mirror of
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147 lines
4.7 KiB
C++
147 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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// @(/3/0) ...................................................................
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#ifndef game_h
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#define game_h
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namespace GAME {
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enum GameSignals { // signals used in the game
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TIME_TICK_SIG = QP::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_MOVE_SIG, // posted by Player (ISR) to the Ship to move it
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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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// @(/1/0) ...................................................................
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class ObjectPosEvt : public QP::QEvt {
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public:
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uint8_t x;
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uint8_t y;
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};
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// @(/1/1) ...................................................................
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class ObjectImageEvt : public QP::QEvt {
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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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};
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// @(/1/2) ...................................................................
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class MineEvt : public QP::QEvt {
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public:
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uint8_t id;
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public:
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MineEvt(QP::QSignal sig_p, uint8_t id_p)
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{
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sig = sig_p;
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poolId_ = 0U;
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id = id_p;
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}
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};
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// @(/1/3) ...................................................................
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class ScoreEvt : public QP::QEvt {
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public:
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uint16_t score;
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public:
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ScoreEvt(QP::QSignal sig_p, uint16_t score_p)
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{
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sig = sig_p;
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poolId_ = 0U;
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score = score_p;
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}
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};
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#define GAME_SCREEN_WIDTH BSP_SCREEN_WIDTH
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#define GAME_SCREEN_HEIGHT BSP_SCREEN_HEIGHT
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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_SCREEN_HEIGHT / 2U)
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enum GameBitmapIds {
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PRESS_BUTTON_BMP,
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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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// opaque pointers to active objects in the application
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extern QP::QActive * const AO_Tunnel;
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extern QP::QActive * const AO_Ship;
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extern QP::QActive * const AO_Missile;
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// helper function for all AOs
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// @(/2/8) ...................................................................
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bool do_bitmaps_overlap(
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uint8_t bmp_id1,
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uint8_t x1,
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uint8_t y1,
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uint8_t bmp_id2,
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uint8_t x2,
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uint8_t y2);
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// obtain instances of the Mines orthogonal components
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QP::QHsm *Mine1_getInst(uint8_t id);
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QP::QHsm *Mine2_getInst(uint8_t id);
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} // namespace GAME
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#endif // game_h
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