2018-06-25 16:44:34 -04:00

174 lines
5.7 KiB
C++

//$file${.::game.h} ##########################################################
//
// Model: game.qm
// File: ${.::game.h}
//
// This code has been generated by QM 4.3.0 (https://www.state-machine.com/qm).
// DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost.
//
// This program is open source software: you can redistribute it and/or
// modify it under the terms of the GNU General Public License as published
// by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
// for more details.
//
//$endhead${.::game.h} #######################################################
#ifndef game_h
#define game_h
namespace GAME {
enum GameSignals { // signals used in the game
TIME_TICK_SIG = QP::Q_USER_SIG, // published from tick ISR
PLAYER_TRIGGER_SIG, // published by Player (ISR) to trigger the Missile
PLAYER_QUIT_SIG, // published by Player (ISR) to quit the game
GAME_OVER_SIG, // published by Ship when it finishes exploding
// insert other published signals here ...
MAX_PUB_SIG, // the last published signal
PLAYER_SHIP_MOVE_SIG, // posted by Player (ISR) to the Ship to move it
BLINK_TIMEOUT_SIG, // signal for Tunnel's blink timeout event
SCREEN_TIMEOUT_SIG, // signal for Tunnel's screen timeout event
TAKE_OFF_SIG, // from Tunnel to Ship to grant permission to take off
HIT_WALL_SIG, // from Tunnel to Ship when Ship hits the wall
HIT_MINE_SIG, // from Mine to Ship or Missile when it hits the mine
SHIP_IMG_SIG, // from Ship to the Tunnel to draw and check for hits
MISSILE_IMG_SIG, // from Missile the Tunnel to draw and check for hits
MINE_IMG_SIG, // sent by Mine to the Tunnel to draw the mine
MISSILE_FIRE_SIG, // sent by Ship to the Missile to fire
DESTROYED_MINE_SIG, // from Missile to Ship when Missile destroyed Mine
EXPLOSION_SIG, // from any exploding object to render the explosion
MINE_PLANT_SIG, // from Tunnel to the Mine to plant it
MINE_DISABLED_SIG, // from Mine to Tunnel when it becomes disabled
MINE_RECYCLE_SIG, // sent by Tunnel to Mine to recycle the mine
SCORE_SIG, // from Ship to Tunnel to display the score
MAX_SIG // the last signal (keep always last)
};
#define GAME_TUNNEL_WIDTH BSP_SCREEN_WIDTH
#define GAME_TUNNEL_HEIGHT (BSP_SCREEN_HEIGHT - 10U)
#define GAME_MINES_MAX 5U
#define GAME_MINES_DIST_MIN 10U
#define GAME_SPEED_X 1U
#define GAME_MISSILE_SPEED_X 2U
#define GAME_SHIP_X 10U
#define GAME_SHIP_Y (GAME_TUNNEL_HEIGHT / 2U)
#define GAME_WALLS_GAP_Y 50U
#define GAME_WALLS_MIN_GAP_Y 20U
enum GameBitmapIds {
SHIP_BMP,
MISSILE_BMP,
MINE1_BMP,
MINE2_BMP,
MINE2_MISSILE_BMP,
EXPLOSION0_BMP,
EXPLOSION1_BMP,
EXPLOSION2_BMP,
EXPLOSION3_BMP,
MAX_BMP
};
// obtain instances of the Mines orthogonal components
QP::QHsm *Mine1_getInst(uint8_t id);
QP::QHsm *Mine2_getInst(uint8_t id);
} // namespace GAME
//$declare${Events::ObjectPosEvt} ############################################
namespace GAME {
//${Events::ObjectPosEvt} ....................................................
class ObjectPosEvt : public QP::QEvt {
public:
uint8_t x;
uint8_t y;
};
} // namespace GAME
//$enddecl${Events::ObjectPosEvt} ############################################
//$declare${Events::ObjectImageEvt} ##########################################
namespace GAME {
//${Events::ObjectImageEvt} ..................................................
class ObjectImageEvt : public QP::QEvt {
public:
uint8_t x;
int8_t y;
uint8_t bmp;
};
} // namespace GAME
//$enddecl${Events::ObjectImageEvt} ##########################################
//$declare${Events::MineEvt} #################################################
namespace GAME {
//${Events::MineEvt} .........................................................
class MineEvt : public QP::QEvt {
public:
uint8_t id;
public:
MineEvt(QP::QSignal sig_p, uint8_t id_p) {
sig = sig_p;
poolId_ = 0U;
id = id_p;
}};
} // namespace GAME
//$enddecl${Events::MineEvt} #################################################
//$declare${Events::ScoreEvt} ################################################
namespace GAME {
//${Events::ScoreEvt} ........................................................
class ScoreEvt : public QP::QEvt {
public:
uint16_t score;
public:
ScoreEvt(QP::QSignal sig_p, uint16_t score_p) {
sig = sig_p;
poolId_ = 0U;
score = score_p;
}};
} // namespace GAME
//$enddecl${Events::ScoreEvt} ################################################
// opaque pointers to active objects in the application
//$declare${AOs::AO_Tunnel} ##################################################
namespace GAME {
// opaque pointer
extern QP::QActive * const AO_Tunnel;
} // namespace GAME
//$enddecl${AOs::AO_Tunnel} ##################################################
//$declare${AOs::AO_Ship} ####################################################
namespace GAME {
// opaque pointer
extern QP::QActive * const AO_Ship;
} // namespace GAME
//$enddecl${AOs::AO_Ship} ####################################################
//$declare${AOs::AO_Missile} #################################################
namespace GAME {
// opaque pointer
extern QP::QActive * const AO_Missile;
} // namespace GAME
//$enddecl${AOs::AO_Missile} #################################################
#endif // game_h