Chopper update. Fix endgame text not showing up and menu being invisible after first game, both on grayscale targets. Also fix endgame text being too long on Archos by using a splash to draw it. Also: X5's up button now works as 'fly' and Ondio mappings changed (Up/Menu = fly, Off = quit).

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12345 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Zakk Roberts 2007-02-17 10:23:15 +00:00
parent 6dbe772eb7
commit 5bebae83a6

View file

@ -49,7 +49,8 @@ PLUGIN_HEADER
#elif CONFIG_KEYPAD == IAUDIO_X5_PAD /* grayscale at the moment */ #elif CONFIG_KEYPAD == IAUDIO_X5_PAD /* grayscale at the moment */
#define QUIT BUTTON_POWER #define QUIT BUTTON_POWER
#define ACTION BUTTON_SELECT #define ACTION BUTTON_UP
#define ACTION2 BUTTON_SELECT
#define ACTIONTEXT "SELECT" #define ACTIONTEXT "SELECT"
#elif CONFIG_KEYPAD == IRIVER_H10_PAD #elif CONFIG_KEYPAD == IRIVER_H10_PAD
@ -73,8 +74,9 @@ PLUGIN_HEADER
#define ACTIONTEXT "PLAY" #define ACTIONTEXT "PLAY"
#elif CONFIG_KEYPAD == ONDIO_PAD #elif CONFIG_KEYPAD == ONDIO_PAD
#define QUIT BUTTON_MENU #define QUIT BUTTON_OFF
#define ACTION BUTTON_RIGHT #define ACTION BUTTON_UP
#define ACTION BUTTON_MENU
#define ACTIONTEXT "RIGHT" #define ACTIONTEXT "RIGHT"
#else #else
@ -387,7 +389,6 @@ static void chopAddParticle(int x,int y,int sx,int sy)
mParticles[i].iWorldY = y; mParticles[i].iWorldY = y;
mParticles[i].iSpeedX = sx; mParticles[i].iSpeedX = sx;
mParticles[i].iSpeedY = sy; mParticles[i].iSpeedY = sy;
} }
static void chopGenerateBlockIfNeeded(void) static void chopGenerateBlockIfNeeded(void)
@ -458,19 +459,6 @@ static int chopParticleOffscreen(struct CParticle *mParticle)
return 0; return 0;
} }
static void checkHighScore(void)
{
if (score > highscore) {
char scoretext[30];
int w;
highscore = score;
rb->snprintf(scoretext, sizeof(scoretext), "New High Score: %d",
highscore);
rb->lcd_getstringsize(scoretext, &w, NULL);
rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2 + 20, scoretext);
}
}
static void chopKillPlayer(void) static void chopKillPlayer(void)
{ {
int w, i, button; int w, i, button;
@ -486,21 +474,24 @@ static void chopKillPlayer(void)
if (iPlayerAlive == 0) { if (iPlayerAlive == 0) {
rb->lcd_set_drawmode(DRMODE_FG); rb->lcd_set_drawmode(DRMODE_FG);
#if LCD_DEPTH >= 2 #if LCD_DEPTH >= 2
rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_foreground(LCD_LIGHTGRAY);
#endif #endif
checkHighScore(); rb->splash(HZ, true, "Game Over");
rb->lcd_getstringsize("Game Over", &w, NULL); if (score > highscore) {
rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2 - 20, "Game Over"); char scoretext[30];
rb->lcd_getstringsize("Press " ACTIONTEXT " to continue", &w, NULL); int w;
rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2, highscore = score;
"Press " ACTIONTEXT " to continue"); rb->snprintf(scoretext, sizeof(scoretext), "New High Score: %d",
highscore);
rb->splash(HZ*2, true, scoretext);
}
rb->splash(HZ/4, true, "Press " ACTIONTEXT " to continue");
rb->lcd_update(); rb->lcd_update();
rb->lcd_set_drawmode(DRMODE_SOLID); rb->lcd_set_drawmode(DRMODE_SOLID);
rb->sleep(HZ * 0.5);
while (true) { while (true) {
button = rb->button_get(true); button = rb->button_get(true);
if (button == ACTION if (button == ACTION
@ -631,6 +622,9 @@ static int chopMenu(int menunum)
#if HAVE_LCD_COLOR #if HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_set_background(LCD_BLACK); rb->lcd_set_background(LCD_BLACK);
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_background(LCD_WHITE);
#endif #endif
rb->lcd_clear_display(); rb->lcd_clear_display();