64 lines
2.5 KiB
C

/*
* 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_