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