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Doom - Mayhem Edition (#2570)
* Doom - Mini Mayhem version * Update ui_doom.cpp * Update ui_doom.cpp * Update ui_doom.cpp * Update ui_doom.cpp * Update ui_doom.cpp * Update ui_doom.cpp * Update ui_doom.cpp * Update ui_doom.cpp * Doom - Mayhem Edition Made the Doom - Mayhem Edition game. Some little bugs but good enough for nightly. * Code formatting. Forgot like always. * give more initial ammo until i put ammo around the maze to collect
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#ifndef __UI_mbed_H__
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#define __UI_mbed_H__
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using Callback = void (*)(void);
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#define wait_us(x) (void)0
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#define wait(x) chThdSleepMilliseconds(x * 1000)
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#define PullUp 1
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#include "ui_navigation.hpp"
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enum {
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dp0,
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dp1,
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dp2,
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dp3,
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dp4,
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dp5,
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dp6,
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dp7,
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dp8,
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dp9,
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dp10,
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dp11,
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dp12,
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dp13,
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dp14,
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dp15,
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dp16,
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dp17,
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dp18,
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dp19,
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dp20,
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dp21,
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dp22,
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dp23,
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dp24,
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dp25,
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};
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class Timer {
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public:
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Timer() { (void)0; };
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void reset() { (void)0; };
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void start() { (void)0; }
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uint32_t read_ms() { return 1000; };
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private:
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};
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static Callback game_update_callback;
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static uint32_t game_update_timeout;
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class Ticker {
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public:
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Ticker() { (void)0; };
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void attach(Callback func, double delay_sec) {
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game_update_callback = func;
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game_update_timeout = delay_sec * 60;
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}
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void detach() {
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game_update_callback = nullptr;
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}
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private:
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};
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static Callback button_callback;
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class InterruptIn {
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public:
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InterruptIn(int reg) {
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(void)reg;
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};
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void fall(Callback func) { button_callback = func; };
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void mode(int v) { (void)v; };
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private:
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};
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#endif /*__UI_mbed_H__*/
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