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https://github.com/QuantumLeaps/qpc.git
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145 lines
4.7 KiB
C
145 lines
4.7 KiB
C
/*****************************************************************************
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* Model: game.qm
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* File: ./game.h
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*
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* This code has been generated by QM tool (see state-machine.com/qm).
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* DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost.
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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.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* for more details.
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*****************************************************************************/
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/*${.::game.h} .............................................................*/
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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_UP_SIG, /* posted by Player (ISR) to Ship to move it up */
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PLAYER_SHIP_DOWN_SIG, /* posted by Player (ISR) to Ship to let if fall */
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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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/*${Events::ObjectPosEvt} ..................................................*/
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typedef struct {
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/* protected: */
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QEvt super;
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/* public: */
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uint8_t x;
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uint8_t y;
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} ObjectPosEvt;
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/*${Events::ObjectImageEvt} ................................................*/
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typedef struct {
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/* protected: */
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QEvt super;
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/* public: */
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uint8_t x;
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int8_t y;
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uint8_t bmp;
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} ObjectImageEvt;
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/*${Events::MineEvt} .......................................................*/
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typedef struct {
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/* protected: */
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QEvt super;
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/* public: */
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uint8_t id;
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} MineEvt;
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/*${Events::ScoreEvt} ......................................................*/
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typedef struct {
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/* protected: */
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QEvt super;
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/* public: */
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uint16_t score;
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} ScoreEvt;
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#define GAME_TUNNEL_WIDTH BSP_SCREEN_WIDTH
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#define GAME_TUNNEL_HEIGHT (BSP_SCREEN_HEIGHT - 10U)
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#define GAME_MINES_MAX 5U
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#define GAME_MINES_DIST_MIN 10U
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#define GAME_SPEED_X 1U
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#define GAME_MISSILE_SPEED_X 2U
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#define GAME_SHIP_X 10U
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#define GAME_SHIP_Y (GAME_TUNNEL_HEIGHT / 2U)
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#define GAME_WALLS_GAP_Y 50U
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#define GAME_WALLS_MIN_GAP_Y 20U
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enum GameBitmapIds {
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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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/*${AOs::Tunnel_ctor} ......................................................*/
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void Tunnel_ctor(void);
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/*${AOs::Ship_ctor} ........................................................*/
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void Ship_ctor(void);
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/*${AOs::Missile_ctor} .....................................................*/
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void Missile_ctor(void);
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/* instantiation of the Mines orthogonal components */
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/*${AOs::Mine1_ctor} .......................................................*/
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QMsm * Mine1_ctor(uint8_t id);
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/*${AOs::Mine2_ctor} .......................................................*/
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QMsm * Mine2_ctor(uint8_t id);
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/* opaque pointers to active objects in the application */
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extern QMActive * const AO_Tunnel;
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extern QMActive * const AO_Ship;
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extern QMActive * const AO_Missile;
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#endif /* game_h */
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