ledHeadWii/source/platform/Platform_basketball2.h

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2020-05-25 18:02:06 +02:00
/*
* LEDhead for Wii
* Copyright (C) 2017-2020 Nebiun
*
* Based on the handheld electronic games by Mattel Electronics.
* All trademarks copyrighted by their respective owners. This
* program is not affiliated or endorsed by Mattel Electronics.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef __PLATFORM_BASKETBALL2_H__
#define __PLATFORM_BASKETBALL2_H__
// [general]
#define basketball2_digit_spacing 12
#define basketball2_digit_x 112
#define basketball2_digit_y 7
#define basketball2_digit_w 8
#define basketball2_digit_h 9
#define basketball2_blip_xspacing 22
#define basketball2_blip_yspacing 21
#define basketball2_blip_x 52
#define basketball2_blip_y 42
#define basketball2_power_off_x 29
#define basketball2_power_off_y 269
#define basketball2_basket_x 118
#define basketball2_basket_y 24
// Skills
#define LVL_HIGHSCHOOL 0 // Pro1
#define LVL_COLLAGE 1 // Pro2
#define LVL_ALLSTAR 2 // Pro1 + Man button
#define LVL_PROFESSIONAL 3 // Pro2 + Man button
// interface that the platform must provide for this game
// functions exported to the game context
void Basketball2_Init();
void Basketball2_Help();
void Basketball2_DeInit();
void Basketball2_Paint();
void Basketball2_ClearScreen();
void Basketball2_PlaySound(int nSound, unsigned int nFlags);
void Basketball2_StopSound();
void Basketball2_GetSize(int *w, int *h);
// "private" functions not exported to game context
void Basketball2_DrawBlip(int nBright, int x, int y);
void Basketball2_DrawStat(int nStat);
void Basketball2_DrawBasket(BOOL bBasket);
BOOL Basketball2_GetInputLEFT(BOOL *pChange);
BOOL Basketball2_GetInputLEFTUP(BOOL *pChange);
BOOL Basketball2_GetInputLEFTDOWN(BOOL *pChange);
BOOL Basketball2_GetInputRIGHT(BOOL *pChange);
BOOL Basketball2_GetInputRIGHTUP(BOOL *pChange);
BOOL Basketball2_GetInputRIGHTDOWN(BOOL *pChange);
BOOL Basketball2_GetInputUP(BOOL *pChange);
BOOL Basketball2_GetInputDOWN(BOOL *pChange);
BOOL Basketball2_GetInputSHOOT(BOOL *pChange);
BOOL Basketball2_GetInputPASS(BOOL *pChange);
BOOL Basketball2_TestForMovement();
#endif