forked from len0rd/rockbox
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
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1 changed files with 7 additions and 8 deletions
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@ -276,8 +276,8 @@ CONFIG_KEYPAD == SANSA_M200_PAD
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#endif
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/* The time (in ms) for one iteration through the game loop - decrease this
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to speed up the game - note that current_tick is (currently) only accurate
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to 10ms.
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* to speed up the game - note that current_tick is (currently) only accurate
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* to 10ms.
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*/
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#define CYCLETIME 30
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@ -291,10 +291,8 @@ CONFIG_KEYPAD == SANSA_M200_PAD
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/* Brickmania was originally designed for the H300, other targets should scale
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* the speed up/down as needed based on the screen height.
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*/
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#define SPEED_SCALE_H(y) \
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FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
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#define SPEED_SCALE_W(x) \
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FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
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#define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
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#define SPEED_SCALE_W(x) FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
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/* These are all used as ball speeds depending on where the ball hit the
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* paddle.
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@ -1368,7 +1366,8 @@ static int brickmania_game_loop(void)
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for(k=0;k<used_balls;k++)
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ball[k].glue=false;
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flip_sides=false;
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pad_pos_x += pad_width - (PAD_WIDTH/2);
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pad_pos_x += (pad_width-PAD_WIDTH)/2;
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pad_width = PAD_WIDTH;
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break;
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case 5: /* Flip the paddle */
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