SCREEN_WIDTH BSP_SCREEN_WIDTH
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#define GAME_SCREEN_HEIGHT BSP_SCREEN_HEIGHT
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#define GAME_MINES_MAX 5
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#define GAME_MINES_DIST_MIN 10
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#define GAME_SPEED_X 1
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#define GAME_MISSILE_SPEED_X 2
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#define GAME_SHIP_X 10
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#define GAME_SHIP_Y (GAME_SCREEN_HEIGHT / 2)
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enum GameBitmapIds {
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PRESS_BUTTON_BMP,
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SHIP_BMP,
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MISSILE_BMP,
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MINE1_BMP,
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MINE2_BMP,
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MINE2_MISSILE_BMP,
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EXPLOSION0_BMP,
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EXPLOSION1_BMP,
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EXPLOSION2_BMP,
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EXPLOSION3_BMP,
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MAX_BMP
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};
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/* active objects' "constructors" */
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void Tunnel_ctor (void);
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void Ship_ctor (void);
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void Missile_ctor(void);
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/* opaque pointers to active objects in the application */
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extern QActive * const AO_Tunnel;
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extern QActive * const AO_Ship;
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extern QActive * const AO_Missile;
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uint8_t do_bitmaps_overlap(uint8_t bmp_id1, uint8_t x1, uint8_t y1,
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uint8_t bmp_id2, uint8_t x2, uint8_t y2);
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/* instantiation of the Mines orthogonal components */
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QHsm *Mine1_ctor(uint8_t id);
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QHsm *Mine2_ctor(uint8_t id);
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#endif /* game_h */
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