New powerup - multi balls
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@8695 a1c6a512-1295-4272-9138-f99709370657
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0a8e6d1673
commit
26e598d90e
2 changed files with 188 additions and 122 deletions
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Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.4 KiB |
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@ -440,18 +440,14 @@ static unsigned char levels[29][8][10] = {
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};
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int pad_pos_x,x,y;
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int ball_pos_x;
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int ball_pos_y;
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int bally,balltempy;
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int ballx,balltempx;
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int life;
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int start_game,con_game;
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int pad_type;
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int on_the_pad=0; /* for glue pad */
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int score=0,vscore=0;
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bool flip_sides=false;
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int cur_level=0;
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int brick_on_board=0;
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int used_balls=1;
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typedef struct cube {
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int powertop;
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@ -464,7 +460,18 @@ typedef struct cube {
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} cube;
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cube brick[80];
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typedef struct balls {
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int pos_x;
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int pos_y;
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int y;
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int tempy;
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int x;
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int tempx;
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bool glue;
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} balls;
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#define MAX_BALLS 10
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balls ball[MAX_BALLS];
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typedef struct sfire {
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int top;
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@ -483,17 +490,24 @@ static struct configdata config[] =
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void int_game(int new_game)
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{
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int i,j;
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ballx=0;
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bally=0;
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pad_pos_x=LCD_WIDTH/2-PAD_WIDTH/2;
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ball_pos_y=PAD_POS_Y-BALL;
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ball_pos_x=pad_pos_x+(PAD_WIDTH/2)-2;
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for(i=0;i<MAX_BALLS;i++) {
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ball[i].x=0;
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ball[i].y=0;
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ball[i].tempy=0;
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ball[i].tempx=0;
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ball[i].pos_y=PAD_POS_Y-BALL;
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ball[i].pos_x=pad_pos_x+(PAD_WIDTH/2)-2;
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ball[i].glue=false;
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}
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used_balls=1;
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start_game =1;
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con_game =0;
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pad_type=0;
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on_the_pad=0;
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balltempy=0;
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balltempx=0;
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flip_sides=false;
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if (new_game==1)
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@ -695,7 +709,7 @@ int help(int when)
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return NULL;
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}
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int pad_check(int ballxc,int mode,int pon)
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int pad_check(int ballxc, int mode, int pon ,int ballnum)
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{
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/* pon: positive(1) or negative(0) */
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@ -705,7 +719,7 @@ int pad_check(int ballxc,int mode,int pon)
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else
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return ballxc;
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} else {
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if (ballx > 0)
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if (ball[ballnum].x > 0)
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return ballxc;
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else
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return ballxc*-1;
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@ -795,7 +809,8 @@ int game_loop(void){
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}
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/* draw the ball */
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rb->lcd_bitmap(brickmania_ball,ball_pos_x, ball_pos_y, BALL, BALL);
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for(i=0;i<used_balls;i++)
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rb->lcd_bitmap(brickmania_ball,ball[i].pos_x, ball[i].pos_y, BALL, BALL);
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if (brick_on_board==0) brick_on_board--;
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@ -811,7 +826,7 @@ int game_loop(void){
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/* the bricks */
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for (i=0;i<=7;i++) {
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for (j=0;j<=9;j++) {
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if (brick[i*10+j].power<6) {
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if (brick[i*10+j].power<7) {
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if (brick[i*10+j].poweruse==2) {
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if (con_game!=1)
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brick[i*10+j].powertop+=2;
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@ -842,12 +857,14 @@ int game_loop(void){
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case 3:
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score+=47;
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pad_type=2;
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on_the_pad=0;
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for(k=0;k<used_balls;k++)
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ball[k].glue=false;
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break;
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case 4:
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score+=23;
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pad_type=0;
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on_the_pad=0;
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for(k=0;k<used_balls;k++)
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ball[k].glue=false;
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flip_sides=false;
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break;
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case 5:
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@ -855,6 +872,12 @@ int game_loop(void){
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sec_count=*rb->current_tick+HZ;
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num_count=10;
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flip_sides=!flip_sides;
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break;
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case 6:
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score+=23;
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used_balls++;
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ball[used_balls-1].x= rb->rand()%1 == 0 ? -1 : 1;
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ball[used_balls-1].y= -4;
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break;
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}
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brick[i*10+j].poweruse=1;
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@ -888,23 +911,26 @@ int game_loop(void){
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if (brick[i*10+j].used==1){
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rb->lcd_bitmap_part(brickmania_bricks,0,BRICK_HEIGHT*brick[i*10+j].color,BRICK_WIDTH,LEFTMARGIN+j*BRICK_WIDTH, 30+i*8, BRICK_WIDTH, BRICK_HEIGHT);
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rb->lcd_bitmap_transparent_part(brickmania_break,0,BRICK_HEIGHT*brick[i*10+j].hiteffect,BRICK_WIDTH,LEFTMARGIN+j*BRICK_WIDTH, 30+i*8, BRICK_WIDTH, BRICK_HEIGHT);
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if (brick[i*10+j].hiteffect>0)
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rb->lcd_bitmap_transparent_part(brickmania_break,0,BRICK_HEIGHT*brick[i*10+j].hiteffect,BRICK_WIDTH,LEFTMARGIN+j*BRICK_WIDTH, 30+i*8, BRICK_WIDTH, BRICK_HEIGHT);
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}
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if (ball_pos_y <100) {
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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 (brick[i*10+j].used==1) {
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if ((ball_pos_x+ballx+3 >= brickx && ball_pos_x+ballx+3 <= brickx+BRICK_WIDTH) && ((bricky-4<ball_pos_y+BALL && bricky>ball_pos_y+BALL) || (bricky+4>ball_pos_y+BALL+BALL && bricky<ball_pos_y+BALL+BALL)) && (bally >0)){
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balltempy=bricky-ball_pos_y-BALL;
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} else if ((ball_pos_x+ballx+3 >= brickx && ball_pos_x+ballx+3 <= brickx+BRICK_WIDTH) && ((bricky+BRICK_HEIGHT+4>ball_pos_y && bricky+BRICK_HEIGHT<ball_pos_y) || (bricky+BRICK_HEIGHT-4<ball_pos_y-BALL && bricky+BRICK_HEIGHT>ball_pos_y-BALL)) && (bally <0)){
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balltempy=-(ball_pos_y-(bricky+BRICK_HEIGHT));
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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)){
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ball[k].tempy=bricky-ball[k].pos_y-BALL;
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} 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)){
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ball[k].tempy=-(ball[k].pos_y-(bricky+BRICK_HEIGHT));
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}
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if ((ball_pos_y+3 >= bricky && ball_pos_y+3 <= bricky+BRICK_HEIGHT) && ((brickx-4<ball_pos_x+BALL && brickx>ball_pos_x+BALL) || (brickx+4>ball_pos_x+BALL+BALL && brickx<ball_pos_x+BALL+BALL)) && (ballx >0)) {
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balltempx=brickx-ball_pos_x-BALL;
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} else if ((ball_pos_y+bally+3 >= bricky && ball_pos_y+bally+3 <= bricky+BRICK_HEIGHT) && ((brickx+BRICK_WIDTH+4>ball_pos_x && brickx+BRICK_WIDTH<ball_pos_x) || (brickx+BRICK_WIDTH-4<ball_pos_x-BALL && brickx+BRICK_WIDTH>ball_pos_x-BALL)) && (ballx <0)) {
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balltempx=-(ball_pos_x-(brickx+BRICK_WIDTH));
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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)) {
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ball[k].tempx=brickx-ball[k].pos_x-BALL;
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} 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)) {
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ball[k].tempx=-(ball[k].pos_x-(brickx+BRICK_WIDTH));
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}
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if ((ball_pos_x+3 >= brickx && ball_pos_x+3 <= brickx+BRICK_WIDTH) && ((bricky+BRICK_HEIGHT==ball_pos_y) || (bricky+BRICK_HEIGHT-6<=ball_pos_y && bricky+BRICK_HEIGHT>ball_pos_y)) && (bally <0)) { /* bottom line */
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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 */
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if (brick[i*10+j].hits > 0){
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brick[i*10+j].hits--;
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brick[i*10+j].hiteffect++;
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@ -916,8 +942,8 @@ int game_loop(void){
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brick[i*10+j].poweruse=2;
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}
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bally = bally*-1;
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} else if ((ball_pos_x+3 >= brickx && ball_pos_x+3 <= brickx+BRICK_WIDTH) && ((bricky==ball_pos_y+BALL) || (bricky+6>=ball_pos_y+BALL && bricky<ball_pos_y+BALL)) && (bally >0)) { /* top line */
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ball[k].y = ball[k].y*-1;
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} 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 */
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if (brick[i*10+j].hits > 0){
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brick[i*10+j].hits--;
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brick[i*10+j].hiteffect++;
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@ -929,10 +955,10 @@ int game_loop(void){
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brick[i*10+j].poweruse=2;
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}
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bally = bally*-1;
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ball[k].y = ball[k].y*-1;
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}
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if ((ball_pos_y+3 >= bricky && ball_pos_y+3 <= bricky+BRICK_HEIGHT) && ((brickx==ball_pos_x+BALL) || (brickx+6>=ball_pos_x+BALL && brickx<ball_pos_x+BALL)) && (ballx > 0)) { /* left line */
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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 */
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if (brick[i*10+j].hits > 0){
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brick[i*10+j].hits--;
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brick[i*10+j].hiteffect++;
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@ -943,9 +969,9 @@ int game_loop(void){
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if (brick[i*10+j].power!=10)
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brick[i*10+j].poweruse=2;
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}
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ballx = ballx*-1;
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ball[k].x = ball[k].x*-1;
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} else if ((ball_pos_y+3 >= bricky && ball_pos_y+3 <= bricky+BRICK_HEIGHT) && ((brickx+BRICK_WIDTH==ball_pos_x) || (brickx+BRICK_WIDTH-6<=ball_pos_x && brickx+BRICK_WIDTH>ball_pos_x)) && (ballx < 0)) { /* Right line */
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} 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 */
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if (brick[i*10+j].hits > 0){
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brick[i*10+j].hits--;
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brick[i*10+j].hiteffect++;
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@ -957,7 +983,7 @@ int game_loop(void){
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brick[i*10+j].poweruse=2;
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}
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ballx = ballx*-1;
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ball[k].x = ball[k].x*-1;
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}
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if (brick[i*10+j].used==0){
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@ -966,76 +992,102 @@ int game_loop(void){
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}
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}
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}
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}
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}
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} /* for k */
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} /* for j */
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} /* for i */
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/* draw the pad */
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rb->lcd_bitmap_part(brickmania_pads,0,pad_type*PAD_HEIGHT,PAD_WIDTH,pad_pos_x, PAD_POS_Y, PAD_WIDTH, PAD_HEIGHT);
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for(k=0;k<used_balls;k++) {
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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))
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ball[k].tempy=PAD_POS_Y-ball[k].pos_y-BALL;
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else if ((4>ball[k].pos_y && 0<ball[k].pos_y) && (ball[k].y <0))
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ball[k].tempy=-ball[k].pos_y;
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if ((LCD_WIDTH-4<ball[k].pos_x+BALL && LCD_WIDTH>ball[k].pos_x+BALL) && (ball[k].x >0))
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ball[k].tempx=LCD_WIDTH-ball[k].pos_x-BALL;
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else if ((4>ball[k].pos_x && 0<ball[k].pos_x) && (ball[k].x <0))
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ball[k].tempx=-ball[k].pos_x;
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if ((ball_pos_x >= pad_pos_x && ball_pos_x <= pad_pos_x+PAD_WIDTH) && (PAD_POS_Y-4<ball_pos_y+BALL && PAD_POS_Y>ball_pos_y+BALL) && (bally >0))
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balltempy=PAD_POS_Y-ball_pos_y-BALL;
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else if ((4>ball_pos_y && 0<ball_pos_y) && (bally <0))
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balltempy=-ball_pos_y;
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if ((LCD_WIDTH-4<ball_pos_x+BALL && LCD_WIDTH>ball_pos_x+BALL) && (ballx >0))
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balltempx=LCD_WIDTH-ball_pos_x-BALL;
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else if ((4>ball_pos_x && 0<ball_pos_x) && (ballx <0))
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balltempx=-ball_pos_x;
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/* top line */
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if (ball_pos_y<= 0)
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bally = bally*-1;
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/* bottom line */
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else if (ball_pos_y+BALL >= LCD_HEIGHT) {
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life--;
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if (life>=0){
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int_game(0);
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rb->sleep(HZ*2);
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}
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}
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/* left line ,right line */
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if ((ball_pos_x <= 0) || (ball_pos_x+BALL >= LCD_WIDTH))
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ballx = ballx*-1;
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if ((ball_pos_y+5 >= PAD_POS_Y && (ball_pos_x >= pad_pos_x && ball_pos_x <= pad_pos_x+PAD_WIDTH)) &&
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start_game != 1 && on_the_pad==0) {
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if ((ball_pos_x+3 >= pad_pos_x && ball_pos_x+3 <= pad_pos_x+5) || (ball_pos_x +2>= pad_pos_x+35 && ball_pos_x+2 <= pad_pos_x+40)) {
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bally = 2*-1;
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if (ball_pos_x != 0 && ball_pos_x+BALL!=LCD_WIDTH)
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ballx = pad_check(6,0,ball_pos_x+2<=pad_pos_x+(PAD_WIDTH/2)?0:1);
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} else if ((ball_pos_x+3 >= pad_pos_x+5 && ball_pos_x+3 <= pad_pos_x+10) || (ball_pos_x+2 >= pad_pos_x+30 && ball_pos_x+2 <= pad_pos_x+35)) {
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bally = 3*-1;
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if (ball_pos_x != 0 && ball_pos_x+BALL!=LCD_WIDTH)
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ballx = pad_check(4,0,ball_pos_x+2<=pad_pos_x+(PAD_WIDTH/2)?0:1);
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} else if ((ball_pos_x+3 >= pad_pos_x+10 && ball_pos_x+3 <= pad_pos_x+15) || (ball_pos_x+2 >= pad_pos_x+25 && ball_pos_x+2 <= pad_pos_x+30)) {
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bally = 4*-1;
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if (ball_pos_x != 0 && ball_pos_x+BALL!=LCD_WIDTH)
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ballx = pad_check(3,0,ball_pos_x+2<=pad_pos_x+(PAD_WIDTH/2)?0:1);
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} else if ((ball_pos_x+3 >= pad_pos_x+13 && ball_pos_x+3 <= pad_pos_x+18) || (ball_pos_x+2 >= pad_pos_x+22 && ball_pos_x+2 <= pad_pos_x+25)) {
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bally = 4*-1;
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if (ball_pos_x != 0 && ball_pos_x+BALL!=LCD_WIDTH)
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ballx = pad_check(2,1,NULL);
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/* top line */
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if (ball[k].pos_y<= 0)
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ball[k].y = ball[k].y*-1;
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/* bottom line */
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else if (ball[k].pos_y+BALL >= LCD_HEIGHT) {
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if (used_balls>1) {
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used_balls--;
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ball[k].pos_x = ball[used_balls].pos_x;
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ball[k].pos_y = ball[used_balls].pos_y;
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ball[k].y = ball[used_balls].y;
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ball[k].tempy = ball[used_balls].tempy;
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ball[k].x = ball[used_balls].x;
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ball[k].tempx = ball[used_balls].tempx;
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ball[k].glue = ball[used_balls].glue;
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ball[used_balls].x=0;
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ball[used_balls].y=0;
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ball[used_balls].tempy=0;
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ball[used_balls].tempx=0;
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ball[used_balls].pos_y=PAD_POS_Y-BALL;
|
||||
ball[used_balls].pos_x=pad_pos_x+(PAD_WIDTH/2)-2;
|
||||
|
||||
k--;
|
||||
continue;
|
||||
} else {
|
||||
bally = 4*-1;
|
||||
life--;
|
||||
if (life>=0){
|
||||
int_game(0);
|
||||
rb->sleep(HZ*2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (on_the_pad!=1) {
|
||||
ball_pos_x+=balltempx!=0?balltempx:ballx;
|
||||
ball_pos_y+=balltempy!=0?balltempy:bally;
|
||||
|
||||
balltempy=0;
|
||||
balltempx=0;
|
||||
}
|
||||
|
||||
if (ball_pos_y+5 >= PAD_POS_Y && (pad_type==1 && on_the_pad==0) &&
|
||||
(ball_pos_x >= pad_pos_x && ball_pos_x <= pad_pos_x+PAD_WIDTH)){
|
||||
bally=0;
|
||||
on_the_pad=1;
|
||||
}
|
||||
|
||||
|
||||
/* left line ,right line */
|
||||
if ((ball[k].pos_x <= 0) || (ball[k].pos_x+BALL >= LCD_WIDTH))
|
||||
ball[k].x = ball[k].x*-1;
|
||||
|
||||
if ((ball[k].pos_y+5 >= 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+5) || (ball[k].pos_x +2>= pad_pos_x+35 && ball[k].pos_x+2 <= pad_pos_x+40)) {
|
||||
ball[k].y = 2*-1;
|
||||
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+5 && ball[k].pos_x+3 <= pad_pos_x+10) || (ball[k].pos_x+2 >= pad_pos_x+30 && ball[k].pos_x+2 <= pad_pos_x+35)) {
|
||||
ball[k].y = 3*-1;
|
||||
|
||||
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+10 && ball[k].pos_x+3 <= pad_pos_x+15) || (ball[k].pos_x+2 >= pad_pos_x+25 && ball[k].pos_x+2 <= pad_pos_x+30)) {
|
||||
ball[k].y = 4*-1;
|
||||
|
||||
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+13 && ball[k].pos_x+3 <= pad_pos_x+18) || (ball[k].pos_x+2 >= pad_pos_x+22 && ball[k].pos_x+2 <= pad_pos_x+25)) {
|
||||
ball[k].y = 4*-1;
|
||||
if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH)
|
||||
ball[k].x = pad_check(2,1,NULL,k);
|
||||
} else {
|
||||
ball[k].y = 4*-1;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
ball[k].tempy=0;
|
||||
ball[k].tempx=0;
|
||||
}
|
||||
|
||||
if (ball[k].pos_y+5 >= PAD_POS_Y && (pad_type==1 && !ball[k].glue) &&
|
||||
(ball[k].pos_x >= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH)){
|
||||
ball[k].y=0;
|
||||
ball[k].pos_y=PAD_POS_Y-BALL;
|
||||
ball[k].glue=true;
|
||||
}
|
||||
} /* for k */
|
||||
|
||||
rb->lcd_update();
|
||||
|
||||
if (brick_on_board < 0) {
|
||||
|
@ -1088,19 +1140,26 @@ int game_loop(void){
|
|||
|
||||
if ((button_right && flip_sides==false) || (button_left && flip_sides==true)) {
|
||||
if (pad_pos_x+8+PAD_WIDTH > LCD_WIDTH) {
|
||||
if (start_game==1 || on_the_pad==1) ball_pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH;
|
||||
pad_pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH;
|
||||
for(k=0;k<used_balls;k++)
|
||||
if (start_game==1 || ball[k].glue)
|
||||
ball[k].pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH;
|
||||
pad_pos_x+=LCD_WIDTH-pad_pos_x-PAD_WIDTH;
|
||||
} else {
|
||||
if ((start_game==1 || on_the_pad==1))
|
||||
ball_pos_x+=8;
|
||||
for(k=0;k<used_balls;k++)
|
||||
if ((start_game==1 || ball[k].glue))
|
||||
ball[k].pos_x+=8;
|
||||
pad_pos_x+=8;
|
||||
}
|
||||
} else if ((button_left && flip_sides==false) || (button_right && flip_sides==true)) {
|
||||
if (pad_pos_x-8 < 0) {
|
||||
if (start_game==1 || on_the_pad==1) ball_pos_x-=pad_pos_x;
|
||||
for(k=0;k<used_balls;k++)
|
||||
if (start_game==1 || ball[k].glue)
|
||||
ball[k].pos_x-=pad_pos_x;
|
||||
pad_pos_x-=pad_pos_x;
|
||||
} else {
|
||||
if (start_game==1 || on_the_pad==1) ball_pos_x-=8;
|
||||
for(k=0;k<used_balls;k++)
|
||||
if (start_game==1 || ball[k].glue)
|
||||
ball[k].pos_x-=8;
|
||||
pad_pos_x-=8;
|
||||
}
|
||||
}
|
||||
|
@ -1109,11 +1168,14 @@ int game_loop(void){
|
|||
switch(button) {
|
||||
case SELECT:
|
||||
if (start_game==1 && con_game!=1 && pad_type!=1) {
|
||||
bally=-4;
|
||||
ballx=pad_pos_x+(PAD_WIDTH/2)-2>=LCD_WIDTH/2?2:-2;
|
||||
for(k=0;k<used_balls;k++){
|
||||
ball[k].y=-4;
|
||||
ball[k].x=pad_pos_x+(PAD_WIDTH/2)-2>=LCD_WIDTH/2?2:-2;
|
||||
}
|
||||
start_game =0;
|
||||
} else if (pad_type==1 && on_the_pad==1) {
|
||||
on_the_pad=0;
|
||||
} else if (pad_type==1) {
|
||||
for(k=0;k<used_balls;k++)
|
||||
ball[k].glue=false;
|
||||
if (start_game!=1 && con_game==1) {
|
||||
start_game =0;
|
||||
con_game=0;
|
||||
|
@ -1127,8 +1189,10 @@ int game_loop(void){
|
|||
fire[tfire].top=PAD_POS_Y-7;
|
||||
fire[tfire].left=pad_pos_x+PAD_WIDTH-1;
|
||||
} else if (con_game==1 && start_game!=1) {
|
||||
ballx=x;
|
||||
bally=y;
|
||||
for(k=0;k<used_balls;k++){
|
||||
ball[k].x=x;
|
||||
ball[k].y=y;
|
||||
}
|
||||
con_game=0;
|
||||
}
|
||||
break;
|
||||
|
@ -1140,8 +1204,9 @@ int game_loop(void){
|
|||
int_game(1);
|
||||
break;
|
||||
case 1:
|
||||
if (ballx!=0 && bally !=0)
|
||||
con_game=1;
|
||||
for(k=0;k<used_balls;k++)
|
||||
if (ball[k].x!=0 && ball[k].y !=0)
|
||||
con_game=1;
|
||||
break;
|
||||
case 2:
|
||||
if (help(1)==1) return 1;
|
||||
|
@ -1150,10 +1215,12 @@ int game_loop(void){
|
|||
return 1;
|
||||
break;
|
||||
};
|
||||
if (ballx!=0) x=ballx;
|
||||
ballx=0;
|
||||
if (bally!=0) y=bally;
|
||||
bally=0;
|
||||
for(k=0;k<used_balls;k++){
|
||||
if (ball[k].x!=0) x=ball[k].x;
|
||||
ball[k].x=0;
|
||||
if (ball[k].y!=0) y=ball[k].y;
|
||||
ball[k].y=0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
|
@ -1167,8 +1234,10 @@ int game_loop(void){
|
|||
rb->sleep(HZ * 3);
|
||||
}
|
||||
|
||||
ballx=0;
|
||||
bally=0;
|
||||
for(k=0;k<used_balls;k++){
|
||||
ball[k].x=0;
|
||||
ball[k].y=0;
|
||||
}
|
||||
|
||||
switch(game_menu(0)){
|
||||
case 0:
|
||||
|
@ -1198,9 +1267,6 @@ enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
|
|||
(void)parameter;
|
||||
rb = api;
|
||||
|
||||
bally=0;
|
||||
ballx=0;
|
||||
|
||||
/* Permanently enable the backlight (unless the user has turned it off) */
|
||||
if (rb->global_settings->backlight_timeout > 0)
|
||||
rb->backlight_set_timeout(1);
|
||||
|
|
Loading…
Reference in a new issue