Brickmania: Touchscreen improvements - Take advantage of the immediate button data values. Reduce the wait time if the score needs to count up at the end of a level or game. Make sure the game always yeilds after a frame.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@22934 a1c6a512-1295-4272-9138-f99709370657
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1 changed files with 47 additions and 41 deletions
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@ -942,13 +942,15 @@ static void brickmania_sleep(int secs)
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int count=0;
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int sw, w;
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while (!done) {
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if (vscore == score) {
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while (!done)
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{
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if (count == 0)
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count = *rb->current_tick + HZ*secs;
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if (*rb->current_tick>=count)
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if ( (*rb->current_tick >= count) && (vscore == score) )
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done = true;
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} else {
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if(vscore != score)
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{
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if (vscore<score)
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vscore++;
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if (vscore>score)
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@ -1628,6 +1630,7 @@ static int brickmania_game_loop(void)
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/* No lives left reset game */
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brickmania_init_game(false);
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brickmania_sleep(2);
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rb->button_clear_queue();
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}
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}
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}
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@ -1769,6 +1772,7 @@ static int brickmania_game_loop(void)
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score+=100;
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brickmania_init_game(true);
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brickmania_sleep(2);
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rb->button_clear_queue();
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}
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else
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{
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@ -1792,9 +1796,8 @@ static int brickmania_game_loop(void)
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}
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}
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int move_button,button;
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int button_right,button_left;
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button=rb->button_get(false);
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int button=rb->button_get(false);
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int move_button = rb->button_status();
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#if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
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/* FIXME: Should probably check remote hold here */
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@ -1803,11 +1806,13 @@ static int brickmania_game_loop(void)
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#endif
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#ifdef HAVE_TOUCHSCREEN
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if(button & BUTTON_TOUCHSCREEN)
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if( move_button & BUTTON_TOUCHSCREEN)
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{
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int data;
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short touch_x, touch_y;
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touch_x = FIXED3(rb->button_get_data() >> 16);
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touch_y = FIXED3(rb->button_get_data() & 0xffff);
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rb->button_status_wdata(&data);
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touch_x = FIXED3(data >> 16);
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touch_y = FIXED3(data & 0xffff);
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if(flip_sides)
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{
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@ -1824,27 +1829,23 @@ static int brickmania_game_loop(void)
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pad_pos_x = GAMESCREEN_WIDTH-pad_width;
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for(k=0; k<used_balls; k++)
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if (game_state==ST_READY || ball[k].glue)
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ball[k].pos_x = pad_pos_x+pad_width/2;
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if(button & BUTTON_REL)
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button = SELECT;
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ball[k].pos_x = pad_pos_x + pad_width/2 - HALFBALL;
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}
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else
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{
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#endif
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move_button=rb->button_status();
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{
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int button_right, button_left;
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#ifdef ALTRIGHT
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button_right=( (move_button & RIGHT) ||
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(move_button & ALTRIGHT));
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button_left=((move_button & LEFT) || (move_button & ALTLEFT));
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button_right = move_button & (RIGHT | ALTRIGHT);
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button_left = move_button & (LEFT | ALTLEFT);
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#else
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button_right=((move_button & RIGHT) || (SCROLL_FWD(button)));
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button_left=((move_button & LEFT) || (SCROLL_BACK(button)));
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button_right =((move_button & RIGHT)|| SCROLL_FWD(move_button));
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button_left =((move_button & LEFT) ||SCROLL_BACK(move_button));
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#endif
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if ((game_state==ST_PAUSE) && (button_right || button_left))
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continue;
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if ((button_right && flip_sides==false) ||
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(button_left && flip_sides==true))
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if ((button_right && !flip_sides) ||
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(button_left && flip_sides))
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{
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if (pad_pos_x+SPEED_PAD+pad_width > GAMESCREEN_WIDTH)
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{
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@ -1861,8 +1862,8 @@ static int brickmania_game_loop(void)
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pad_pos_x+=SPEED_PAD;
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}
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}
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else if ((button_left && flip_sides==false) ||
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(button_right && flip_sides==true))
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else if ((button_left && !flip_sides) ||
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(button_right && flip_sides))
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{
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if (pad_pos_x-SPEED_PAD < 0)
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{
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@ -1879,17 +1880,20 @@ static int brickmania_game_loop(void)
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pad_pos_x-=SPEED_PAD;
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}
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}
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#ifdef HAVE_TOUCHSCREEN
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}
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switch(button)
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{
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#if defined(HAVE_TOUCHSCREEN)
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case (BUTTON_REL | BUTTON_TOUCHSCREEN):
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#endif
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switch(button) {
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case UP:
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case SELECT:
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if (game_state==ST_READY) {
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if (game_state==ST_READY)
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{
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/* Initialize used balls starting speed */
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for(k=0 ; k < used_balls ; k++) {
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for(k=0 ; k < used_balls ; k++)
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{
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ball[k].speedy = SPEED_4Q_Y;
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if(pad_pos_x + (pad_width/2) >= GAMESCREEN_WIDTH/2)
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{
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@ -1955,15 +1959,17 @@ static int brickmania_game_loop(void)
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INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
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INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT) );
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#endif
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rb->splash(HZ*2, s);
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rb->lcd_update();
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brickmania_sleep(2);
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return 0;
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}
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/* Game always needs to yield for other threads */
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rb->yield();
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/* Sleep for a bit if there is time to spare */
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if (end > *rb->current_tick)
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rb->sleep(end-*rb->current_tick);
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else
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rb->yield();
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}
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return 0;
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}
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