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Code-policed: cleaned off tabs, indented fine, narrowed to 80 columns (mostly)

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@8892 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Daniel Stenberg 2006-03-03 07:24:34 +00:00
parent 8aa5bd11b2
commit a26d315d05

View file

@ -7,7 +7,7 @@
* \/ \/ \/ \/ \/ * \/ \/ \/ \/ \/
* $Id$ * $Id$
* *
* Copyright (C) 2005 Ben Basha (Paprica) * Copyright (C) 2005, 2006 Ben Basha (Paprica)
* *
* All files in this archive are subject to the GNU General Public License. * All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement. * See the file COPYING in the source tree root for full license agreement.
@ -718,32 +718,35 @@ void int_game(int new_game)
if (new_game==1) if (new_game==1)
brick_on_board=0; brick_on_board=0;
for(i=0;i<=7;i++){ for(i=0;i<=7;i++) {
for(j=0;j<=9;j++){ for(j=0;j<=9;j++) {
brick[i*10+j].poweruse=(levels[cur_level][i][j]==0?0:1); brick[i*10+j].poweruse=(levels[cur_level][i][j]==0?0:1);
if (i*10+j<=30) fire[i*10+j].top=-8; if (i*10+j<=30)
fire[i*10+j].top=-8;
if (new_game==1) { if (new_game==1) {
brick[i*10+j].power=rb->rand()%25;
/* +8 make the game with less powerups */
brick[i*10+j].power=rb->rand()%25; /* +8 make the game with less powerups */
brick[i*10+j].hits=levels[cur_level][i][j]>=10? brick[i*10+j].hits=levels[cur_level][i][j]>=10?
levels[cur_level][i][j]/16-1:0; levels[cur_level][i][j]/16-1:0;
brick[i*10+j].hiteffect=0; brick[i*10+j].hiteffect=0;
brick[i*10+j].powertop=TOPMARGIN+i*BRICK_HEIGHT+BRICK_HEIGHT; brick[i*10+j].powertop=TOPMARGIN+i*BRICK_HEIGHT+BRICK_HEIGHT;
brick[i*10+j].used=(levels[cur_level][i][j]==0?0:1); brick[i*10+j].used=(levels[cur_level][i][j]==0?0:1);
brick[i*10+j].color=(levels[cur_level][i][j]>=10? brick[i*10+j].color=(levels[cur_level][i][j]>=10?
levels[cur_level][i][j]%16:levels[cur_level][i][j])-1; levels[cur_level][i][j]%16:
if (levels[cur_level][i][j]!=0) brick_on_board++; levels[cur_level][i][j])-1;
if (levels[cur_level][i][j]!=0)
brick_on_board++;
} }
} }
} }
} }
int sw,i,w; int sw,i,w;
/* sleep timer counting the score */ /* sleep timer counting the score */
void sleep (int secs) { void sleep (int secs)
{
bool done=false; bool done=false;
char s[20]; char s[20];
int count=0; int count=0;
@ -761,7 +764,8 @@ void sleep (int secs) {
#endif #endif
rb->lcd_update_rect(0,0,LCD_WIDTH,w+2); rb->lcd_update_rect(0,0,LCD_WIDTH,w+2);
} else { } else {
if (count==0) count=*rb->current_tick+HZ*secs; if (count==0)
count=*rb->current_tick+HZ*secs;
if (*rb->current_tick>=count) if (*rb->current_tick>=count)
done=true; done=true;
} }
@ -778,9 +782,9 @@ int game_menu(int when)
int button,cur=0; int button,cur=0;
char str[10]; char str[10];
rb->lcd_clear_display(); rb->lcd_clear_display();
#if (LCD_WIDTH != 112) && (LCD_HEIGHT != 64) #if (LCD_WIDTH != 112) && (LCD_HEIGHT != 64)
rb->lcd_bitmap(brickmania_menu_bg,0,0,BMPWIDTH_menu,BMPHEIGHT_menu); rb->lcd_bitmap(brickmania_menu_bg,0,0,BMPWIDTH_menu,BMPHEIGHT_menu);
#endif #endif
while (true) { while (true) {
for(i=0;i<MENU_LENGTH;i++) { for(i=0;i<MENU_LENGTH;i++) {
if (cur==0) if (cur==0)
@ -838,7 +842,7 @@ int game_menu(int when)
rb->lcd_update(); rb->lcd_update();
button = rb->button_get(true); button = rb->button_get(true);
switch(button){ switch(button) {
case UP: case UP:
if (cur==0) if (cur==0)
cur = MENU_LENGTH-1; cur = MENU_LENGTH-1;
@ -846,7 +850,7 @@ int game_menu(int when)
cur--; cur--;
if (when==0 && cur==1) { if (when==0 && cur==1) {
cur = 0; cur = 0;
}; }
break; break;
case DOWN: case DOWN:
@ -856,7 +860,7 @@ int game_menu(int when)
cur++; cur++;
if (when==0 && cur==1) { if (when==0 && cur==1) {
cur=2; cur=2;
}; }
break; break;
case RIGHT: case RIGHT:
@ -896,7 +900,7 @@ int help(int when)
int maxY=160; int maxY=160;
int maxX=210; int maxX=210;
while(true){ while(true) {
#ifdef HAVE_LCD_COLOR #ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_BLACK); rb->lcd_set_background(LCD_BLACK);
rb->lcd_clear_display(); rb->lcd_clear_display();
@ -916,39 +920,50 @@ int help(int when)
#else #else
rb->lcd_putsxy(1+xoffset, 1*(h+2)+yoffset,"Aim"); rb->lcd_putsxy(1+xoffset, 1*(h+2)+yoffset,"Aim");
#endif #endif
rb->lcd_putsxy(1+xoffset, 2*(h+2)+yoffset,"destroy all the bricks by bouncing"); rb->lcd_putsxy(1+xoffset, 2*(h+2)+yoffset,
rb->lcd_putsxy(1+xoffset, 3*(h+2)+yoffset,"the ball of them using the paddle."); "destroy all the bricks by bouncing");
rb->lcd_putsxy(1+xoffset, 3*(h+2)+yoffset,
"the ball of them using the paddle.");
#ifdef HAVE_LCD_COLOR #ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
rb->lcd_putsxy(1+xoffset, 5*(h+2)+yoffset,"Controls"); rb->lcd_putsxy(1+xoffset, 5*(h+2)+yoffset,"Controls");
rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_foreground(LCD_WHITE);
#else #else
rb->lcd_putsxy(1+xoffset, 5*(h+2)+yoffset,"Controls"); rb->lcd_putsxy(1+xoffset, 5*(h+2)+yoffset,"Controls");
#endif #endif
rb->lcd_putsxy(1+xoffset, 6*(h+2)+yoffset,"< & > Move the paddle"); rb->lcd_putsxy(1+xoffset, 6*(h+2)+yoffset,"< & > Move the paddle");
#if CONFIG_KEYPAD == ONDIO_PAD #if CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,"MENU Releases the ball/Fire!"); rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,
"MENU Releases the ball/Fire!");
#elif CONFIG_KEYPAD == RECORDER_PAD #elif CONFIG_KEYPAD == RECORDER_PAD
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,"PLAY Releases the ball/Fire!"); rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,
"PLAY Releases the ball/Fire!");
#elif CONFIG_KEYPAD == IRIVER_H300_PAD #elif CONFIG_KEYPAD == IRIVER_H300_PAD
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,"NAVI Releases the ball/Fire!"); rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,
"NAVI Releases the ball/Fire!");
#else #else
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,"SELECT Releases the ball/Fire!"); rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,
"SELECT Releases the ball/Fire!");
#endif #endif
rb->lcd_putsxy(1+xoffset, 8*(h+2)+yoffset,"STOP Opens menu/Quit"); rb->lcd_putsxy(1+xoffset, 8*(h+2)+yoffset, "STOP Opens menu/Quit");
#ifdef HAVE_LCD_COLOR #ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
rb->lcd_putsxy(1+xoffset, 10*(h+2)+yoffset,"Specials"); rb->lcd_putsxy(1+xoffset, 10*(h+2)+yoffset, "Specials");
rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_foreground(LCD_WHITE);
#else #else
rb->lcd_putsxy(1+xoffset, 10*(h+2)+yoffset,"Specials"); rb->lcd_putsxy(1+xoffset, 10*(h+2)+yoffset, "Specials");
#endif #endif
rb->lcd_putsxy(1+xoffset, 11*(h+2)+yoffset,"N Normal:returns paddle to normal"); rb->lcd_putsxy(1+xoffset, 11*(h+2)+yoffset,
rb->lcd_putsxy(1+xoffset, 12*(h+2)+yoffset,"D DIE!:loses a life"); "N Normal:returns paddle to normal");
rb->lcd_putsxy(1+xoffset, 13*(h+2)+yoffset,"L Life:gains a life/power up"); rb->lcd_putsxy(1+xoffset, 12*(h+2)+yoffset, "D DIE!:loses a life");
rb->lcd_putsxy(1+xoffset, 14*(h+2)+yoffset,"F Fire:allows you to shoot bricks"); rb->lcd_putsxy(1+xoffset, 13*(h+2)+yoffset,
rb->lcd_putsxy(1+xoffset, 15*(h+2)+yoffset,"G Glue:ball sticks to paddle"); "L Life:gains a life/power up");
rb->lcd_putsxy(1+xoffset, 16*(h+2)+yoffset,"B Ball:Generates Another Ball"); rb->lcd_putsxy(1+xoffset, 14*(h+2)+yoffset,
"F Fire:allows you to shoot bricks");
rb->lcd_putsxy(1+xoffset, 15*(h+2)+yoffset,
"G Glue:ball sticks to paddle");
rb->lcd_putsxy(1+xoffset, 16*(h+2)+yoffset,
"B Ball:Generates Another Ball");
rb->lcd_update(); rb->lcd_update();
button=rb->button_get(true); button=rb->button_get(true);
@ -964,7 +979,8 @@ int help(int when)
con_game=1; con_game=1;
break; break;
case 2: case 2:
if (help(when)==1) return 1; if (help(when)==1)
return 1;
break; break;
case 3: case 3:
return 1; return 1;
@ -1029,7 +1045,8 @@ int fire_space(void)
return 0; return 0;
} }
int game_loop(void){ int game_loop(void)
{
int j,i,k,bricky,brickx; int j,i,k,bricky,brickx;
char s[30]; char s[30];
int sec_count=0,num_count=10; int sec_count=0,num_count=10;
@ -1040,7 +1057,7 @@ int game_loop(void){
configfile_init(rb); configfile_init(rb);
configfile_load(HIGH_SCORE,config,1,0); configfile_load(HIGH_SCORE,config,1,0);
switch(game_menu(0)){ switch(game_menu(0)) {
case 0: case 0:
cur_level = 0; cur_level = 0;
life = 2; life = 2;
@ -1073,7 +1090,7 @@ int game_loop(void){
#endif #endif
if (flip_sides) { if (flip_sides) {
if (*rb->current_tick>=sec_count){ if (*rb->current_tick>=sec_count) {
sec_count=*rb->current_tick+HZ; sec_count=*rb->current_tick+HZ;
if (num_count!=0) if (num_count!=0)
num_count--; num_count--;
@ -1130,9 +1147,11 @@ int game_loop(void){
/* draw the ball */ /* draw the ball */
for(i=0;i<used_balls;i++) for(i=0;i<used_balls;i++)
rb->lcd_bitmap(brickmania_ball,ball[i].pos_x, ball[i].pos_y, BALL, BALL); rb->lcd_bitmap(brickmania_ball,ball[i].pos_x, ball[i].pos_y,
BALL, BALL);
if (brick_on_board==0) brick_on_board--; if (brick_on_board==0)
brick_on_board--;
/* if the pad is fire */ /* if the pad is fire */
for(i=0;i<=30;i++) { for(i=0;i<=30;i++) {
@ -1151,13 +1170,22 @@ int game_loop(void){
if (con_game!=1) if (con_game!=1)
brick[i*10+j].powertop+=2; brick[i*10+j].powertop+=2;
rb->lcd_bitmap_part(brickmania_powerups,0, rb->lcd_bitmap_part(brickmania_powerups,0,
BMPHEIGHT_powerup*brick[i*10+j].power, BMPHEIGHT_powerup*brick[i*10+j
BMPWIDTH_powerup,LEFTMARGIN+j*BRICK_WIDTH+(BRICK_WIDTH/2-BMPWIDTH_powerup/2), ].power,
brick[i*10+j].powertop, BMPWIDTH_powerup, BMPHEIGHT_powerup); BMPWIDTH_powerup,
LEFTMARGIN+j*BRICK_WIDTH+
(BRICK_WIDTH/2-
BMPWIDTH_powerup/2),
brick[i*10+j].powertop,
BMPWIDTH_powerup,
BMPHEIGHT_powerup);
} }
} }
if ((pad_pos_x<LEFTMARGIN+j*BRICK_WIDTH+5 && pad_pos_x+PAD_WIDTH>LEFTMARGIN+j*BRICK_WIDTH+5) && brick[i*10+j].powertop+6>=PAD_POS_Y && brick[i*10+j].poweruse==2) { if ((pad_pos_x<LEFTMARGIN+j*BRICK_WIDTH+5 &&
pad_pos_x+PAD_WIDTH>LEFTMARGIN+j*BRICK_WIDTH+5) &&
brick[i*10+j].powertop+6>=PAD_POS_Y &&
brick[i*10+j].poweruse==2) {
switch(brick[i*10+j].power) { switch(brick[i*10+j].power) {
case 0: case 0:
life++; life++;
@ -1196,7 +1224,8 @@ int game_loop(void){
case 6: case 6:
score+=23; score+=23;
used_balls++; used_balls++;
ball[used_balls-1].x= rb->rand()%1 == 0 ? -1 : 1; ball[used_balls-1].x= rb->rand()%1 == 0 ?
-1 : 1;
ball[used_balls-1].y= -4; ball[used_balls-1].y= -4;
break; break;
} }
@ -1211,17 +1240,21 @@ int game_loop(void){
if (pad_type==2) { if (pad_type==2) {
for (k=0;k<=30;k++) { for (k=0;k<=30;k++) {
if (fire[k].top+7>0) { if (fire[k].top+7>0) {
if (brick[i*10+j].used==1 && (fire[k].left+1 >= brickx && fire[k].left+1 <= brickx+BRICK_WIDTH) && (bricky+BRICK_HEIGHT>fire[k].top)){ if (brick[i*10+j].used==1 &&
(fire[k].left+1 >= brickx &&
fire[k].left+1 <= brickx+BRICK_WIDTH) &&
(bricky+BRICK_HEIGHT>fire[k].top)) {
score+=13; score+=13;
fire[k].top=-16; fire[k].top=-16;
if (brick[i*10+j].hits > 0){ if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--; brick[i*10+j].hits--;
brick[i*10+j].hiteffect++; brick[i*10+j].hiteffect++;
score+=3; score+=3;
} }
else { else {
brick[i*10+j].used=0; brick[i*10+j].used=0;
if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; if (brick[i*10+j].power!=10)
brick[i*10+j].poweruse=2;
brick_on_board--; brick_on_board--;
} }
} }
@ -1229,31 +1262,86 @@ int game_loop(void){
} }
} }
if (brick[i*10+j].used==1){ if (brick[i*10+j].used==1) {
rb->lcd_bitmap_part(brickmania_bricks,0,BRICK_HEIGHT*brick[i*10+j].color,BRICK_WIDTH,LEFTMARGIN+j*BRICK_WIDTH, TOPMARGIN+i*BRICK_HEIGHT, BRICK_WIDTH, BRICK_HEIGHT); rb->lcd_bitmap_part(brickmania_bricks,0,
BRICK_HEIGHT*brick[i*10+j].color,
BRICK_WIDTH,
LEFTMARGIN+j*BRICK_WIDTH,
TOPMARGIN+i*BRICK_HEIGHT,
BRICK_WIDTH, BRICK_HEIGHT);
#ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */ #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
if (brick[i*10+j].hiteffect>0) if (brick[i*10+j].hiteffect>0)
rb->lcd_bitmap_transparent_part(brickmania_break,0,BRICK_HEIGHT*brick[i*10+j].hiteffect,BRICK_WIDTH,LEFTMARGIN+j*BRICK_WIDTH, TOPMARGIN+i*BRICK_HEIGHT, BRICK_WIDTH, BRICK_HEIGHT); rb->lcd_bitmap_transparent_part(brickmania_break,
0,
BRICK_HEIGHT*brick[i*10+j].hiteffect,
BRICK_WIDTH,
LEFTMARGIN+j*BRICK_WIDTH,
TOPMARGIN+i*BRICK_HEIGHT,
BRICK_WIDTH,
BRICK_HEIGHT);
#endif #endif
} }
for(k=0;k<used_balls;k++) { for(k=0;k<used_balls;k++) {
if (ball[k].pos_y <100) { if (ball[k].pos_y <100) {
if (brick[i*10+j].used==1) { if (brick[i*10+j].used==1) {
if ((ball[k].pos_x+ball[k].x+HALFBALL >= brickx && ball[k].pos_x+ball[k].x+HALFBALL <= brickx+BRICK_WIDTH) && ((bricky-4<ball[k].pos_y+BALL && bricky>ball[k].pos_y+BALL) || (bricky+4>ball[k].pos_y+BALL+BALL && bricky<ball[k].pos_y+BALL+BALL)) && (ball[k].y >0)){ if ((ball[k].pos_x+ball[k].x+HALFBALL >=
brickx &&
ball[k].pos_x+ball[k].x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky-4<ball[k].pos_y+BALL &&
bricky>ball[k].pos_y+BALL) ||
(bricky+4>ball[k].pos_y+BALL+BALL &&
bricky<ball[k].pos_y+BALL+BALL)) &&
(ball[k].y >0)) {
ball[k].tempy=bricky-ball[k].pos_y-BALL; ball[k].tempy=bricky-ball[k].pos_y-BALL;
} else if ((ball[k].pos_x+ball[k].x+HALFBALL >= brickx && ball[k].pos_x+ball[k].x+HALFBALL <= brickx+BRICK_WIDTH) && ((bricky+BRICK_HEIGHT+4>ball[k].pos_y && bricky+BRICK_HEIGHT<ball[k].pos_y) || (bricky+BRICK_HEIGHT-4<ball[k].pos_y-BALL && bricky+BRICK_HEIGHT>ball[k].pos_y-BALL)) && (ball[k].y <0)){ }
ball[k].tempy=-(ball[k].pos_y-(bricky+BRICK_HEIGHT)); else if ((ball[k].pos_x+ball[k].x+HALFBALL >=
brickx &&
ball[k].pos_x+ball[k].x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky+BRICK_HEIGHT+4>ball[k].pos_y &&
bricky+BRICK_HEIGHT<ball[k].pos_y) ||
(bricky+BRICK_HEIGHT-4<ball[k].pos_y-BALL &&
bricky+BRICK_HEIGHT>ball[k].pos_y-BALL)) &&
(ball[k].y <0)) {
ball[k].tempy=
-(ball[k].pos_y-(bricky+BRICK_HEIGHT));
} }
if ((ball[k].pos_y+HALFBALL >= bricky && ball[k].pos_y+HALFBALL <= bricky+BRICK_HEIGHT) && ((brickx-4<ball[k].pos_x+BALL && brickx>ball[k].pos_x+BALL) || (brickx+4>ball[k].pos_x+BALL+BALL && brickx<ball[k].pos_x+BALL+BALL)) && (ball[k].x >0)) { if ((ball[k].pos_y+HALFBALL >=
bricky &&
ball[k].pos_y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx-4<ball[k].pos_x+BALL &&
brickx>ball[k].pos_x+BALL) ||
(brickx+4>ball[k].pos_x+BALL+BALL &&
brickx<ball[k].pos_x+BALL+BALL)) &&
(ball[k].x >0)) {
ball[k].tempx=brickx-ball[k].pos_x-BALL; ball[k].tempx=brickx-ball[k].pos_x-BALL;
} else if ((ball[k].pos_y+ball[k].y+HALFBALL >= bricky && ball[k].pos_y+ball[k].y+HALFBALL <= bricky+BRICK_HEIGHT) && ((brickx+BRICK_WIDTH+4>ball[k].pos_x && brickx+BRICK_WIDTH<ball[k].pos_x) || (brickx+BRICK_WIDTH-4<ball[k].pos_x-BALL && brickx+BRICK_WIDTH>ball[k].pos_x-BALL)) && (ball[k].x <0)) { }
ball[k].tempx=-(ball[k].pos_x-(brickx+BRICK_WIDTH)); else if ((ball[k].pos_y+ball[k].y+HALFBALL >=
bricky &&
ball[k].pos_y+ball[k].y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx+BRICK_WIDTH+4>ball[k].pos_x &&
brickx+BRICK_WIDTH<ball[k].pos_x) ||
(brickx+BRICK_WIDTH-4<ball[k].pos_x-
BALL &&
brickx+BRICK_WIDTH>ball[k].pos_x-
BALL)) && (ball[k].x <0)) {
ball[k].tempx=
-(ball[k].pos_x-(brickx+BRICK_WIDTH));
} }
if ((ball[k].pos_x+HALFBALL >= brickx && ball[k].pos_x+HALFBALL <= brickx+BRICK_WIDTH) && ((bricky+BRICK_HEIGHT==ball[k].pos_y) || (bricky+BRICK_HEIGHT-6<=ball[k].pos_y && bricky+BRICK_HEIGHT>ball[k].pos_y)) && (ball[k].y <0)) { /* bottom line */ if ((ball[k].pos_x+HALFBALL >= brickx &&
if (brick[i*10+j].hits > 0){ ball[k].pos_x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky+BRICK_HEIGHT==ball[k].pos_y) ||
(bricky+BRICK_HEIGHT-6<=ball[k].pos_y &&
bricky+BRICK_HEIGHT>ball[k].pos_y)) &&
(ball[k].y <0)) { /* bottom line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--; brick[i*10+j].hits--;
brick[i*10+j].hiteffect++; brick[i*10+j].hiteffect++;
score+=2; score+=2;
@ -1265,8 +1353,15 @@ int game_loop(void){
} }
ball[k].y = ball[k].y*-1; ball[k].y = ball[k].y*-1;
} else if ((ball[k].pos_x+HALFBALL >= brickx && ball[k].pos_x+HALFBALL <= brickx+BRICK_WIDTH) && ((bricky==ball[k].pos_y+BALL) || (bricky+6>=ball[k].pos_y+BALL && bricky<ball[k].pos_y+BALL)) && (ball[k].y >0)) { /* top line */ }
if (brick[i*10+j].hits > 0){ else if ((ball[k].pos_x+HALFBALL >= brickx &&
ball[k].pos_x+HALFBALL <=
brickx+BRICK_WIDTH) &&
((bricky==ball[k].pos_y+BALL) ||
(bricky+6>=ball[k].pos_y+BALL &&
bricky<ball[k].pos_y+BALL)) &&
(ball[k].y >0)) { /* top line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--; brick[i*10+j].hits--;
brick[i*10+j].hiteffect++; brick[i*10+j].hiteffect++;
score+=2; score+=2;
@ -1280,8 +1375,14 @@ int game_loop(void){
ball[k].y = ball[k].y*-1; ball[k].y = ball[k].y*-1;
} }
if ((ball[k].pos_y+HALFBALL >= bricky && ball[k].pos_y+HALFBALL <= bricky+BRICK_HEIGHT) && ((brickx==ball[k].pos_x+BALL) || (brickx+6>=ball[k].pos_x+BALL && brickx<ball[k].pos_x+BALL)) && (ball[k].x > 0)) { /* left line */ if ((ball[k].pos_y+HALFBALL >= bricky &&
if (brick[i*10+j].hits > 0){ ball[k].pos_y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx==ball[k].pos_x+BALL) ||
(brickx+6>=ball[k].pos_x+BALL &&
brickx<ball[k].pos_x+BALL)) &&
(ball[k].x > 0)) { /* left line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--; brick[i*10+j].hits--;
brick[i*10+j].hiteffect++; brick[i*10+j].hiteffect++;
score+=2; score+=2;
@ -1293,8 +1394,18 @@ int game_loop(void){
} }
ball[k].x = ball[k].x*-1; ball[k].x = ball[k].x*-1;
} else if ((ball[k].pos_y+HALFBALL >= bricky && ball[k].pos_y+HALFBALL <= bricky+BRICK_HEIGHT) && ((brickx+BRICK_WIDTH==ball[k].pos_x) || (brickx+BRICK_WIDTH-6<=ball[k].pos_x && brickx+BRICK_WIDTH>ball[k].pos_x)) && (ball[k].x < 0)) { /* Right line */ }
if (brick[i*10+j].hits > 0){ else if ((ball[k].pos_y+HALFBALL >= bricky &&
ball[k].pos_y+HALFBALL <=
bricky+BRICK_HEIGHT) &&
((brickx+BRICK_WIDTH==
ball[k].pos_x) ||
(brickx+BRICK_WIDTH-6<=
ball[k].pos_x &&
brickx+BRICK_WIDTH>
ball[k].pos_x)) &&
(ball[k].x < 0)) { /* Right line */
if (brick[i*10+j].hits > 0) {
brick[i*10+j].hits--; brick[i*10+j].hits--;
brick[i*10+j].hiteffect++; brick[i*10+j].hiteffect++;
score+=2; score+=2;
@ -1308,7 +1419,7 @@ int game_loop(void){
ball[k].x = ball[k].x*-1; ball[k].x = ball[k].x*-1;
} }
if (brick[i*10+j].used==0){ if (brick[i*10+j].used==0) {
brick_on_board--; brick_on_board--;
score+=8; score+=8;
} }
@ -1319,17 +1430,25 @@ int game_loop(void){
} /* for i */ } /* for i */
/* draw the pad */ /* draw the pad */
rb->lcd_bitmap_part(brickmania_pads,0,pad_type*PAD_HEIGHT,PAD_WIDTH,pad_pos_x, PAD_POS_Y, PAD_WIDTH, PAD_HEIGHT); rb->lcd_bitmap_part(brickmania_pads,0,pad_type*PAD_HEIGHT,
PAD_WIDTH,pad_pos_x, PAD_POS_Y, PAD_WIDTH,
PAD_HEIGHT);
for(k=0;k<used_balls;k++) { for(k=0;k<used_balls;k++) {
if ((ball[k].pos_x >= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH) && (PAD_POS_Y-4<ball[k].pos_y+BALL && PAD_POS_Y>ball[k].pos_y+BALL) && (ball[k].y >0)) if ((ball[k].pos_x >= pad_pos_x &&
ball[k].pos_x <= pad_pos_x+PAD_WIDTH) &&
(PAD_POS_Y-4<ball[k].pos_y+BALL &&
PAD_POS_Y>ball[k].pos_y+BALL) && (ball[k].y >0))
ball[k].tempy=PAD_POS_Y-ball[k].pos_y-BALL; ball[k].tempy=PAD_POS_Y-ball[k].pos_y-BALL;
else if ((4>ball[k].pos_y && 0<ball[k].pos_y) && (ball[k].y <0)) else if ((4>ball[k].pos_y && 0<ball[k].pos_y) &&
(ball[k].y <0))
ball[k].tempy=-ball[k].pos_y; ball[k].tempy=-ball[k].pos_y;
if ((LCD_WIDTH-4<ball[k].pos_x+BALL && LCD_WIDTH>ball[k].pos_x+BALL) && (ball[k].x >0)) if ((LCD_WIDTH-4<ball[k].pos_x+BALL &&
LCD_WIDTH>ball[k].pos_x+BALL) && (ball[k].x >0))
ball[k].tempx=LCD_WIDTH-ball[k].pos_x-BALL; ball[k].tempx=LCD_WIDTH-ball[k].pos_x-BALL;
else if ((4>ball[k].pos_x && 0<ball[k].pos_x) && (ball[k].x <0)) else if ((4>ball[k].pos_x && 0<ball[k].pos_x) &&
(ball[k].x <0))
ball[k].tempx=-ball[k].pos_x; ball[k].tempx=-ball[k].pos_x;
/* top line */ /* top line */
@ -1358,7 +1477,7 @@ int game_loop(void){
continue; continue;
} else { } else {
life--; life--;
if (life>=0){ if (life>=0) {
int_game(0); int_game(0);
sleep(2); sleep(2);
} }
@ -1366,43 +1485,81 @@ int game_loop(void){
} }
/* left line ,right line */ /* left line ,right line */
if ((ball[k].pos_x <= 0) || (ball[k].pos_x+BALL >= LCD_WIDTH)){ if ((ball[k].pos_x <= 0) ||
(ball[k].pos_x+BALL >= LCD_WIDTH)) {
ball[k].x = ball[k].x*-1; ball[k].x = ball[k].x*-1;
ball[k].pos_x = ball[k].pos_x <= 0 ? 0 : LCD_WIDTH-BALL; ball[k].pos_x = ball[k].pos_x <= 0 ? 0 : LCD_WIDTH-BALL;
} }
if ((ball[k].pos_y+BALL >= PAD_POS_Y && (ball[k].pos_x >= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH)) && if ((ball[k].pos_y+BALL >= PAD_POS_Y &&
(ball[k].pos_x >= pad_pos_x &&
ball[k].pos_x <= pad_pos_x+PAD_WIDTH)) &&
start_game != 1 && !ball[k].glue) { start_game != 1 && !ball[k].glue) {
if ((ball[k].pos_x+HALFBALL >= pad_pos_x && ball[k].pos_x+HALFBALL <= pad_pos_x+(PAD_WIDTH/2/4)) || if ((ball[k].pos_x+HALFBALL >= pad_pos_x &&
(ball[k].pos_x +HALFBALL>= pad_pos_x+(PAD_WIDTH-(PAD_WIDTH/2/4)) && ball[k].pos_x+HALFBALL <= pad_pos_x+PAD_WIDTH)) { ball[k].pos_x+HALFBALL <=
pad_pos_x+(PAD_WIDTH/2/4)) ||
(ball[k].pos_x +HALFBALL>=
pad_pos_x+(PAD_WIDTH-(PAD_WIDTH/2/4)) &&
ball[k].pos_x+HALFBALL <= pad_pos_x+PAD_WIDTH)) {
ball[k].y = -2; ball[k].y = -2;
if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) if (ball[k].pos_x != 0 &&
ball[k].x = pad_check(6,0,ball[k].pos_x+2<=pad_pos_x+(PAD_WIDTH/2)?0:1,k); ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = pad_check(6,0,ball[k].pos_x+2<=
pad_pos_x+(PAD_WIDTH/2)?
0:1,k);
} else if ((ball[k].pos_x+HALFBALL >= pad_pos_x+(PAD_WIDTH/2/4) && ball[k].pos_x+HALFBALL <= pad_pos_x+2*(PAD_WIDTH/2/4)) || }
(ball[k].pos_x+HALFBALL >= pad_pos_x+(PAD_WIDTH-2*(PAD_WIDTH/2/4)) && ball[k].pos_x+HALFBALL <= pad_pos_x+(PAD_WIDTH-(PAD_WIDTH/2/4)) )) { else if ((ball[k].pos_x+HALFBALL >=
pad_pos_x+(PAD_WIDTH/2/4) &&
ball[k].pos_x+HALFBALL <=
pad_pos_x+2*(PAD_WIDTH/2/4)) ||
(ball[k].pos_x+HALFBALL >=
pad_pos_x+(PAD_WIDTH-2*(PAD_WIDTH/2/4)) &&
ball[k].pos_x+HALFBALL <=
pad_pos_x+(PAD_WIDTH-(PAD_WIDTH/2/4)) )) {
ball[k].y = -3; ball[k].y = -3;
if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) if (ball[k].pos_x != 0 &&
ball[k].x = pad_check(4,0,ball[k].pos_x+2<=pad_pos_x+(PAD_WIDTH/2)?0:1,k); ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = pad_check(4,0,ball[k].pos_x+2<=
pad_pos_x+(PAD_WIDTH/2)?
0:1,k);
} else if ((ball[k].pos_x+HALFBALL >= pad_pos_x+2*(PAD_WIDTH/2/4) && ball[k].pos_x+HALFBALL <= pad_pos_x+3*(PAD_WIDTH/2/4)) || }
(ball[k].pos_x+2 >= pad_pos_x+(PAD_WIDTH-3*(PAD_WIDTH/2/4)) && ball[k].pos_x+2 <= pad_pos_x+ ((PAD_WIDTH/2)-2*(PAD_WIDTH/2/4)) )) { else if ((ball[k].pos_x+HALFBALL >=
pad_pos_x+2*(PAD_WIDTH/2/4) &&
ball[k].pos_x+HALFBALL <=
pad_pos_x+3*(PAD_WIDTH/2/4)) ||
(ball[k].pos_x+2 >=
pad_pos_x+(PAD_WIDTH-3*(PAD_WIDTH/2/4)) &&
ball[k].pos_x+2 <=
pad_pos_x+ ((PAD_WIDTH/2)-2*(PAD_WIDTH/2/4)) )) {
ball[k].y = -4; ball[k].y = -4;
if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) if (ball[k].pos_x != 0 &&
ball[k].x = pad_check(3,0,ball[k].pos_x+2<=pad_pos_x+(PAD_WIDTH/2)?0:1,k); ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = pad_check(3,0,ball[k].pos_x+2<=
pad_pos_x+(PAD_WIDTH/2)?
0:1,k);
} else if ((ball[k].pos_x+HALFBALL >= pad_pos_x+3*(PAD_WIDTH/2/4) && ball[k].pos_x+HALFBALL <= pad_pos_x+4*(PAD_WIDTH/2/4)-2) || }
(ball[k].pos_x+2 >= pad_pos_x+(PAD_WIDTH/2+2) && ball[k].pos_x+2 <= pad_pos_x+(PAD_WIDTH-3*(PAD_WIDTH/2/4)) )) { else if ((ball[k].pos_x+HALFBALL >=
pad_pos_x+3*(PAD_WIDTH/2/4) &&
ball[k].pos_x+HALFBALL <=
pad_pos_x+4*(PAD_WIDTH/2/4)-2) ||
(ball[k].pos_x+2 >= pad_pos_x+(PAD_WIDTH/2+2) &&
ball[k].pos_x+2 <=
pad_pos_x+(PAD_WIDTH-3*(PAD_WIDTH/2/4)) )) {
ball[k].y = -4; ball[k].y = -4;
if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) if (ball[k].pos_x != 0 &&
ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = pad_check(2,1,0,k); ball[k].x = pad_check(2,1,0,k);
} else { }
else {
ball[k].y = -4; ball[k].y = -4;
} }
} }
@ -1415,8 +1572,10 @@ int game_loop(void){
ball[k].tempx=0; ball[k].tempx=0;
} }
if (ball[k].pos_y+5 >= PAD_POS_Y && (pad_type==1 && !ball[k].glue) && if (ball[k].pos_y+5 >= PAD_POS_Y &&
(ball[k].pos_x >= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH)){ (pad_type==1 && !ball[k].glue) &&
(ball[k].pos_x >= pad_pos_x &&
ball[k].pos_x <= pad_pos_x+PAD_WIDTH)) {
ball[k].y=0; ball[k].y=0;
ball[k].pos_y=PAD_POS_Y-BALL; ball[k].pos_y=PAD_POS_Y-BALL;
ball[k].glue=true; ball[k].glue=true;
@ -1431,15 +1590,20 @@ int game_loop(void){
score+=100; score+=100;
int_game(1); int_game(1);
sleep(2); sleep(2);
} else { }
else {
rb->lcd_getstringsize("Congratulations!", &sw, NULL); rb->lcd_getstringsize("Congratulations!", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_congrats, "Congratulations!"); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_congrats,
"Congratulations!");
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->lcd_getstringsize("No more levels", &sw, NULL); rb->lcd_getstringsize("No more levels", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_finsh, "No more levels"); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_finsh,
"No more levels");
#else #else
rb->lcd_getstringsize("You have finished the game!", &sw, NULL); rb->lcd_getstringsize("You have finished the game!",
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_finsh, "You have finished the game!"); &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_finsh,
"You have finished the game!");
#endif #endif
vscore=score; vscore=score;
rb->lcd_update(); rb->lcd_update();
@ -1447,11 +1611,12 @@ int game_loop(void){
sleep(2); sleep(2);
highscore=score; highscore=score;
rb->splash(HZ*2,true,"New High Score"); rb->splash(HZ*2,true,"New High Score");
} else { }
else {
sleep(3); sleep(3);
} }
switch(game_menu(0)){ switch(game_menu(0)) {
case 0: case 0:
life=2; life=2;
cur_level=0; cur_level=0;
@ -1466,7 +1631,7 @@ int game_loop(void){
case 3: case 3:
return 1; return 1;
break; break;
}; }
} }
} }
@ -1478,25 +1643,30 @@ int game_loop(void){
button_right=((move_button & RIGHT) || (SCROLL_FWD(button))); button_right=((move_button & RIGHT) || (SCROLL_FWD(button)));
button_left=((move_button & LEFT) || (SCROLL_BACK(button))); button_left=((move_button & LEFT) || (SCROLL_BACK(button)));
if ((button_right && flip_sides==false) || (button_left && flip_sides==true)) { if ((button_right && flip_sides==false) ||
(button_left && flip_sides==true)) {
if (pad_pos_x+8+PAD_WIDTH > LCD_WIDTH) { if (pad_pos_x+8+PAD_WIDTH > LCD_WIDTH) {
for(k=0;k<used_balls;k++) for(k=0;k<used_balls;k++)
if (start_game==1 || ball[k].glue) if (start_game==1 || ball[k].glue)
ball[k].pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH; ball[k].pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH;
pad_pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH; pad_pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH;
} else { }
else {
for(k=0;k<used_balls;k++) for(k=0;k<used_balls;k++)
if ((start_game==1 || ball[k].glue)) if ((start_game==1 || ball[k].glue))
ball[k].pos_x+=8; ball[k].pos_x+=8;
pad_pos_x+=8; pad_pos_x+=8;
} }
} else if ((button_left && flip_sides==false) || (button_right && flip_sides==true)) { }
else if ((button_left && flip_sides==false) ||
(button_right && flip_sides==true)) {
if (pad_pos_x-8 < 0) { if (pad_pos_x-8 < 0) {
for(k=0;k<used_balls;k++) for(k=0;k<used_balls;k++)
if (start_game==1 || ball[k].glue) if (start_game==1 || ball[k].glue)
ball[k].pos_x-=pad_pos_x; ball[k].pos_x-=pad_pos_x;
pad_pos_x-=pad_pos_x; pad_pos_x-=pad_pos_x;
} else { }
else {
for(k=0;k<used_balls;k++) for(k=0;k<used_balls;k++)
if (start_game==1 || ball[k].glue) if (start_game==1 || ball[k].glue)
ball[k].pos_x-=8; ball[k].pos_x-=8;
@ -1509,12 +1679,14 @@ int game_loop(void){
case UP: case UP:
case SELECT: case SELECT:
if (start_game==1 && con_game!=1 && pad_type!=1) { if (start_game==1 && con_game!=1 && pad_type!=1) {
for(k=0;k<used_balls;k++){ for(k=0;k<used_balls;k++) {
ball[k].y=-4; ball[k].y=-4;
ball[k].x=pad_pos_x+(PAD_WIDTH/2)-2>=LCD_WIDTH/2?2:-2; ball[k].x=pad_pos_x+(PAD_WIDTH/2)-2>=
LCD_WIDTH/2?2:-2;
} }
start_game =0; start_game =0;
} else if (pad_type==1) { }
else if (pad_type==1) {
for(k=0;k<used_balls;k++) { for(k=0;k<used_balls;k++) {
if (ball[k].glue) if (ball[k].glue)
ball[k].glue=false; ball[k].glue=false;
@ -1537,7 +1709,7 @@ int game_loop(void){
fire[tfire].top=PAD_POS_Y-7; fire[tfire].top=PAD_POS_Y-7;
fire[tfire].left=pad_pos_x+PAD_WIDTH-1; fire[tfire].left=pad_pos_x+PAD_WIDTH-1;
} else if (con_game==1 && start_game!=1) { } else if (con_game==1 && start_game!=1) {
for(k=0;k<used_balls;k++){ for(k=0;k<used_balls;k++) {
ball[k].x=x[k]; ball[k].x=x[k];
ball[k].y=y[k]; ball[k].y=y[k];
} }
@ -1545,7 +1717,7 @@ int game_loop(void){
} }
break; break;
case QUIT: case QUIT:
switch(game_menu(1)){ switch(game_menu(1)) {
case 0: case 0:
life=2; life=2;
cur_level=0; cur_level=0;
@ -1557,17 +1729,20 @@ int game_loop(void){
con_game=1; con_game=1;
break; break;
case 2: case 2:
if (help(1)==1) return 1; if (help(1)==1)
return 1;
break; break;
case 3: case 3:
return 1; return 1;
break; break;
}; }
for(k=0;k<used_balls;k++){ for(k=0;k<used_balls;k++) {
if (ball[k].x!=0) x[k]=ball[k].x; if (ball[k].x!=0)
x[k]=ball[k].x;
ball[k].x=0; ball[k].x=0;
if (ball[k].y!=0) y[k]=ball[k].y; if (ball[k].y!=0)
y[k]=ball[k].y;
ball[k].y=0; ball[k].y=0;
} }
@ -1578,11 +1753,13 @@ int game_loop(void){
return 1; return 1;
break; break;
} }
} else { }
else {
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->splash(HZ*2,true,"Game Over"); rb->splash(HZ*2,true,"Game Over");
#else #else
rb->lcd_bitmap(brickmania_gameover,LCD_WIDTH/2-55,LCD_HEIGHT-87,110,52); rb->lcd_bitmap(brickmania_gameover,LCD_WIDTH/2-55,LCD_HEIGHT-87,
110,52);
rb->lcd_update(); rb->lcd_update();
#endif #endif
if (score>highscore) { if (score>highscore) {
@ -1593,12 +1770,12 @@ int game_loop(void){
sleep(3); sleep(3);
} }
for(k=0;k<used_balls;k++){ for(k=0;k<used_balls;k++) {
ball[k].x=0; ball[k].x=0;
ball[k].y=0; ball[k].y=0;
} }
switch(game_menu(0)){ switch(game_menu(0)) {
case 0: case 0:
cur_level=0; cur_level=0;
life=2; life=2;
@ -1608,7 +1785,8 @@ int game_loop(void){
con_game=1; con_game=1;
break; break;
case 2: case 2:
if (help(0)==1) return 1; if (help(0)==1)
return 1;
break; break;
case 3: case 3:
return 1; return 1;
@ -1617,7 +1795,8 @@ int game_loop(void){
} }
if (end > *rb->current_tick) if (end > *rb->current_tick)
rb->sleep(end-*rb->current_tick); rb->sleep(end-*rb->current_tick);
else rb->yield(); else
rb->yield();
} }
} }