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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:
Jonathan Gordon 2007-04-19 12:14:54 +00:00
parent 15dfe87f96
commit 5d173ead6e
3 changed files with 17 additions and 4 deletions

View file

@ -52,7 +52,7 @@ bubbles.c
invadrox.c invadrox.c
#endif #endif
#if LCD_WIDTH != 128 && !defined(SANSA_E200) #if LCD_WIDTH != 128
/* These need adjusting for the iRiver if'p screen */ /* These need adjusting for the iRiver if'p screen */
brickmania.c brickmania.c
#endif #endif

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@ -45,7 +45,7 @@ brickmania_menu_bg.160x128x16.bmp
brickmania_pads.160x128x16.bmp brickmania_pads.160x128x16.bmp
brickmania_powerups.160x128x16.bmp brickmania_powerups.160x128x16.bmp
brickmania_break.160x128x16.bmp brickmania_break.160x128x16.bmp
#elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 132) && (LCD_DEPTH == 16) #elif (LCD_WIDTH == 176)/* && (LCD_HEIGHT == 132) */&& (LCD_DEPTH == 16)
brickmania_menu_items.176x132x16.bmp brickmania_menu_items.176x132x16.bmp
brickmania_ball.176x132x16.bmp brickmania_ball.176x132x16.bmp
brickmania_bricks.176x132x16.bmp brickmania_bricks.176x132x16.bmp

View file

@ -123,6 +123,8 @@ PLUGIN_HEADER
#define SELECT BUTTON_SELECT #define SELECT BUTTON_SELECT
#define UP BUTTON_SCROLL_UP #define UP BUTTON_SCROLL_UP
#define DOWN BUTTON_SCROLL_DOWN #define DOWN BUTTON_SCROLL_DOWN
#define SCROLL_FWD(x) (0)
#define SCROLL_BACK(x) (0)
#elif CONFIG_KEYPAD == IRIVER_H10_PAD /* grayscale at the moment */ #elif CONFIG_KEYPAD == IRIVER_H10_PAD /* grayscale at the moment */
@ -416,18 +418,24 @@ extern const fb_data brickmania_bricks[];
#define STRINGPOS_navi 44 #define STRINGPOS_navi 44
#define STRINGPOS_flipsides 44 #define STRINGPOS_flipsides 44
#elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 132) && (LCD_DEPTH==16) /* nano and sansa */
#elif (LCD_WIDTH == 176) && (LCD_HEIGHT >= 132) && (LCD_DEPTH==16)
/* 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
#if (LCD_HEIGHT == 220)
#define GAMESCREEN_HEIGHT 132
#else
#define GAMESCREEN_HEIGHT LCD_HEIGHT #define GAMESCREEN_HEIGHT LCD_HEIGHT
#endif
#define PAD_WIDTH 40 #define PAD_WIDTH 40
#define PAD_HEIGHT 5 #define PAD_HEIGHT 5
#define PAD_POS_Y LCD_HEIGHT - 7 #define PAD_POS_Y GAMESCREEN_HEIGHT - 7
#define BRICK_HEIGHT 7 #define BRICK_HEIGHT 7
#define BRICK_WIDTH 17 #define BRICK_WIDTH 17
#define BALL 5 #define BALL 5
@ -1278,6 +1286,11 @@ int game_loop(void)
rb->lcd_set_drawmode(DRMODE_SOLID); rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_clear_display(); rb->lcd_clear_display();
rb->lcd_set_background(LCD_BLACK); rb->lcd_set_background(LCD_BLACK);
#if LCD_HEIGHT > GAMESCREEN_HEIGHT
rb->lcd_set_foreground(rb->global_settings->bg_color);
rb->lcd_fillrect(0, GAMESCREEN_HEIGHT, LCD_WIDTH,
LCD_HEIGHT - GAMESCREEN_HEIGHT);
#endif
rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_foreground(LCD_WHITE);
#else #else
rb->lcd_clear_display(); rb->lcd_clear_display();