/** Licar game: this file implements the backend of a complete, actually playable licar game, and is meant to be included and used by specific frontends (which will handle each platform's hardware details and I/O). */ #ifndef _LCR_GAME_H #define _LCR_GAME_H #include "map.h" #include "assets.h" #define LCR_KEY_UP 0x00 #define LCR_KEY_RIGHT 0x01 #define LCR_KEY_DOWN 0x02 #define LCR_KEY_LEFT 0x03 #define LCR_KEY_A 0x04 ///< confirm, restart race #define LCR_KEY_B 0x05 ///< cancel, open menu #define LCR_KEYS_TOTAL 6 /* FOR FRONTENDS: - Implement the below described functions according to their description. - Implement the main program and game loop. - Call the below described functions as described. */ /** Implement this in your frontend. Returns 1 if given key is pressed or 0 otherwise. */ uint8_t LCR_keyPressed(uint8_t key); /** Implement this in your frontend. This function pauses program execution for given amount of milliseconds and relieves the CPU usage. On platforms that don't support this the function may simply do nothing. */ void LCR_sleep(uint16_t timeMs); /** Implement this in your frontend. This function draws a pixel of given color to the screen back buffer (i.e. NOT directly to screen, back buffer shall only be copied to front buffer once the LCR_gameStep function finishes all rendering). This function should NOT check for out-of-screen coordinates, this is handled by the game internals and out-of-screen pixels will never be drawn. The color value depends on game settings but is normally an RGB565 value. */ void LCR_drawPixel(unsigned int x, unsigned int y, uint_fast16_t color); /** Call this function in your frontend at the start of the program. */ void LCR_gameInit(void); /** Call this function in your frontend right before program end. */ void LCR_gameEnd(void); /** Call this function in your frontend repeatedly inside the main loop, pass the current time as the number of milliseconds since program start. This function will perform the game step AND other things such as checking the input states, rendering or sleeping (all using the above functions you should implement). Returns 0 if program should end, otherwise 1. */ uint8_t LCR_gameStep(uint32_t timeMs); //------------------------------------------------------------------------------ uint8_t _LCR_keyStates[LCR_KEYS_TOTAL]; /**< Assures unchanging key states during a single frame. */ /** Internal pixel drawing function that takes into account things like subdivided resolution etc. This function does not check for out-of-screen coordinates! */ void LCR_drawPixelUnsafe(unsigned int x, unsigned int y, uint_fast16_t color) { #if LCR_SETTING_RESOLUTION_SUBDIVIDE == 1 LCR_drawPixel(x,y,color); #else x *= LCR_SETTING_RESOLUTION_SUBDIVIDE; y *= LCR_SETTING_RESOLUTION_SUBDIVIDE; unsigned int x2 = x + LCR_SETTING_RESOLUTION_SUBDIVIDE; for (int yy = y; yy < y + LCR_SETTING_RESOLUTION_SUBDIVIDE; ++yy) for (int xx = x; xx < x2; ++xx) LCR_drawPixel(xx,yy,color); #endif } /** Internal pixel drawing function that checks for out-of-screen coordinates. Use this if the pixel can potentially lie of screen (however if you know it won't, use the normal unsafe function in sake of performance). */ static inline void LCR_drawPixelSafe(unsigned int x, unsigned int y, uint_fast16_t color) { if (x < LCR_EFFECTIVE_RESOLUTION_X && y < LCR_EFFECTIVE_RESOLUTION_Y) LCR_drawPixelUnsafe(x,y,color); } void LCR_gameInit(void) { for (int i = 0; i < LCR_KEYS_TOTAL; ++i) _LCR_keyStates[i] = 0; } void LCR_gameEnd(void) { } void LCR_drawSky() { const uint16_t *pixel = LCR_skyImages + 256; uint8_t odd = 1; for (int y = 0; y < 128; ++y) for (int x = 0; x < 128; ++x) { LCR_drawPixelUnsafe(x,y, LCR_skyImages[ odd ? (*pixel & 0x00ff) : (*pixel >> 8) ] ); if (odd) odd = 0; else { odd = 1; pixel++; } } } uint8_t LCR_gameStep(uint32_t time) { for (int i = 0; i < LCR_KEYS_TOTAL; ++i) _LCR_keyStates[i] = LCR_keyPressed(i); LCR_drawSky(); return 1; } #endif // guard