Brickmania: new Brick bitmaps for all color targets, and introducing full-screen support for iPod 5G (320x240).
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12114 a1c6a512-1295-4272-9138-f99709370657
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Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
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Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 2.5 KiB |
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Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 3.6 KiB |
BIN
apps/plugins/bitmaps/native/brickmania_bricks.320x240x16.bmp
Normal file
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After Width: | Height: | Size: 7.9 KiB |
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@ -175,10 +175,50 @@ extern const fb_data brickmania_powerups[];
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/* purple, red, blue, pink, green, yellow orange */
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extern const fb_data brickmania_bricks[];
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#if (LCD_WIDTH == 320) && (LCD_HEIGHT == 240)
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/* The time (in ms) for one iteration through the game loop - decrease this
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to speed up the game - note that current_tick is (currently) only accurate
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to 10ms.
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*/
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#define CYCLETIME 30
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/* TO DO: This needs adjusting correctly for larger than 220x176 LCDS */
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#if (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
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#define PAD_WIDTH 40
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#define PAD_HEIGHT 5
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#define PAD_POS_Y LCD_HEIGHT - 7
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#define BRICK_HEIGHT 12
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#define BRICK_WIDTH 32
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#define BALL 5
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#define HALFBALL 3
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#define LEFTMARGIN 5
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#define TOPMARGIN 30
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#define MENU_BMPHEIGHT 20
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#define MENU_BMPWIDTH 112
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#define BMPHEIGHT_powerup 6
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#define BMPWIDTH_powerup 10
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#define BMPHEIGHT_menu LCD_HEIGHT
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#define BMPWIDTH_menu LCD_WIDTH
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#define BMPXOFS_start 105
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#define BMPYOFS_start 110
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#define BMPXOFS_resume 112
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#define BMPYOFS_resume 132
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#define BMPXOFS_help 142
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#define BMPYOFS_help 150
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#define BMPXOFS_quit 143
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#define BMPYOFS_quit 170
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#define HIGHSCORE_XPOS 57
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#define HIGHSCORE_YPOS 88
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#define STRINGPOS_finsh 140
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#define STRINGPOS_congrats 157
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#define STRINGPOS_navi 150
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#define STRINGPOS_flipsides 150
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#elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
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/* The time (in ms) for one iteration through the game loop - decrease this
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to speed up the game - note that current_tick is (currently) only accurate
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@ -1422,7 +1462,7 @@ int game_loop(void)
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}
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for(k=0;k<used_balls;k++) {
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if (ball[k].pos_y <100) {
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if (ball[k].pos_y <160) {
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if (brick[i*10+j].used==1) {
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if ((ball[k].pos_x+ball[k].x+HALFBALL >=
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brickx &&
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