forked from len0rd/rockbox
FS#11049 - Brickmania: Make brick a two-dimensional array
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24890 a1c6a512-1295-4272-9138-f99709370657
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ef925134c9
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1 changed files with 47 additions and 51 deletions
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@ -379,7 +379,6 @@ CONFIG_KEYPAD == SANSA_M200_PAD
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#define NUM_BRICKS_ROWS 8
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#define NUM_BRICKS_COLS 10
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#define BRICK_IDX(row, col) (NUM_BRICKS_COLS * (row) + (col))
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/* change the first number in [ ] to however many levels there are */
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static unsigned char levels[NUM_LEVELS][NUM_BRICKS_ROWS][NUM_BRICKS_COLS] =
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@ -833,7 +832,7 @@ typedef struct cube
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int hits; /* How many hits can this brick take? */
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int hiteffect;
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} cube;
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cube brick[NUM_BRICKS_ROWS * NUM_BRICKS_COLS];
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cube brick[NUM_BRICKS_ROWS][NUM_BRICKS_COLS];
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typedef struct balls
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{
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@ -1012,18 +1011,17 @@ static void brickmania_init_game(bool new_game)
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for(i=0;i<NUM_BRICKS_ROWS;i++) {
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for(j=0;j<NUM_BRICKS_COLS;j++) {
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int bnum = BRICK_IDX(i, j);
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brick[bnum].poweruse = false;
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brick[i][j].poweruse = false;
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if (new_game) {
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brick[bnum].power=rb->rand()%25;
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brick[i][j].power=rb->rand()%25;
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/* +8 make the game with less powerups */
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brick[bnum].hits=levels[level][i][j]>=10?
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brick[i][j].hits=levels[level][i][j]>=10?
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levels[level][i][j]/16-1:0;
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brick[bnum].hiteffect=0;
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brick[bnum].powertop = TOPMARGIN + i*BRICK_HEIGHT;
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brick[bnum].used=!(levels[level][i][j]==0);
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brick[bnum].color=(levels[level][i][j]>=10?
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brick[i][j].hiteffect=0;
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brick[i][j].powertop = TOPMARGIN + i*BRICK_HEIGHT;
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brick[i][j].used=!(levels[level][i][j]==0);
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brick[i][j].color=(levels[level][i][j]>=10?
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levels[level][i][j]%16:
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levels[level][i][j])-1;
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if (levels[level][i][j]!=0)
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@ -1298,25 +1296,25 @@ static int brickmania_menu(void)
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#endif
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}
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void brick_hit(int brick_number)
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void brick_hit(int i, int j)
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{
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if(!brick[brick_number].used)
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if(!brick[i][j].used)
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return;
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/* if this is a crackable brick hits starts as
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* greater than 0.
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*/
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if (brick[brick_number].hits > 0) {
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brick[brick_number].hits--;
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brick[brick_number].hiteffect++;
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if (brick[i][j].hits > 0) {
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brick[i][j].hits--;
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brick[i][j].hiteffect++;
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score+=SCORE_BALL_HIT_BRICK;
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}
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else {
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brick[brick_number].used=false;
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brick[i][j].used=false;
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/* Was there a powerup on the brick? */
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if (brick[brick_number].power<NUMBER_OF_POWERUPS) {
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if (brick[i][j].power<NUMBER_OF_POWERUPS) {
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/* Activate the powerup */
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brick[brick_number].poweruse = true;
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brick[i][j].poweruse = true;
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}
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brick_on_board--;
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score+=SCORE_BALL_DEMOLISHED_BRICK;
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@ -1435,19 +1433,18 @@ static int brickmania_game_loop(void)
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j = (fire[k].x_pos - LEFTMARGIN) / BRICK_WIDTH;
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for (i=NUM_BRICKS_ROWS-1;i>=0;i--)
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{
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int bnum = BRICK_IDX(i, j);
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if (brick[bnum].used)
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if (brick[i][j].used)
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{
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score += SCORE_FIRE_HIT_BRICK;
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brick_hit(bnum);
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brick_hit(i, j);
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used_fires--;
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fire[k].top = fire[used_fires].top;
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fire[k].x_pos = fire[used_fires].x_pos;
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k--;
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break;
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}
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if (brick[bnum].powertop<=fire[k].top)
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if (brick[i][j].powertop<=fire[k].top)
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break;
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}
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}
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@ -1474,28 +1471,27 @@ static int brickmania_game_loop(void)
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for (j=0; j<NUM_BRICKS_COLS ;j++)
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{
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int brickx;
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int bnum = BRICK_IDX(i, j);
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/* This brick is not really a brick, it is a powerup if
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* poweruse is set. Perform appropriate powerup checks.
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*/
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if(brick[bnum].poweruse)
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if(brick[i][j].poweruse)
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{
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brickx = LEFTMARGIN + j*BRICK_WIDTH +
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(BRICK_WIDTH - POWERUP_WIDTH) / 2;
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/* Update powertop if the game is not paused */
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if (game_state!=ST_PAUSE)
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brick[bnum].powertop+=SPEED_POWER;
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brick[i][j].powertop+=SPEED_POWER;
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/* Draw the powerup */
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rb->lcd_bitmap_part(brickmania_powerups,0,
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INT3(POWERUP_HEIGHT)*brick[bnum].power,
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INT3(POWERUP_HEIGHT)*brick[i][j].power,
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STRIDE( SCREEN_MAIN,
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BMPWIDTH_brickmania_powerups,
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BMPHEIGHT_brickmania_powerups),
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INT3(brickx),
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INT3(brick[bnum].powertop),
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INT3(brick[i][j].powertop),
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INT3(POWERUP_WIDTH),
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INT3(POWERUP_HEIGHT) );
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@ -1503,16 +1499,16 @@ static int brickmania_game_loop(void)
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* hit the paddle.
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*/
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misc_line.p1.x = brickx + (POWERUP_WIDTH >> 1);
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misc_line.p1.y = brick[bnum].powertop + POWERUP_HEIGHT;
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misc_line.p1.y = brick[i][j].powertop + POWERUP_HEIGHT;
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misc_line.p2.x = brickx + (POWERUP_WIDTH >> 1);
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misc_line.p2.y = SPEED_POWER + brick[bnum].powertop +
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misc_line.p2.y = SPEED_POWER + brick[i][j].powertop +
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POWERUP_HEIGHT;
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/* Check if the powerup will hit the paddle */
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if ( check_lines(&misc_line, &pad_line, &pt_hit) )
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{
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switch(brick[bnum].power) {
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switch(brick[i][j].power) {
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case 0: /* Extra Life */
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life++;
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score += SCORE_POWER_EXTRA_LIFE;
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@ -1604,17 +1600,17 @@ static int brickmania_game_loop(void)
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break;
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}
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/* Disable the powerup (it was picked up) */
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brick[bnum].poweruse = false;
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brick[i][j].poweruse = false;
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}
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if (brick[bnum].powertop>PAD_POS_Y)
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if (brick[i][j].powertop>PAD_POS_Y)
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{
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/* Disable the powerup (it was missed) */
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brick[bnum].poweruse = false;
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brick[i][j].poweruse = false;
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}
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}
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/* The brick is a brick, but it may or may not be in use */
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else if(brick[bnum].used)
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else if(brick[i][j].used)
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{
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/* these lines are used to describe the brick */
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line bot_brick, top_brick, left_brick, rght_brick;
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@ -1623,51 +1619,51 @@ static int brickmania_game_loop(void)
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/* Describe the brick for later collision checks */
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/* Setup the bottom of the brick */
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bot_brick.p1.x = brickx;
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bot_brick.p1.y = brick[bnum].powertop + BRICK_HEIGHT;
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bot_brick.p1.y = brick[i][j].powertop + BRICK_HEIGHT;
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bot_brick.p2.x = brickx + BRICK_WIDTH;
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bot_brick.p2.y = brick[bnum].powertop + BRICK_HEIGHT;
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bot_brick.p2.y = brick[i][j].powertop + BRICK_HEIGHT;
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/* Setup the top of the brick */
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top_brick.p1.x = brickx;
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top_brick.p1.y = brick[bnum].powertop;
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top_brick.p1.y = brick[i][j].powertop;
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top_brick.p2.x = brickx + BRICK_WIDTH;
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top_brick.p2.y = brick[bnum].powertop;
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top_brick.p2.y = brick[i][j].powertop;
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/* Setup the left of the brick */
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left_brick.p1.x = brickx;
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left_brick.p1.y = brick[bnum].powertop;
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left_brick.p1.y = brick[i][j].powertop;
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left_brick.p2.x = brickx;
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left_brick.p2.y = brick[bnum].powertop + BRICK_HEIGHT;
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left_brick.p2.y = brick[i][j].powertop + BRICK_HEIGHT;
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/* Setup the right of the brick */
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rght_brick.p1.x = brickx + BRICK_WIDTH;
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rght_brick.p1.y = brick[bnum].powertop;
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rght_brick.p1.y = brick[i][j].powertop;
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rght_brick.p2.x = brickx + BRICK_WIDTH;
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rght_brick.p2.y = brick[bnum].powertop + BRICK_HEIGHT;
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rght_brick.p2.y = brick[i][j].powertop + BRICK_HEIGHT;
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/* Draw the brick */
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rb->lcd_bitmap_part(brickmania_bricks,0,
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INT3(BRICK_HEIGHT)*brick[bnum].color,
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INT3(BRICK_HEIGHT)*brick[i][j].color,
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STRIDE( SCREEN_MAIN,
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BMPWIDTH_brickmania_bricks,
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BMPHEIGHT_brickmania_bricks),
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INT3(brickx),
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INT3(brick[bnum].powertop),
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INT3(brick[i][j].powertop),
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INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
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#ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
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if (brick[bnum].hiteffect > 0)
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if (brick[i][j].hiteffect > 0)
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rb->lcd_bitmap_transparent_part(brickmania_break,0,
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INT3(BRICK_HEIGHT)*brick[bnum].hiteffect,
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INT3(BRICK_HEIGHT)*brick[i][j].hiteffect,
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STRIDE( SCREEN_MAIN,
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BMPWIDTH_brickmania_break,
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BMPHEIGHT_brickmania_break),
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INT3(brickx),
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INT3(brick[bnum].powertop),
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INT3(brick[i][j].powertop),
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INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
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#endif
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@ -1699,7 +1695,7 @@ static int brickmania_game_loop(void)
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ball[k].speedy = -ball[k].speedy;
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ball[k].tempy = pt_hit.y;
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ball[k].tempx = pt_hit.x;
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brick_hit(bnum);
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brick_hit(i, j);
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}
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/* Check the top, if the ball is moving up dont
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* count it as a hit.
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@ -1710,7 +1706,7 @@ static int brickmania_game_loop(void)
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ball[k].speedy = -ball[k].speedy;
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ball[k].tempy = pt_hit.y;
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ball[k].tempx = pt_hit.x;
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brick_hit(bnum);
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brick_hit(i, j);
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}
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/* Check the left side of the brick */
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else if(
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@ -1719,7 +1715,7 @@ static int brickmania_game_loop(void)
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ball[k].speedx = -ball[k].speedx;
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ball[k].tempy = pt_hit.y;
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ball[k].tempx = pt_hit.x;
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brick_hit(bnum);
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brick_hit(i, j);
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}
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/* Check the right side of the brick */
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else if(
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@ -1728,7 +1724,7 @@ static int brickmania_game_loop(void)
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ball[k].speedx = -ball[k].speedx;
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ball[k].tempy = pt_hit.y;
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ball[k].tempx = pt_hit.x;
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brick_hit(bnum);
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brick_hit(i, j);
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}
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} /* for k */
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} /* if(used) */
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