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