////////////////////////////////////////////////////////////////////////////// // Product: "Fly 'n' Shoot" game example // Last Updated for Version: 4.5.02 // Date of the Last Update: Aug 09, 2012 // // Q u a n t u m L e a P s // --------------------------- // innovating embedded systems // // Copyright (C) 2002-2012 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 2 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: // Quantum Leaps Web sites: http://www.quantum-leaps.com // http://www.state-machine.com // e-mail: info@quantum-leaps.com ////////////////////////////////////////////////////////////////////////////// #ifndef bsp_h #define bsp_h namespace GAME { uint32_t const BSP_TICKS_PER_SEC = static_cast(30); uint32_t const BSP_SCREEN_WIDTH = static_cast(96); uint32_t const BSP_SCREEN_HEIGHT = static_cast(16); void BSP_init(void); void BSP_drawBitmap(uint8_t const *bitmap); void BSP_drawNString(uint8_t x, /* x in pixels */ uint8_t y, /* y position in chars */ char_t const *str); void BSP_updateScore(uint16_t score); void BSP_displayOn(void); void BSP_displayOff(void); void BSP_playerTrigger(void); void BSP_moveShipUp(void); void BSP_moveShipDown(void); void BSP_terminate(int result); } // namespace GAME #endif // bsp_h