Files
basic1/emulator/game.h
Adolfo Reyna 2a472fc29f Add frame tick system for continuous animation
- Added INPUT_FRAME_TICK event type to input_event.h
- Added wants_frame_updates() virtual method to Game base class
- Implemented frame tick logic in main loop (basic1.cpp and emulator/main.cpp)
- Added Lua bindings: game.set_frame_updates(bool) and INPUT.FRAME_TICK
- Updated LuaGame to support frame updates via registry flag
- Updated ball.lua to use continuous frame updates for smooth animation
- Both hardware and emulator now support continuous animation for physics/games
2026-02-07 13:20:10 -05:00

28 lines
895 B
C++

// Emulator copy of game.h
#ifndef GAME_H
#define GAME_H
#include <stdint.h>
#include "input_event.h"
#include "../display/low_level_render.h"
#include "../display/low_level_gui.h"
class InputManager;
class Game {
public:
Game(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager)
: width(width), height(height), renderer(renderer), gui(gui), input_manager(input_manager) {}
virtual ~Game() {}
virtual void init() = 0;
virtual bool update(const InputEvent& event) = 0;
virtual void draw() = 0;
virtual bool wants_to_exit() const { return false; }
virtual bool wants_frame_updates() const { return false; }
// Public members for Lua bindings access
uint16_t width;
uint16_t height;
LowLevelRenderer* renderer;
LowLevelGUI* gui;
InputManager* input_manager;
};
#endif // GAME_H