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Brickmania: Fix paddle position jumps when an N powerup is picked up.

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@22909 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Karl Kurbjun 2009-10-04 05:29:40 +00:00
parent 9c881f712e
commit 5d0ac8db6f

View file

@ -276,9 +276,9 @@ CONFIG_KEYPAD == SANSA_M200_PAD
#endif #endif
/* The time (in ms) for one iteration through the game loop - decrease this /* The time (in ms) for one iteration through the game loop - decrease this
to speed up the game - note that current_tick is (currently) only accurate * to speed up the game - note that current_tick is (currently) only accurate
to 10ms. * to 10ms.
*/ */
#define CYCLETIME 30 #define CYCLETIME 30
#define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8)) #define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8))
@ -291,10 +291,8 @@ CONFIG_KEYPAD == SANSA_M200_PAD
/* Brickmania was originally designed for the H300, other targets should scale /* Brickmania was originally designed for the H300, other targets should scale
* the speed up/down as needed based on the screen height. * the speed up/down as needed based on the screen height.
*/ */
#define SPEED_SCALE_H(y) \ #define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) ) #define SPEED_SCALE_W(x) FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
#define SPEED_SCALE_W(x) \
FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
/* These are all used as ball speeds depending on where the ball hit the /* These are all used as ball speeds depending on where the ball hit the
* paddle. * paddle.
@ -1368,7 +1366,8 @@ static int brickmania_game_loop(void)
for(k=0;k<used_balls;k++) for(k=0;k<used_balls;k++)
ball[k].glue=false; ball[k].glue=false;
flip_sides=false; flip_sides=false;
pad_pos_x += pad_width - (PAD_WIDTH/2);
pad_pos_x += (pad_width-PAD_WIDTH)/2;
pad_width = PAD_WIDTH; pad_width = PAD_WIDTH;
break; break;
case 5: /* Flip the paddle */ case 5: /* Flip the paddle */