/* * MIT License * * Copyright (c) 2024 <#author_name#> * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef ENDLESS_RUNNER_FACE_H_ #define ENDLESS_RUNNER_FACE_H_ #include "movement.h" /* ENDLESS_RUNNER face This is a basic endless-runner, like the [Chrome Dino game](https://en.wikipedia.org/wiki/Dinosaur_Game). On the title screen, you can select a difficulty by long-pressing LIGHT or toggle sound by long-pressing ALARM. LED or ALARM are used to jump. High-score is displayed on the top-right on the title screen. During a game, the current score is displayed. */ typedef struct { // These are values that need saving between uses uint32_t hi_score : 10; uint32_t difficulty : 2; bool soundOn; uint32_t month_last_hi_score : 4; uint32_t year_last_hi_score : 6; uint32_t unused : 9; } endless_runner_state_t; void endless_runner_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr); void endless_runner_face_activate(movement_settings_t *settings, void *context); bool endless_runner_face_loop(movement_event_t event, movement_settings_t *settings, void *context); void endless_runner_face_resign(movement_settings_t *settings, void *context); #define endless_runner_face ((const watch_face_t){ \ endless_runner_face_setup, \ endless_runner_face_activate, \ endless_runner_face_loop, \ endless_runner_face_resign, \ NULL, \ }) #endif // ENDLESS_RUNNER_FACE_H_