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FS#11049 - Brickmania: Make brick a two-dimensional array

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24890 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Tomer Shalev 2010-02-24 20:08:30 +00:00
parent ef925134c9
commit cee3b29729

View file

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