forked from len0rd/rockbox
Brickmania: Hopefully prevent dissappearing of the ball
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24810 a1c6a512-1295-4272-9138-f99709370657
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3dc9d111b3
commit
cd08122e4e
1 changed files with 115 additions and 115 deletions
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@ -1851,14 +1851,15 @@ static int brickmania_game_loop(void)
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}
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}
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}
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}
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if (game_state != ST_READY && !ball[k].glue)
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{
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/* Check if the ball hit the left side */
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/* Check if the ball hit the left side */
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screen_edge.p1.x = 0;
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screen_edge.p1.x = 0;
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screen_edge.p1.y = 0;
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screen_edge.p1.y = 0;
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screen_edge.p2.x = 0;
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screen_edge.p2.x = 0;
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screen_edge.p2.y = GAMESCREEN_HEIGHT;
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screen_edge.p2.y = GAMESCREEN_HEIGHT;
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if ( !ball[k].glue &&
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if (check_lines(&misc_line, &screen_edge, &pt_hit))
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check_lines(&misc_line, &screen_edge, &pt_hit))
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{
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{
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/* Reverse direction */
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/* Reverse direction */
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ball[k].speedx = -ball[k].speedx;
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ball[k].speedx = -ball[k].speedx;
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@ -1874,8 +1875,7 @@ static int brickmania_game_loop(void)
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screen_edge.p2.x = GAMESCREEN_WIDTH;
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screen_edge.p2.x = GAMESCREEN_WIDTH;
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screen_edge.p2.y = GAMESCREEN_HEIGHT;
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screen_edge.p2.y = GAMESCREEN_HEIGHT;
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if ( !ball[k].glue &&
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if (check_lines(&misc_line, &screen_edge, &pt_hit))
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check_lines(&misc_line, &screen_edge, &pt_hit))
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{
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{
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/* Reverse direction */
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/* Reverse direction */
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ball[k].speedx = -ball[k].speedx;
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ball[k].speedx = -ball[k].speedx;
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@ -1888,8 +1888,7 @@ static int brickmania_game_loop(void)
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/* Did the ball hit the paddle? Depending on where the ball
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/* Did the ball hit the paddle? Depending on where the ball
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* Hit set the x/y speed appropriately.
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* Hit set the x/y speed appropriately.
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*/
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*/
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if( game_state!=ST_READY && !ball[k].glue &&
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if(check_lines(&misc_line, &pad_line, &pt_hit) )
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check_lines(&misc_line, &pad_line, &pt_hit) )
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{
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{
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/* Re-position ball based on collision */
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/* Re-position ball based on collision */
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ball[k].tempy = ON_PAD_POS_Y;
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ball[k].tempy = ON_PAD_POS_Y;
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@ -1974,6 +1973,7 @@ static int brickmania_game_loop(void)
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ball[k].tempy = ON_PAD_POS_Y;
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ball[k].tempy = ON_PAD_POS_Y;
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}
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}
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}
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}
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}
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/* Update the ball position */
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/* Update the ball position */
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if (!ball[k].glue)
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if (!ball[k].glue)
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