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14
game.h
14
game.h
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This file implements the backend of a complete, actually playable game with
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graphics, sound etc., and is meant to be included and used by specific
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frontends (which will handle each platform's hardware details and I/O). See
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the frontend info below for help with porting the game to a new platform.
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This module (with the help of other modules) will perform all the computations
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the frontend info below for help with porting the game to a new platform. This
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module (with the help of other modules) will perform all the computations
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(physics, graphics, audio, ...) and only use the frontend's quite primitive
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functions to actually present the results to the user.
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The code uses LCR_ (or _LCR_) prefix as a kind of namespace preventing
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collision with 3rd party identifiers.
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UNITS: There are various kinds of units used to ensure independence of the
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modules. Here is a summary:
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@ -65,6 +62,7 @@
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/*
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FOR FRONTENDS (porting to other platforms):
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- Implement the frontend functions given below according to their description.
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- Implement the main program and game loop.
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- Call some of the frontend funtions given below in your main program in
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@ -376,9 +374,9 @@ struct
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uint8_t samples[LCR_SETTING_GHOST_MAX_SAMPLES * LCR_GHOST_SAMPLE_SIZE];
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/**< Samples, each 5 bytes: 9 bits for X and Z, 10 for Y,
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4 for each rotation component. */
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uint8_t stretch; /**< Stretch of the base sample step, as a bit shift
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(i.e. 1 means the step will be 2x as long etc.). This
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is to allow ghosts for even long replays. */
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uint8_t stretch; /**< Stretch of the base sample step, as a bit shift (i.e.
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1 means the step will be 2x as long etc.). This is to
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allow ghosts for even long replays. */
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int16_t offset[3]; ///< Small correcting position offset.
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} ghost;
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#endif
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