1
0
Fork 0
forked from len0rd/rockbox

Brickmania: Try to clean up some of the paddle collision code and add comments. Gameplay should be the same.

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@22523 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Karl Kurbjun 2009-08-28 23:55:44 +00:00
parent bd946c255d
commit d646dbe08e

View file

@ -576,7 +576,13 @@ enum difficulty_options {
int pad_pos_x;
int life;
enum { ST_READY, ST_START, ST_PAUSE } game_state = ST_READY;
int pad_type;
enum {
normal = 0,
sticky = 1,
shooter = 2
} pad_type;
int score=0,vscore=0;
bool flip_sides=false;
int level=0;
@ -599,8 +605,10 @@ typedef struct cube {
cube brick[80];
typedef struct balls {
/* pos_x and y store the current position of the ball */
int pos_x;
int pos_y;
/* x and y store the current speed of the ball */
int y;
int tempy;
int x;
@ -645,7 +653,7 @@ static void brickmania_init_game(int new_game)
used_balls=1;
game_state=ST_READY;
pad_type=0;
pad_type = normal;
pad_width=PAD_WIDTH;
flip_sides=false;
num_count=10;
@ -925,23 +933,6 @@ static int brickmania_menu(void)
}
}
static int brickmania_pad_check(int ballxc, int mode, int pon ,int ballnum)
{
/* pon: positive(1) or negative(0) */
if (mode==0) {
if (pon == 0)
return -ballxc;
else
return ballxc;
} else {
if (ball[ballnum].x > 0)
return ballxc;
else
return ballxc*-1;
}
}
static int brickmania_fire_space(void)
{
int t;
@ -1091,17 +1082,17 @@ static int brickmania_game_loop(void)
break;
case 2:
score+=34;
pad_type=1;
pad_type = sticky;
break;
case 3:
score+=47;
pad_type=2;
pad_type = shooter;
for(k=0;k<used_balls;k++)
ball[k].glue=false;
break;
case 4:
score+=23;
pad_type=0;
pad_type = normal;
for(k=0;k<used_balls;k++)
ball[k].glue=false;
flip_sides=false;
@ -1158,7 +1149,7 @@ static int brickmania_game_loop(void)
brickx=LEFTMARGIN+j*BRICK_WIDTH;
bricky=TOPMARGIN+i*BRICK_HEIGHT;
if (pad_type==2) {
if (pad_type == shooter) {
for (k=0;k<30;k++) {
if (fire[k].top+7>0) {
if (brick[i*10+j].used==1 &&
@ -1357,31 +1348,50 @@ static int brickmania_game_loop(void)
0,pad_type*PAD_HEIGHT,pad_width,
pad_pos_x, PAD_POS_Y, pad_width, PAD_HEIGHT);
if (game_state!=ST_PAUSE) {
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 the game is not paused continue */
if (game_state!=ST_PAUSE)
{
/* Loop through all of the balls in play */
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))
{
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))
{
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))
{
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))
{
ball[k].tempx=-ball[k].pos_x;
}
/* top line */
/* Did the Ball hit the top of the screen? */
if (ball[k].pos_y<= 0)
{
/* Reverse the direction */
ball[k].y = ball[k].y*-1;
/* bottom line */
else if (ball[k].pos_y+BALL >= GAMESCREEN_HEIGHT) {
if (used_balls>1) {
}
/* Player missed the ball and hit bottom of screen */
else if (ball[k].pos_y+BALL >= GAMESCREEN_HEIGHT)
{
/* Player had balls to spare, so handle the removal */
if (used_balls>1)
{
/* decrease number of balls in play */
used_balls--;
/* Replace removed ball with the last ball */
ball[k].pos_x = ball[used_balls].pos_x;
ball[k].pos_y = ball[used_balls].pos_y;
ball[k].y = ball[used_balls].y;
@ -1390,6 +1400,7 @@ static int brickmania_game_loop(void)
ball[k].tempx = ball[used_balls].tempx;
ball[k].glue = ball[used_balls].glue;
/* Reset the last ball that was removed */
ball[used_balls].x=0;
ball[used_balls].y=0;
ball[used_balls].tempy=0;
@ -1399,95 +1410,100 @@ static int brickmania_game_loop(void)
k--;
continue;
} else {
}
else
{
/* Player lost a life */
life--;
if (life>=0) {
if (life>=0)
{
/* No lives left reset game */
brickmania_init_game(0);
brickmania_sleep(2);
}
}
}
/* left line ,right line */
if ((ball[k].pos_x <= 0) ||
(ball[k].pos_x+BALL >= LCD_WIDTH)) {
/* Check if the ball hit the left or right side */
if ( (ball[k].pos_x <= 0) ||
(ball[k].pos_x+BALL >= LCD_WIDTH))
{
/* Reverse direction */
ball[k].x = ball[k].x*-1;
/* Re-position ball in gameboard */
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)) &&
game_state!=ST_READY && !ball[k].glue) {
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)) {
/* Did the ball hit the paddle? Depending on where the ball
* Hit set the x/y speed appropriately.
*/
if( (ball[k].pos_y + BALL >= PAD_POS_Y &&
(ball[k].pos_x + HALFBALL >= pad_pos_x &&
ball[k].pos_x + HALFBALL <= pad_pos_x+pad_width)) &&
game_state!=ST_READY && !ball[k].glue)
{
/* Position the ball relative to the paddle width */
int ball_repos=ball[k].pos_x + HALFBALL - pad_pos_x;
/* If the ball hits the right half of paddle, x speed
* should be positive, if it hits the left half it
* should be negative.
*/
int x_direction = -1;
/* Comparisons are done with respect to 1/2 pad_width */
if(ball_repos > pad_width/2)
{
/* flip the relative position */
ball_repos -= ((ball_repos - pad_width/2) << 1);
/* Ball hit the right half so X speed calculations
* should be positive.
*/
x_direction = 1;
}
/* Figure out where the ball hit relative to 1/2 pad
* and in divisions of 4.
*/
ball_repos = ball_repos / (pad_width/2/4);
switch(ball_repos)
{
/* Ball hit the outer edge of the paddle */
case 0:
ball[k].y = -2;
if (ball[k].pos_x != 0 &&
ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = brickmania_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)) )) {
ball[k].x = 6 * x_direction;
break;
/* Ball hit the next fourth of the paddle */
case 1:
ball[k].y = -3;
if (ball[k].pos_x != 0 &&
ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = brickmania_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)) )) {
ball[k].x = 4 * x_direction;
break;
/* Ball hit the third fourth of the paddle */
case 2:
ball[k].y = -4;
if (ball[k].pos_x != 0 &&
ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = brickmania_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)) )) {
ball[k].x = 3 * x_direction;
break;
/* Ball hit the fourth fourth of the paddle or dead
* center.
*/
case 3:
case 4:
ball[k].y = -4;
if (ball[k].pos_x != 0 &&
ball[k].pos_x+BALL!=LCD_WIDTH)
ball[k].x = brickmania_pad_check(2,1,0,k);
/* Since this is the middle we don't want to
* force the ball in a different direction.
* Just keep it going in the same direction
* with a specific speed.
*/
ball[k].x = (ball[k].x > 0) ? 2: -2;
break;
}
else {
default:
ball[k].y = -4;
break;
}
}
/* Update the ball position */
if (!ball[k].glue) {
ball[k].pos_x+=ball[k].tempx!=0?ball[k].tempx:ball[k].x;
ball[k].pos_y+=ball[k].tempy!=0?ball[k].tempy:ball[k].y;
@ -1495,9 +1511,10 @@ static int brickmania_game_loop(void)
ball[k].tempy=0;
ball[k].tempx=0;
}
if (ball[k].pos_y+5 >= PAD_POS_Y &&
(pad_type==1 && !ball[k].glue) &&
/* Handle the sticky situation */
if (ball[k].pos_y + BALL >= PAD_POS_Y &&
(pad_type == sticky && !ball[k].glue) &&
(ball[k].pos_x >= pad_pos_x &&
ball[k].pos_x <= pad_pos_x+pad_width)) {
ball[k].y=0;
@ -1632,13 +1649,13 @@ static int brickmania_game_loop(void)
else if (game_state==ST_PAUSE) {
game_state=ST_START;
}
else if (pad_type==1) {
else if (pad_type == sticky) {
for(k=0;k<used_balls;k++) {
if (ball[k].glue)
ball[k].glue=false;
}
}
else if (pad_type==2) {
else if (pad_type == shooter) {
k=brickmania_fire_space();
fire[k].top=PAD_POS_Y-7;
fire[k].left=pad_pos_x+1;