//**************************************************************************** // Product: "Fly 'n' Shoot" game example on EFM32-SLSTK3401A board // Last updated for version 5.8.1 // Last updated on 2016-12-12 // // Q u a n t u m L e a P s // --------------------------- // innovating embedded systems // // Copyright (C) Quantum Leaps, LLC. All rights reserved. // // 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 // (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 . // // Contact information: // http://www.state-machine.com // mailto:info@state-machine.com //**************************************************************************** #ifndef bsp_h #define bsp_h namespace GAME { uint32_t const BSP_TICKS_PER_SEC = static_cast(33); uint32_t const BSP_SCREEN_WIDTH = static_cast(128); uint32_t const BSP_SCREEN_HEIGHT = static_cast(128); void BSP_init(void); 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); void BSP_updateScore(uint16_t score); 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); void BSP_displayOn(void); void BSP_displayOff(void); void BSP_randomSeed(uint32_t seed); // random seed uint32_t BSP_random(void); // pseudo-random generator extern QP::QActive *the_Ticker0; } // namespace GAME #endif // bsp_h