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2.3 KiB
C++

//****************************************************************************
// 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 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 <http://www.gnu.org/licenses/>.
//
// 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<uint32_t>(30);
uint32_t const BSP_SCREEN_WIDTH = static_cast<uint32_t>(96);
uint32_t const BSP_SCREEN_HEIGHT = static_cast<uint32_t>(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); /* update the score on the margin */
void BSP_displayOn(void);
void BSP_displayOff(void);
} // namespace GAME
#endif // bsp_h