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BrickMania for Archos Recorder/Ondio, iAudio x5 (b/w at the moment) and iPod 3G

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@8776 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Ben Basha 2006-02-22 10:34:36 +00:00
parent 9535a9a639
commit d330ef7386
18 changed files with 218 additions and 99 deletions

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@ -38,9 +38,8 @@ solitaire.c
bejeweled.c
#endif
bounce.c
/* H300, H100 and iPod Nano/Color/Video only */
#if ((LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132) && (LCD_DEPTH == 16)) || \
((LCD_WIDTH == 160) && (LCD_HEIGHT == 128) && (LCD_DEPTH==2))
#if (LCD_WIDTH != 138) && (LCD_WIDTH != 128)
/* These need adjusting for the Mini's and iRiver if'p screen */
brickmania.c
#endif
calculator.c

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@ -0,0 +1,22 @@
#ifdef HAVE_LCD_BITMAP
/* BrickMania */
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
brickmania_bricks.112x64x1.bmp
brickmania_ball.112x64x1.bmp
brickmania_help.112x64x1.bmp
brickmania_no_resume.112x64x1.bmp
brickmania_pads.112x64x1.bmp
brickmania_powerups.112x64x1.bmp
brickmania_quit.112x64x1.bmp
brickmania_resume.112x64x1.bmp
brickmania_sel_help.112x64x1.bmp
brickmania_sel_resume.112x64x1.bmp
brickmania_sel_quit.112x64x1.bmp
brickmania_sel_start.112x64x1.bmp
brickmania_start.112x64x1.bmp
#endif
#endif /* HAVE_LCD_BITMAP */

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@ -61,7 +61,7 @@ brickmania_sel_start.220x176x16.bmp
brickmania_start.220x176x16.bmp
brickmania_break.220x176x16.bmp
#elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128) && (LCD_DEPTH == 2)
#elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128)
brickmania_ball.160x128x2.bmp
brickmania_bricks.160x128x2.bmp
brickmania_gameover.160x128x2.bmp

View file

@ -33,11 +33,37 @@ PLUGIN_HEADER
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
/* H100 and H300 don't have scroll events */
/* Only iPod have scroll events */
#define SCROLL_FWD(x) (0)
#define SCROLL_BACK(x) (0)
#elif (CONFIG_KEYPAD == IPOD_4G_PAD)
#elif CONFIG_KEYPAD == ONDIO_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_MENU
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
/* Only iPod have scroll events */
#define SCROLL_FWD(x) (0)
#define SCROLL_BACK(x) (0)
#elif CONFIG_KEYPAD == RECORDER_PAD
#define QUIT BUTTON_OFF
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_PLAY
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
/* Only iPod have scroll events */
#define SCROLL_FWD(x) (0)
#define SCROLL_BACK(x) (0)
#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || (CONFIG_KEYPAD == IPOD_4G_PAD)
#define QUIT BUTTON_MENU
#define LEFT BUTTON_LEFT
@ -49,6 +75,19 @@ PLUGIN_HEADER
#define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
#define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
#elif CONFIG_KEYPAD == IAUDIO_X5_PAD /* grayscale at the moment */
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define SELECT BUTTON_PLAY
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
/* Only iPod have scroll events */
#define SCROLL_FWD(x) (0)
#define SCROLL_BACK(x) (0)
#else
#error Unsupported keypad
#endif
@ -56,10 +95,12 @@ PLUGIN_HEADER
static struct plugin_api* rb;
/* External bitmaps */
extern const fb_data brickmania_ball[];
extern const fb_data brickmania_gameover[];
extern const fb_data brickmania_help[];
#if (LCD_WIDTH != 112) && (LCD_HEIGHT != 64)
extern const fb_data brickmania_menu_bg[];
extern const fb_data brickmania_gameover[];
#endif
extern const fb_data brickmania_ball[];
extern const fb_data brickmania_help[];
extern const fb_data brickmania_no_resume[];
extern const fb_data brickmania_quit[];
extern const fb_data brickmania_resume[];
@ -68,7 +109,9 @@ extern const fb_data brickmania_sel_quit[];
extern const fb_data brickmania_sel_resume[];
extern const fb_data brickmania_sel_start[];
extern const fb_data brickmania_start[];
#ifdef HAVE_LCD_COLOR
extern const fb_data brickmania_break[];
#endif
/* normal, glue, fire */
extern const fb_data brickmania_pads[];
@ -100,36 +143,22 @@ extern const fb_data brickmania_bricks[];
#define BRICK_HEIGHT 8
#define BRICK_WIDTH 21
#define BALL 5
#define HALFBALL 3
#define LEFTMARGIN 5
#define TOPMARGIN 30
#define BMPHEIGHT_help 19
#define BMPWIDTH_help 37
#define BMPHEIGHT_sel_help 19
#define BMPWIDTH_sel_help 37
#define BMPHEIGHT_start 20
#define BMPWIDTH_start 112
#define BMPHEIGHT_resume 17
#define BMPWIDTH_resume 96
#define BMPHEIGHT_no_resume 17
#define BMPWIDTH_no_resume 96
#define BMPHEIGHT_help 19
#define BMPWIDTH_help 37
#define BMPHEIGHT_quit 19
#define BMPWIDTH_quit 33
#define BMPHEIGHT_sel_quit 19
#define BMPWIDTH_sel_quit 33
#define BMPHEIGHT_sel_resume 17
#define BMPWIDTH_sel_resume 96
#define BMPHEIGHT_sel_start 20
#define BMPWIDTH_sel_start 112
#define BMPHEIGHT_start 20
#define BMPWIDTH_start 112
#define BMPHEIGHT_powerup 6
#define BMPWIDTH_powerup 10
@ -152,7 +181,7 @@ extern const fb_data brickmania_bricks[];
#define STRINGPOS_navi 150
#define STRINGPOS_flipsides 150
#elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128) && (LCD_DEPTH==2)
#elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128)
/* 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 10ms.
@ -165,36 +194,22 @@ extern const fb_data brickmania_bricks[];
#define BRICK_HEIGHT 7
#define BRICK_WIDTH 15
#define BALL 5
#define HALFBALL 3
#define LEFTMARGIN 5
#define TOPMARGIN 21
#define BMPHEIGHT_help 15
#define BMPWIDTH_help 30
#define BMPHEIGHT_sel_help 15
#define BMPWIDTH_sel_help 30
#define BMPHEIGHT_start 16
#define BMPWIDTH_start 88
#define BMPHEIGHT_resume 14
#define BMPWIDTH_resume 78
#define BMPHEIGHT_no_resume 14
#define BMPWIDTH_no_resume 78
#define BMPHEIGHT_help 15
#define BMPWIDTH_help 30
#define BMPHEIGHT_quit 17
#define BMPWIDTH_quit 30
#define BMPHEIGHT_sel_quit 17
#define BMPWIDTH_sel_quit 30
#define BMPHEIGHT_sel_resume 14
#define BMPWIDTH_sel_resume 78
#define BMPHEIGHT_sel_start 16
#define BMPWIDTH_sel_start 88
#define BMPHEIGHT_start 16
#define BMPWIDTH_start 88
#define BMPHEIGHT_powerup 6
#define BMPWIDTH_powerup 10
@ -212,11 +227,60 @@ extern const fb_data brickmania_bricks[];
#define HIGHSCORE_XPOS 7
#define HIGHSCORE_YPOS 36
#define STRINGPOS_finsh 100
#define STRINGPOS_congrats 110
#define STRINGPOS_finsh 110
#define STRINGPOS_congrats 100
#define STRINGPOS_navi 100
#define STRINGPOS_flipsides 100
#elif (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
/* 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 10ms.
*/
#define CYCLETIME 75
#define PAD_WIDTH 30
#define PAD_HEIGHT 3
#define PAD_POS_Y LCD_HEIGHT - 5
#define BRICK_HEIGHT 4
#define BRICK_WIDTH 11
#define BALL 3
#define HALFBALL 2
#define LEFTMARGIN 1
#define TOPMARGIN 10
#define BMPHEIGHT_start 9
#define BMPWIDTH_start 80
#define BMPHEIGHT_resume 7
#define BMPWIDTH_resume 71
#define BMPHEIGHT_help 9
#define BMPWIDTH_help 26
#define BMPHEIGHT_quit 9
#define BMPWIDTH_quit 25
#define BMPHEIGHT_powerup 6
#define BMPWIDTH_powerup 7
#define BMPXOFS_start 12
#define BMPYOFS_start 20
#define BMPXOFS_resume 18
#define BMPYOFS_resume 31
#define BMPXOFS_help 39
#define BMPYOFS_help 42
#define BMPXOFS_quit 40
#define BMPYOFS_quit 53
#define HIGHSCORE_XPOS 0
#define HIGHSCORE_YPOS 0
#define STRINGPOS_finsh 54
#define STRINGPOS_congrats 44
#define STRINGPOS_navi 44
#define STRINGPOS_flipsides 44
#elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 132) && (LCD_DEPTH==16)
/* 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
@ -230,36 +294,22 @@ extern const fb_data brickmania_bricks[];
#define BRICK_HEIGHT 7
#define BRICK_WIDTH 17
#define BALL 5
#define HALFBALL 3
#define LEFTMARGIN 3
#define TOPMARGIN 21
#define BMPHEIGHT_help 14
#define BMPWIDTH_help 28
#define BMPHEIGHT_sel_help 14
#define BMPWIDTH_sel_help 28
#define BMPHEIGHT_start 16
#define BMPWIDTH_start 89
#define BMPHEIGHT_resume 13
#define BMPWIDTH_resume 76
#define BMPHEIGHT_no_resume 13
#define BMPWIDTH_no_resume 76
#define BMPHEIGHT_help 14
#define BMPWIDTH_help 28
#define BMPHEIGHT_quit 14
#define BMPWIDTH_quit 25
#define BMPHEIGHT_sel_quit 14
#define BMPWIDTH_sel_quit 25
#define BMPHEIGHT_sel_resume 13
#define BMPWIDTH_sel_resume 76
#define BMPHEIGHT_sel_start 16
#define BMPWIDTH_sel_start 89
#define BMPHEIGHT_start 16
#define BMPWIDTH_start 89
#define BMPHEIGHT_powerup 6
#define BMPWIDTH_powerup 10
@ -277,7 +327,7 @@ extern const fb_data brickmania_bricks[];
#define HIGHSCORE_XPOS 7
#define HIGHSCORE_YPOS 36
#define STRINGPOS_finsh 100
#define STRINGPOS_finsh 110
#define STRINGPOS_congrats 110
#define STRINGPOS_navi 100
#define STRINGPOS_flipsides 100
@ -691,9 +741,13 @@ void sleep (int secs) {
if (vscore<score) {
vscore++;
rb->snprintf(s, sizeof(s), "%d", vscore);
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_getstringsize(s, &sw, &w);
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
#else
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 2, s);
rb->lcd_update();
#endif
rb->lcd_update_rect(0,0,LCD_WIDTH,w+2);
} else {
if (count==0) count=*rb->current_tick+HZ*secs;
if (*rb->current_tick>=count)
@ -712,13 +766,15 @@ int game_menu(int when)
int button,cur=0;
char str[10];
rb->lcd_clear_display();
#if (LCD_WIDTH != 112) && (LCD_HEIGHT != 64)
rb->lcd_bitmap(brickmania_menu_bg,0,0,BMPWIDTH_menu,BMPHEIGHT_menu);
#endif
while (true) {
for(i=0;i<MENU_LENGTH;i++) {
if (cur==0)
rb->lcd_bitmap(brickmania_sel_start,
BMPXOFS_start,BMPYOFS_start,
BMPWIDTH_sel_start,BMPHEIGHT_sel_start);
BMPWIDTH_start,BMPHEIGHT_start);
else
rb->lcd_bitmap(brickmania_start,BMPXOFS_start,BMPYOFS_start,
BMPWIDTH_start,BMPHEIGHT_start);
@ -727,7 +783,7 @@ int game_menu(int when)
if (cur==1)
rb->lcd_bitmap(brickmania_sel_resume,
BMPXOFS_resume,BMPYOFS_resume,
BMPWIDTH_sel_resume,BMPHEIGHT_sel_resume);
BMPWIDTH_resume,BMPHEIGHT_resume);
else
rb->lcd_bitmap(brickmania_resume,
BMPXOFS_resume,BMPYOFS_resume,
@ -736,20 +792,20 @@ int game_menu(int when)
} else {
rb->lcd_bitmap(brickmania_no_resume,
BMPXOFS_resume,BMPYOFS_resume,
BMPWIDTH_no_resume,BMPHEIGHT_no_resume);
BMPWIDTH_resume,BMPHEIGHT_resume);
}
if (cur==2)
rb->lcd_bitmap(brickmania_sel_help,BMPXOFS_help,BMPYOFS_help,
BMPWIDTH_sel_help,BMPHEIGHT_sel_help);
BMPWIDTH_help,BMPHEIGHT_help);
else
rb->lcd_bitmap(brickmania_help,BMPXOFS_help,BMPYOFS_help,
BMPWIDTH_help,BMPHEIGHT_help);
if (cur==3)
rb->lcd_bitmap(brickmania_sel_quit,BMPXOFS_quit,BMPYOFS_quit,
BMPWIDTH_sel_quit,BMPHEIGHT_sel_quit);
BMPWIDTH_quit,BMPHEIGHT_quit);
else
rb->lcd_bitmap(brickmania_quit,BMPXOFS_quit,BMPYOFS_quit,
BMPWIDTH_quit,BMPHEIGHT_quit);
@ -791,6 +847,7 @@ int game_menu(int when)
};
break;
case RIGHT:
case SELECT:
if (cur==0) {
score=0;
@ -857,7 +914,15 @@ int help(int when)
rb->lcd_putsxy(1+xoffset, 5*(h+2)+yoffset,"Controls");
#endif
rb->lcd_putsxy(1+xoffset, 6*(h+2)+yoffset,"< & > Move the paddle");
#if CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,"MENU Releases the ball/Fire!");
#elif CONFIG_KEYPAD == RECORDER_PAD
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,"PLAY Releases the ball/Fire!");
#elif CONFIG_KEYPAD == IRIVER_H300_PAD
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,"NAVI Releases the ball/Fire!");
#else
rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset,"SELECT Releases the ball/Fire!");
#endif
rb->lcd_putsxy(1+xoffset, 8*(h+2)+yoffset,"STOP Opens menu/Quit");
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
@ -954,7 +1019,7 @@ int fire_space(void)
int game_loop(void){
int j,i,k,bricky,brickx;
char s[20];
char s[30];
int sec_count=0,num_count=10;
int end;
@ -1009,22 +1074,45 @@ int game_loop(void){
}
/* write life num */
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->snprintf(s, sizeof(s), "L:%d", life);
rb->lcd_putsxy(0, 0, s);
#else
rb->snprintf(s, sizeof(s), "Life: %d", life);
rb->lcd_putsxy(2, 2, s);
#endif
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->snprintf(s, sizeof(s), "L%d", cur_level+1);
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH-sw, 0, s);
#else
rb->snprintf(s, sizeof(s), "Level %d", cur_level+1);
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH-sw-2, 2, s);
#endif
if (vscore<score) vscore++;
rb->snprintf(s, sizeof(s), "%d", vscore);
rb->lcd_getstringsize(s, &sw, NULL);
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
#else
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 2, s);
#endif
/* continue game */
if (con_game== 1 && start_game!=1) {
rb->lcd_getstringsize("Press NAVI To Continue", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_navi, "Press NAVI to continue");
#if CONFIG_KEYPAD == ONDIO_PAD
rb->snprintf(s, sizeof(s), "MENU To Continue");
#elif CONFIG_KEYPAD == IRIVER_H300_PAD
rb->snprintf(s, sizeof(s), "Press NAVI To Continue");
#else
rb->snprintf(s, sizeof(s), "Press SELECT To Continue");
#endif
rb->lcd_getstringsize(s, &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_navi, s);
sec_count=*rb->current_tick+HZ;
}
@ -1052,8 +1140,8 @@ int game_loop(void){
brick[i*10+j].powertop+=2;
rb->lcd_bitmap_part(brickmania_powerups,0,
BMPHEIGHT_powerup*brick[i*10+j].power,
BMPWIDTH_powerup,LEFTMARGIN+j*BRICK_WIDTH+5,
brick[i*10+j].powertop, 10, 6);
BMPWIDTH_powerup,LEFTMARGIN+j*BRICK_WIDTH+(BRICK_WIDTH/2-BMPWIDTH_powerup/2),
brick[i*10+j].powertop, BMPWIDTH_powerup, BMPHEIGHT_powerup);
}
}
@ -1140,19 +1228,19 @@ int game_loop(void){
for(k=0;k<used_balls;k++) {
if (ball[k].pos_y <100) {
if (brick[i*10+j].used==1) {
if ((ball[k].pos_x+ball[k].x+3 >= brickx && ball[k].pos_x+ball[k].x+3 <= 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;
} else if ((ball[k].pos_x+ball[k].x+3 >= brickx && ball[k].pos_x+ball[k].x+3 <= 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)){
} 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+3 >= bricky && ball[k].pos_y+3 <= 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;
} else if ((ball[k].pos_y+ball[k].y+3 >= bricky && ball[k].pos_y+ball[k].y+3 <= 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)) {
} 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+3 >= brickx && ball[k].pos_x+3 <= 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 && 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].hiteffect++;
@ -1165,7 +1253,7 @@ int game_loop(void){
}
ball[k].y = ball[k].y*-1;
} else if ((ball[k].pos_x+3 >= brickx && ball[k].pos_x+3 <= 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 */
} 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].hiteffect++;
@ -1180,7 +1268,7 @@ int game_loop(void){
ball[k].y = ball[k].y*-1;
}
if ((ball[k].pos_y+3 >= bricky && ball[k].pos_y+3 <= 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 && 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].hiteffect++;
@ -1193,7 +1281,7 @@ int game_loop(void){
}
ball[k].x = ball[k].x*-1;
} else if ((ball[k].pos_y+3 >= bricky && ball[k].pos_y+3 <= 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 */
} 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].hiteffect++;
@ -1274,28 +1362,28 @@ int game_loop(void){
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) {
if ((ball[k].pos_x+3 >= pad_pos_x && ball[k].pos_x+3 <= pad_pos_x+(PAD_WIDTH/2/4)) ||
(ball[k].pos_x +3>= pad_pos_x+(PAD_WIDTH-(PAD_WIDTH/2/4)) && ball[k].pos_x+3 <= pad_pos_x+PAD_WIDTH)) {
if ((ball[k].pos_x+HALFBALL >= pad_pos_x && 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;
if (ball[k].pos_x != 0 && 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+3 >= pad_pos_x+(PAD_WIDTH/2/4) && ball[k].pos_x+3 <= pad_pos_x+2*(PAD_WIDTH/2/4)) ||
(ball[k].pos_x+3 >= pad_pos_x+(PAD_WIDTH-2*(PAD_WIDTH/2/4)) && ball[k].pos_x+3 <= 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;
if (ball[k].pos_x != 0 && 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+3 >= pad_pos_x+2*(PAD_WIDTH/2/4) && ball[k].pos_x+3 <= pad_pos_x+3*(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;
if (ball[k].pos_x != 0 && 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+3 >= pad_pos_x+3*(PAD_WIDTH/2/4) && ball[k].pos_x+3 <= pad_pos_x+4*(PAD_WIDTH/2/4)-2) ||
} 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;
@ -1334,8 +1422,13 @@ int game_loop(void){
} else {
rb->lcd_getstringsize("Congratulations!", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_congrats, "Congratulations!");
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->lcd_getstringsize("No more levels", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_finsh, "No more levels");
#else
rb->lcd_getstringsize("You have finished the game!", &sw, NULL);
rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_finsh, "You have finished the game!");
#endif
vscore=score;
rb->lcd_update();
if (score>highscore) {
@ -1401,6 +1494,7 @@ int game_loop(void){
switch(button) {
case UP:
case SELECT:
if (start_game==1 && con_game!=1 && pad_type!=1) {
for(k=0;k<used_balls;k++){
@ -1473,8 +1567,12 @@ int game_loop(void){
break;
}
} else {
#if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
rb->splash(HZ*2,true,"Game Over");
#else
rb->lcd_bitmap(brickmania_gameover,LCD_WIDTH/2-55,LCD_HEIGHT-87,110,52);
rb->lcd_update();
#endif
if (score>highscore) {
sleep(2);
highscore=score;