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States:
PseudoState_MarioMovementSM, //PseudoState
MarioMoving,
MarioNotMoving
Intaking Events:
ES_TIMEOUT
MOVE_MARIO (from ControlSM when we have START_BUTTON_PRESSED event from
Setup to Ingame)
/****************************************************************************
Function
InitMarioMovementSM
Parameters
uint8_t : the priorty of this service
Returns
bool, false if error in initialization, true otherwise
Description
Saves away the priority, and does any
other required initialization for this service
Notes
Author
****************************************************************************/
InitMarioMovementSM
/****************************************************************************
Function
PostMarioMovementSM
Parameters
ES_Event_t ThisEvent ,the event to post to the queue
Returns
bool false if the Enqueue operation failed, true otherwise
Description
Posts an event to this state machine's queue
Notes
Author
****************************************************************************/
PostMarioMovementSM
Posts recieved event into service
/****************************************************************************
Function
RunMarioMovementSM
Parameters
ES_Event_t : the event from its service queue to process in this State
Machine
Types of ES_Event_t: VISUAL_BLAST_OFF, VISUAL_BLAST_ON, GLOW_RANDOM_PIPE,
ES_TIMEOUT
Returns
ES_Event_t, ES_NO_EVENT if no error ES_ERROR otherwise
Description
add your description here
Notes
Author
****************************************************************************/
RunMarioMovementSM
if State is PseudoState_MarioMovementSM
Assigns State as MarioNotMoving
If State is MarioNotMoving: