forked from len0rd/rockbox
brickmania for the e200. (screen cant rotate, so using half the screen is better than nothing)
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@13210 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
parent
15dfe87f96
commit
5d173ead6e
3 changed files with 17 additions and 4 deletions
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@ -52,7 +52,7 @@ bubbles.c
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invadrox.c
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invadrox.c
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#endif
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#endif
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#if LCD_WIDTH != 128 && !defined(SANSA_E200)
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#if LCD_WIDTH != 128
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/* These need adjusting for the iRiver if'p screen */
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/* These need adjusting for the iRiver if'p screen */
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brickmania.c
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brickmania.c
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#endif
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#endif
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@ -45,7 +45,7 @@ brickmania_menu_bg.160x128x16.bmp
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brickmania_pads.160x128x16.bmp
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brickmania_pads.160x128x16.bmp
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brickmania_powerups.160x128x16.bmp
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brickmania_powerups.160x128x16.bmp
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brickmania_break.160x128x16.bmp
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brickmania_break.160x128x16.bmp
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#elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 132) && (LCD_DEPTH == 16)
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#elif (LCD_WIDTH == 176)/* && (LCD_HEIGHT == 132) */&& (LCD_DEPTH == 16)
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brickmania_menu_items.176x132x16.bmp
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brickmania_menu_items.176x132x16.bmp
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brickmania_ball.176x132x16.bmp
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brickmania_ball.176x132x16.bmp
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brickmania_bricks.176x132x16.bmp
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brickmania_bricks.176x132x16.bmp
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@ -123,6 +123,8 @@ PLUGIN_HEADER
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#define SELECT BUTTON_SELECT
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#define SELECT BUTTON_SELECT
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#define UP BUTTON_SCROLL_UP
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#define UP BUTTON_SCROLL_UP
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#define DOWN BUTTON_SCROLL_DOWN
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#define DOWN BUTTON_SCROLL_DOWN
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#define SCROLL_FWD(x) (0)
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#define SCROLL_BACK(x) (0)
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#elif CONFIG_KEYPAD == IRIVER_H10_PAD /* grayscale at the moment */
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#elif CONFIG_KEYPAD == IRIVER_H10_PAD /* grayscale at the moment */
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@ -416,18 +418,24 @@ extern const fb_data brickmania_bricks[];
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#define STRINGPOS_navi 44
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#define STRINGPOS_navi 44
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#define STRINGPOS_flipsides 44
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#define STRINGPOS_flipsides 44
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#elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 132) && (LCD_DEPTH==16)
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/* nano and sansa */
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#elif (LCD_WIDTH == 176) && (LCD_HEIGHT >= 132) && (LCD_DEPTH==16)
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/* The time (in ms) for one iteration through the game loop - decrease this
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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 speed up the game - note that current_tick is (currently) only accurate
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to 10ms.
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to 10ms.
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*/
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*/
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#define CYCLETIME 30
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#define CYCLETIME 30
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#if (LCD_HEIGHT == 220)
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#define GAMESCREEN_HEIGHT 132
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#else
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#define GAMESCREEN_HEIGHT LCD_HEIGHT
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#define GAMESCREEN_HEIGHT LCD_HEIGHT
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#endif
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#define PAD_WIDTH 40
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#define PAD_WIDTH 40
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#define PAD_HEIGHT 5
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#define PAD_HEIGHT 5
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#define PAD_POS_Y LCD_HEIGHT - 7
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#define PAD_POS_Y GAMESCREEN_HEIGHT - 7
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#define BRICK_HEIGHT 7
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#define BRICK_HEIGHT 7
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#define BRICK_WIDTH 17
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#define BRICK_WIDTH 17
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#define BALL 5
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#define BALL 5
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@ -1278,6 +1286,11 @@ int game_loop(void)
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rb->lcd_set_drawmode(DRMODE_SOLID);
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rb->lcd_set_drawmode(DRMODE_SOLID);
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rb->lcd_clear_display();
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rb->lcd_clear_display();
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rb->lcd_set_background(LCD_BLACK);
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rb->lcd_set_background(LCD_BLACK);
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#if LCD_HEIGHT > GAMESCREEN_HEIGHT
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rb->lcd_set_foreground(rb->global_settings->bg_color);
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rb->lcd_fillrect(0, GAMESCREEN_HEIGHT, LCD_WIDTH,
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LCD_HEIGHT - GAMESCREEN_HEIGHT);
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#endif
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rb->lcd_set_foreground(LCD_WHITE);
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rb->lcd_set_foreground(LCD_WHITE);
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#else
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#else
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rb->lcd_clear_display();
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rb->lcd_clear_display();
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