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//****************************************************************************
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// Product: "Fly 'n' Shoot" game example on EFM32-SLSTK3401A board
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// Last updated for version 5.8.1
// Last updated on 2016-12-12
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//
// Q u a n t u m L e a P s
// ---------------------------
// innovating embedded systems
//
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// Copyright (C) Quantum Leaps, LLC. All rights reserved.
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//
// This program is open source software: you can redistribute it and/or
// modify it under the terms of the GNU General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
//
// Alternatively, this program may be distributed and modified under the
// terms of Quantum Leaps commercial licenses, which expressly supersede
// the GNU General Public License and are specifically designed for
// licensees interested in retaining the proprietary status of their code.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// Contact information:
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// http://www.state-machine.com
// mailto:info@state-machine.com
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//****************************************************************************
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#ifndef bsp_h
#define bsp_h
namespace GAME {
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uint32_t const BSP_TICKS_PER_SEC = static_cast<uint32_t>(33);
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uint32_t const BSP_SCREEN_WIDTH = static_cast<uint32_t>(128);
uint32_t const BSP_SCREEN_HEIGHT = static_cast<uint32_t>(128);
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void BSP_init(void);
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void BSP_terminate(int16_t result);
void BSP_updateScreen(void);
void BSP_clearFB(void);
void BSP_clearWalls(void);
void BSP_paintString(uint8_t x, uint8_t y, char const *str);
void BSP_paintBitmap(uint8_t x, uint8_t y, uint8_t bmp_id);
void BSP_advanceWalls(uint8_t top, uint8_t bottom);
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void BSP_updateScore(uint16_t score);
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bool BSP_isThrottle(void); // is the throttle button depressed?
bool BSP_doBitmapsOverlap(uint8_t bmp_id1, uint8_t x1, uint8_t y1,
uint8_t bmp_id2, uint8_t x2, uint8_t y2);
bool BSP_isWallHit(uint8_t bmp_id, uint8_t x, uint8_t y);
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void BSP_displayOn(void);
void BSP_displayOff(void);
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void BSP_randomSeed(uint32_t seed); // random seed
uint32_t BSP_random(void); // pseudo-random generator
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extern QP::QActive *the_Ticker0;
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} // namespace GAME
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#endif // bsp_h