/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2005, 2006 Ben Basha (Paprica) * Copyright (C) 2009 Karl Kurbjun * check_lines is based off an explanation and expanded math presented by Paul * Bourke: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "plugin.h" #include "lib/configfile.h" #include "lib/display_text.h" #include "lib/helper.h" #include "lib/highscore.h" #include "lib/playback_control.h" PLUGIN_HEADER /* If there are three fractional bits, the smallest screen size that will scale * properly is 28x22. If you have a smaller screen increase the fractional * precision. If you have a precision of 4 the smallest screen size would be * 14x11. Note though that this will decrease the maximum resolution due to * the line intersection tests. These defines are used for all of the fixed * point calculations/conversions. */ #define FIXED3(x) ((x)<<3) #define FIXED3_MUL(x, y) ((long long)((x)*(y))>>3) #define FIXED3_DIV(x, y) (((x)<<3)/(y)) #define INT3(x) ((x)>>3) #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) #define CONTINUE_TEXT "Press NAVI To Continue" #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #define RC_QUIT BUTTON_RC_STOP #elif CONFIG_KEYPAD == ONDIO_PAD #define CONTINUE_TEXT "MENU To Continue" #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_MENU #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == RECORDER_PAD #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_PLAY #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) #define QUIT BUTTON_MENU #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_SCROLL_BACK #define DOWN BUTTON_SCROLL_FWD #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD) #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK) #elif (CONFIG_KEYPAD == GIGABEAT_PAD) #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_PLAY #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == SANSA_E200_PAD) #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD) #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK) #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD) #define QUIT (BUTTON_HOME|BUTTON_REPEAT) #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD) #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK) #elif CONFIG_KEYPAD == SANSA_C200_PAD || \ CONFIG_KEYPAD == SANSA_CLIP_PAD || \ CONFIG_KEYPAD == SANSA_M200_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define ALTLEFT BUTTON_VOL_DOWN #define ALTRIGHT BUTTON_VOL_UP #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == IRIVER_H10_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_PLAY #define UP BUTTON_SCROLL_UP #define DOWN BUTTON_SCROLL_DOWN #elif CONFIG_KEYPAD == GIGABEAT_S_PAD #define QUIT BUTTON_BACK #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == MROBE100_PAD) #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == IAUDIO_M3_PAD #define CONTINUE_TEXT "PLAY To Continue" #define QUIT BUTTON_RC_REC #define LEFT BUTTON_RC_REW #define RIGHT BUTTON_RC_FF #define SELECT BUTTON_RC_PLAY #define UP BUTTON_RC_VOL_UP #define DOWN BUTTON_RC_VOL_DOWN #define RC_QUIT BUTTON_REC #elif CONFIG_KEYPAD == CREATIVEZVM_PAD #define QUIT BUTTON_BACK #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == COWOND2_PAD #define QUIT BUTTON_POWER #elif CONFIG_KEYPAD == ONDAVX747_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_VOL_DOWN #define RIGHT BUTTON_VOL_UP #define SELECT BUTTON_MENU #elif CONFIG_KEYPAD == ONDAVX777_PAD #define QUIT BUTTON_POWER #elif CONFIG_KEYPAD == MROBE500_PAD #define QUIT BUTTON_POWER #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD #define QUIT BUTTON_FFWD #define SELECT BUTTON_PLAY #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #else #error No keymap defined! #endif #ifdef HAVE_TOUCHSCREEN #ifndef LEFT #define LEFT BUTTON_BOTTOMLEFT #endif #ifndef RIGHT #define RIGHT BUTTON_BOTTOMRIGHT #endif #ifndef SELECT #define SELECT BUTTON_CENTER #endif #ifndef UP #define UP BUTTON_TOPMIDDLE #endif #ifndef DOWN #define DOWN BUTTON_BOTTOMMIDDLE #endif #endif /* Continue text is used as a string later when the game is paused. This allows * targets to specify their own text if needed. */ #if !defined(CONTINUE_TEXT) #define CONTINUE_TEXT "Press SELECT To Continue" #endif #ifndef SCROLL_FWD /* targets without scroll wheel*/ #define SCROLL_FWD(x) (0) #define SCROLL_BACK(x) (0) #endif #include "pluginbitmaps/brickmania_pads.h" #include "pluginbitmaps/brickmania_short_pads.h" #include "pluginbitmaps/brickmania_long_pads.h" #include "pluginbitmaps/brickmania_bricks.h" #include "pluginbitmaps/brickmania_powerups.h" #include "pluginbitmaps/brickmania_ball.h" #include "pluginbitmaps/brickmania_gameover.h" #define GAMESCREEN_WIDTH FIXED3(LCD_WIDTH) #if LCD_WIDTH<=LCD_HEIGHT /* Maintain a 4/3 ratio (width/height) */ #define GAMESCREEN_HEIGHT (GAMESCREEN_WIDTH * 3 / 4) #else #define GAMESCREEN_HEIGHT FIXED3(LCD_HEIGHT) #endif #define PAD_WIDTH FIXED3(BMPWIDTH_brickmania_pads) #define PAD_HEIGHT FIXED3(BMPHEIGHT_brickmania_pads/3) #define SHORT_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_short_pads) #define LONG_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_long_pads) #define BRICK_HEIGHT FIXED3(BMPHEIGHT_brickmania_bricks/7) #define BRICK_WIDTH FIXED3(BMPWIDTH_brickmania_bricks) #define LEFTMARGIN ((GAMESCREEN_WIDTH-10*BRICK_WIDTH)/2) #define NUMBER_OF_POWERUPS 9 #define POWERUP_HEIGHT FIXED3(BMPHEIGHT_brickmania_powerups/NUMBER_OF_POWERUPS) #define POWERUP_WIDTH FIXED3(BMPWIDTH_brickmania_powerups) #define BALL FIXED3(BMPHEIGHT_brickmania_ball) #define HALFBALL (BALL / 2) #define GAMEOVER_WIDTH FIXED3(BMPWIDTH_brickmania_gameover) #define GAMEOVER_HEIGHT FIXED3(BMPHEIGHT_brickmania_gameover) #ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */ #include "pluginbitmaps/brickmania_break.h" #endif /* The time (in ms) for one iteration through the game loop - decrease this * to speed up the game - note that current_tick is (currently) only accurate * to 10ms. */ #define CYCLETIME 30 #define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8)) #define STRINGPOS_FINISH (GAMESCREEN_HEIGHT - (GAMESCREEN_HEIGHT / 6)) #define STRINGPOS_CONGRATS (STRINGPOS_FINISH - 20) #define STRINGPOS_NAVI (STRINGPOS_FINISH - 10) #define STRINGPOS_FLIP (STRINGPOS_FINISH - 10) /* Brickmania was originally designed for the H300, other targets should scale * the speed up/down as needed based on the screen height. */ #define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) ) #define SPEED_SCALE_W(x) FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) ) /* These are all used as ball speeds depending on where the ball hit the * paddle. * * Note that all of these speeds (including pad, power, and fire) * could be made variable and could be raised to be much higher to add * additional difficulty to the game. The line intersection tests allow this * to be drastically increased without the collision detection failing * (ideally). */ #define SPEED_1Q_X SPEED_SCALE_W( 6) #define SPEED_1Q_Y SPEED_SCALE_H(-2) #define SPEED_2Q_X SPEED_SCALE_W( 4) #define SPEED_2Q_Y SPEED_SCALE_H(-3) #define SPEED_3Q_X SPEED_SCALE_W( 3) #define SPEED_3Q_Y SPEED_SCALE_H(-4) #define SPEED_4Q_X SPEED_SCALE_W( 2) #define SPEED_4Q_Y SPEED_SCALE_H(-4) /* This is used to determine the speed of the paddle */ #define SPEED_PAD SPEED_SCALE_W( 8) /* This defines the speed that the powerups drop */ #define SPEED_POWER SPEED_SCALE_H( 2) /* This defines the speed that the shot moves */ #define SPEED_FIRE SPEED_SCALE_H( 4) #define FIRE_LENGTH SPEED_SCALE_H( 7) /*calculate paddle y-position */ #define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1) /* change to however many levels there are, i.e. how many arrays there are total */ int levels_num = 40; /* change the first number in [ ] to however many levels there are (levels_num) */ static unsigned char levels[40][8][10] = /* You can set up new levels with the level editor ( http://plugbox.rockbox-lounge.com/brickmania.htm ). With 0x1, it refers to the first brick in the bitmap, 0x2 would refer to the second, ect., 0x0 leaves a empty space. If you add a 2 before the 2nd number, it will take two hits to break, and 3 hits if you add a 3. That is 0x24, will result with the fourth brick being displayed and having take 2 hits to break. You could do the same with the 3, just replace the 2 with a 3 for it to take three hits to break it apart. */ { { /* level1 */ {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2}, {0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0}, {0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0}, {0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0}, {0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} }, { /* level2 */ {0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0}, {0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0}, {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}, {0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1}, {0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1}, {0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0}, {0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0} }, { /* level3 */ {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2}, {0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2}, {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2}, {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0}, {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}, {0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6}, {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6} }, { /* level4 */ {0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0}, {0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0}, {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22}, {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22}, {0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26}, {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0}, {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0}, {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1} }, { /* level5 */ {0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4}, {0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0}, {0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5}, {0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5}, {0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0}, {0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36}, {0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36}, {0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0} }, { /* level6 */ {0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0}, {0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3}, {0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3}, {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0}, {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}, {0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5}, {0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} }, { /* level7 */ {0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6}, {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6}, {0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6}, {0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0}, {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} }, { /* level8 */ {0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0}, {0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0}, {0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6}, {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0}, {0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0}, {0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0}, {0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0}, {0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5} }, { /* level9 */ {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}, {0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2}, {0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2}, {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2}, {0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2}, {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2}, {0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2}, {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2} }, { /* level10 */ {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0}, {0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0}, {0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0}, {0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1} }, { /* level11 */ {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2}, {0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2}, {0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2}, {0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0}, {0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0}, {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5} }, { /* level 12 */ {0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2}, {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}, {0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1}, {0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0}, {0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0}, {0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1}, {0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1}, {0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2} }, {/* levell13 */ {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2}, {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2}, {0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2}, {0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2}, {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2} }, {/* level14 */ {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4}, {0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4}, {0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4}, {0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4}, {0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4}, {0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4}, {0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4} }, {/* level 15 */ {0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3}, {0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0}, {0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0}, {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0}, {0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0}, {0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0}, {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0}, {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2} }, {/* level 16 (Rockbox) by ts-x */ {0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5}, {0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0}, {0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}, {0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0}, {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0} }, {/* level 17 (Alien) by ts-x */ {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2}, {0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1}, {0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2}, {0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1}, {0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2}, {0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2}, {0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2} }, {/* level 18 (Tetris) by ts-x */ {0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0}, {0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0}, {0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2}, {0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2}, {0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5}, {0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5}, {0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5}, {0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5} }, { /* level 19 (Stalactites) by ts-x */ {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2}, {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2}, {0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2}, {0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2}, {0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0}, {0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2}, {0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0}, {0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0} }, { /* level 20 (Maze) by ts-x */ {0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21}, {0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1}, {0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1}, {0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2}, {0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0}, {0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0}, {0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2}, {0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21} }, { /* level 21 (Dentist) by ts-x */ {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}, {0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2}, {0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2}, {0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2}, {0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2}, {0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2}, {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0} }, { /* level 22 (Spider) by ts-x */ {0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31}, {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0}, {0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33}, {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0}, {0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0}, {0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21}, {0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0}, {0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3} }, { /* level 23 (Pool) by ts-x */ {0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0}, {0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0}, {0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7}, {0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7}, {0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7}, {0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7}, {0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0} }, { /* level 24 (Vorbis Fish) by ts-x */ {0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5}, {0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5}, {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5}, {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5}, {0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0}, {0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5}, {0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5}, {0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5} }, {/* level 25 (Rainbow) by ts-x */ {0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0}, {0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24}, {0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21}, {0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3}, {0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5}, {0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6}, {0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7}, {0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32} }, { /* level 26 (Bowtie) by ts-x */ {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}, {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1}, {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5}, {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1}, {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1}, {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5}, {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1}, {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5} }, { /* level 27 (Frog) by ts-x */ {0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0}, {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}, {0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25}, {0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5}, {0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5}, {0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5}, {0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5}, {0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0} }, { /* level 28 (DigDug) by ts-x */ {0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35}, {0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6}, {0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7}, {0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7}, {0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4}, {0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4}, {0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4}, {0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1} }, { /* level 29 UK Flag by Seth Opgenorth */ {0x32,0x0,0x3,0x3,0x2,0x2,0x3,0x3,0x0,0x32}, {0x0,0x2,0x0,0x3,0x32,0x22,0x33,0x0,0x32,0x0}, {0x33,0x0,0x22,0x0,0x2,0x2,0x0,0x2,0x0,0x33}, {0x22,0x32,0x2,0x2,0x2,0x2,0x2,0x2,0x22,0x2}, {0x3,0x0,0x0,0x32,0x22,0x2,0x2,0x0,0x0,0x3}, {0x23,0x0,0x32,0x0,0x32,0x2,0x0,0x2,0x0,0x3}, {0x0,0x2,0x0,0x3,0x2,0x2,0x3,0x0,0x22,0x0}, {0x32,0x0,0x3,0x23,0x2,0x2,0x23,0x33,0x0,0x32} }, { /* level 30 Win-Logo by Seth Opgenorth */ {0x0,0x0,0x0,0x22,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x0,0x32,0x2,0x2,0x25,0x0,0x5,0x0,0x0}, {0x0,0x0,0x2,0x22,0x2,0x5,0x5,0x35,0x0,0x0}, {0x0,0x0,0x2,0x1,0x2,0x5,0x5,0x25,0x0,0x0}, {0x0,0x0,0x21,0x1,0x1,0x36,0x7,0x26,0x0,0x0}, {0x0,0x0,0x1,0x1,0x1,0x6,0x6,0x6,0x0,0x0}, {0x0,0x0,0x21,0x0,0x21,0x6,0x6,0x26,0x0,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x0,0x0} }, { /* level 31 Color wave/V by Seth Opgenorth */ {0x25,0x34,0x2,0x31,0x33,0x23,0x1,0x2,0x34,0x5}, {0x3,0x5,0x24,0x2,0x1,0x1,0x2,0x4,0x5,0x3}, {0x1,0x3,0x5,0x4,0x2,0x2,0x4,0x5,0x3,0x1}, {0x2,0x1,0x33,0x35,0x4,0x4,0x5,0x33,0x1,0x22}, {0x31,0x22,0x1,0x3,0x5,0x25,0x3,0x1,0x2,0x31}, {0x3,0x1,0x2,0x1,0x3,0x3,0x1,0x2,0x21,0x3}, {0x5,0x23,0x1,0x32,0x1,0x1,0x2,0x1,0x3,0x5}, {0x4,0x35,0x3,0x1,0x2,0x22,0x31,0x3,0x5,0x4} }, { /* level 32 Sweedish Flag by Seth Opgenorth */ {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36}, {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3} }, { /* level 33 Color Pyramid by Seth Opgenorth */ {0x0,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x4,0x24,0x4,0x24,0x0,0x0,0x0}, {0x0,0x0,0x23,0x3,0x3,0x3,0x23,0x3,0x0,0x0}, {0x0,0x0,0x25,0x5,0x25,0x35,0x5,0x35,0x0,0x0}, {0x0,0x36,0x6,0x6,0x6,0x6,0x26,0x6,0x6,0x0}, {0x0,0x7,0x7,0x7,0x7,0x25,0x27,0x7,0x27,0x0}, {0x2,0x2,0x22,0x2,0x2,0x2,0x22,0x2,0x2,0x2}, {0x21,0x1,0x1,0x31,0x1,0x21,0x1,0x1,0x31,0x1} }, { /* level 34 Rhombus by Seth Opgenorth */ {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x3,0x32,0x22,0x23,0x0,0x0,0x0}, {0x0,0x0,0x3,0x2,0x24,0x4,0x2,0x23,0x0,0x0}, {0x26,0x3,0x2,0x4,0x5,0x5,0x4,0x22,0x3,0x6}, {0x36,0x3,0x2,0x34,0x5,0x5,0x4,0x2,0x3,0x36}, {0x0,0x0,0x3,0x2,0x4,0x34,0x2,0x23,0x0,0x0}, {0x0,0x0,0x0,0x23,0x2,0x2,0x3,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0} }, { /* level 35 PacMan Ghost by Seth Opgenorth */ {0x0,0x0,0x0,0x0,0x2,0x32,0x2,0x0,0x0,0x0}, {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x0,0x0}, {0x0,0x0,0x2,0x24,0x4,0x2,0x4,0x4,0x32,0x0}, {0x0,0x0,0x2,0x24,0x0,0x22,0x24,0x0,0x22,0x0}, {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}, {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}, {0x0,0x0,0x2,0x32,0x2,0x2,0x22,0x2,0x32,0x0}, {0x0,0x0,0x0,0x22,0x0,0x32,0x0,0x22,0x0,0x0} }, { /* level 36 Star by Seth Opgenorth */ {0x3,0x4,0x3,0x4,0x6,0x24,0x3,0x24,0x3,0x0}, {0x24,0x0,0x0,0x6,0x6,0x6,0x0,0x0,0x4,0x0}, {0x3,0x26,0x6,0x2,0x6,0x2,0x6,0x26,0x23,0x0}, {0x4,0x0,0x6,0x6,0x36,0x6,0x6,0x0,0x4,0x0}, {0x3,0x0,0x0,0x26,0x6,0x26,0x0,0x0,0x33,0x0}, {0x34,0x0,0x6,0x6,0x0,0x6,0x6,0x0,0x4,0x0}, {0x3,0x26,0x6,0x0,0x0,0x0,0x6,0x6,0x3,0x0}, {0x4,0x3,0x4,0x23,0x24,0x3,0x4,0x33,0x4,0x0} }, { /* level 37 It's 8-Bit by Seth Opgenorth */ {0x26,0x26,0x6,0x6,0x5,0x6,0x26,0x6,0x26,0x6}, {0x2,0x2,0x22,0x3,0x3,0x0,0x0,0x0,0x4,0x0}, {0x2,0x0,0x2,0x33,0x3,0x3,0x5,0x0,0x24,0x0}, {0x32,0x2,0x2,0x33,0x0,0x23,0x0,0x4,0x4,0x4}, {0x2,0x22,0x2,0x3,0x3,0x0,0x5,0x4,0x4,0x24}, {0x2,0x0,0x2,0x23,0x0,0x3,0x25,0x0,0x4,0x0}, {0x22,0x2,0x2,0x3,0x23,0x0,0x5,0x0,0x4,0x0}, {0x6,0x26,0x6,0x36,0x6,0x36,0x6,0x6,0x6,0x6} }, { /* level 38 Linux by Seth Opgenorth */ {0x27,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x7,0x0,0x0,0x0,0x33,0x0,0x23,0x0,0x0,0x0}, {0x7,0x32,0x0,0x0,0x3,0x0,0x23,0x6,0x0,0x6}, {0x37,0x0,0x0,0x0,0x23,0x0,0x3,0x6,0x0,0x26}, {0x7,0x22,0x24,0x0,0x3,0x33,0x3,0x0,0x26,0x0}, {0x37,0x22,0x24,0x24,0x4,0x0,0x0,0x0,0x26,0x0}, {0x7,0x2,0x4,0x0,0x4,0x0,0x0,0x6,0x0,0x26}, {0x7,0x27,0x4,0x0,0x34,0x0,0x0,0x6,0x0,0x26} }, { /* level 39 Colorful Squares by Seth Opgenorth*/ {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0}, {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0}, {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0}, {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0}, {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0}, {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0}, {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0}, {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0} }, { /* TheEnd */ {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0}, {0x32,0x0,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0}, {0x32,0x32,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0}, {0x32,0x32,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0}, {0x32,0x0,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0}, {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} } }; #define MAX_BALLS 10 enum difficulty_options { EASY, NORMAL }; int pad_pos_x; int life; enum { ST_READY, ST_START, ST_PAUSE } game_state = ST_READY; enum { PLAIN = 0, STICKY = 1, SHOOTER = 2 } pad_type; int score=0,vscore=0; bool flip_sides=false; int level=0; int brick_on_board=0; int used_balls=1; int difficulty = NORMAL; int pad_width; int num_count; bool resume = false; bool resume_file = false; typedef struct cube { int powertop; /* Stores the powerup Y top pos, it is a fixed point num */ int power; /* What powerup is in the brick? */ bool poweruse; /* Stores whether a powerup is falling or not */ bool used; /* Is the brick still in play? */ int color; int hits; /* How many hits can this brick take? */ int hiteffect; } cube; cube brick[80]; typedef struct balls { /* pos_x and y store the current position of the ball */ int pos_x; int pos_y; /* Tempx and tempy store an absolute position the ball should be in. If * they are equal to 0, they are not used when positioning the ball. */ int tempx; int tempy; /* x and y store the current speed of the ball */ int speedx; int speedy; bool glue; /* Is the ball stuck to the paddle? */ } balls; balls ball[MAX_BALLS]; typedef struct sfire { int top; /* This stores the fire y position, it is a fixed point num */ int x_pos; /* This stores the fire x position, it is a whole number */ } sfire; sfire fire[30]; #define CONFIG_FILE_NAME "brickmania.cfg" #define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save" #define HIGH_SCORE PLUGIN_GAMES_DIR "/brickmania.score" #define NUM_SCORES 5 static struct configdata config[] = { {TYPE_INT, 0, 1, { .int_p = &difficulty }, "difficulty", NULL}, }; struct highscore highest[NUM_SCORES]; typedef struct point { int x; int y; } point; typedef struct line { point p1; point p2; } line; /* * check_lines: * This is based off an explanation and expanded math presented by Paul Bourke: * http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ * * It takes two lines as inputs and returns 1 if they intersect, 0 if they do * not. hitp returns the point where the two lines intersected. * * This function expects fixed point inputs with a precision of 3. When a * collision occurs hitp is updated with a fixed point location (precision 3) * where the collision happened. The internal calculations are fixed * point with a 7 bit fractional precision. * * If you choose 10 bits of precision a screen size of about 640x480 is the * largest this can go. 7 bits allows for an accurate intersection calculation * with a line length of about 64 and a rougher line lenght of 128 which is * larger than any target currently needs (the pad is the longest line and it * only needs an accuracy of 2^4 at most to figure out which section of the pad * the ball hit). A precision of 7 gives breathing room for larger screens. * Longer line sizes that need accurate intersection points will need more * precision, but will decrease the maximum screen resolution. */ #define LINE_PREC 7 int check_lines(line *line1, line *line2, point *hitp) { /* Introduction: * This code is based on the solution of these two input equations: * Pa = P1 + ua (P2-P1) * Pb = P3 + ub (P4-P3) * * Where line one is composed of points P1 and P2 and line two is composed * of points P3 and P4. * * ua/b is the fractional value you can multiply the x and y legs of the * triangle formed by each line to find a point on the line. * * The two equations can be expanded to their x/y components: * Pa.x = p1.x + ua(p2.x - p1.x) * Pa.y = p1.y + ua(p2.y - p1.y) * * Pb.x = p3.x + ub(p4.x - p3.x) * Pb.y = p3.y + ub(p4.y - p3.y) * * When Pa.x == Pb.x and Pa.y == Pb.y the lines intersect so you can come * up with two equations (one for x and one for y): * * p1.x + ua(p2.x - p1.x) = p3.x + ub(p4.x - p3.x) * p1.y + ua(p2.y - p1.y) = p3.y + ub(p4.y - p3.y) * * ua and ub can then be individually solved for. This results in the * equations used in the following code. */ /* Denominator for ua and ub are the same so store this calculation */ int d = FIXED3_MUL((line2->p2.y - line2->p1.y),(line1->p2.x-line1->p1.x)) -FIXED3_MUL((line2->p2.x - line2->p1.x),(line1->p2.y-line1->p1.y)); /* n_a and n_b are calculated as seperate values for readability */ int n_a = FIXED3_MUL((line2->p2.x - line2->p1.x),(line1->p1.y-line2->p1.y)) -FIXED3_MUL((line2->p2.y - line2->p1.y),(line1->p1.x-line2->p1.x)); int n_b = FIXED3_MUL((line1->p2.x - line1->p1.x),(line1->p1.y-line2->p1.y)) -FIXED3_MUL((line1->p2.y - line1->p1.y),(line1->p1.x-line2->p1.x)); /* Make sure there is not a division by zero - this also indicates that * the lines are parallel. * * If n_a and n_b were both equal to zero the lines would be on top of each * other (coincidental). This check is not done because it is not * necessary for this implementation (the parallel check accounts for this). */ if(d == 0) return 0; /* Calculate the intermediate fractional point that the lines potentially * intersect. */ int ua = (n_a << LINE_PREC)/d; int ub = (n_b << LINE_PREC)/d; /* The fractional point will be between 0 and 1 inclusive if the lines * intersect. If the fractional calculation is larger than 1 or smaller * than 0 the lines would need to be longer to intersect. */ if(ua >=0 && ua <= (1<= 0 && ub <= (1<x = line1->p1.x + ((ua * (line1->p2.x - line1->p1.x))>>LINE_PREC); hitp->y = line1->p1.y + ((ua * (line1->p2.y - line1->p1.y))>>LINE_PREC); return 1; } return 0; } static void brickmania_init_game(bool new_game) { int i,j; pad_pos_x = GAMESCREEN_WIDTH/2 - PAD_WIDTH/2; for(i=0;irand()%25; /* +8 make the game with less powerups */ brick[bnum].hits=levels[level][i][j]>=10? levels[level][i][j]/16-1:0; brick[bnum].hiteffect=0; brick[bnum].powertop = TOPMARGIN + i*BRICK_HEIGHT; brick[bnum].used=!(levels[level][i][j]==0); brick[bnum].color=(levels[level][i][j]>=10? levels[level][i][j]%16: levels[level][i][j])-1; if (levels[level][i][j]!=0) brick_on_board++; } } } } static void brickmania_loadgame(void) { int fd; resume = false; /* open game file */ fd = rb->open(SAVE_FILE, O_RDONLY); if(fd < 0) return; /* read in saved game */ while(true) { if(rb->read(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) break; if(rb->read(fd, &life, sizeof(life)) <= 0) break; if(rb->read(fd, &game_state, sizeof(game_state)) <= 0) break; if(rb->read(fd, &pad_type, sizeof(pad_type)) <= 0) break; if(rb->read(fd, &score, sizeof(score)) <= 0) break; if(rb->read(fd, &flip_sides, sizeof(flip_sides)) <= 0) break; if(rb->read(fd, &level, sizeof(level)) <= 0) break; if(rb->read(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) break; if(rb->read(fd, &used_balls, sizeof(used_balls)) <= 0) break; if(rb->read(fd, &pad_width, sizeof(pad_width)) <= 0) break; if(rb->read(fd, &num_count, sizeof(num_count)) <= 0) break; if(rb->read(fd, &brick, sizeof(brick)) <= 0) break; if(rb->read(fd, &ball, sizeof(ball)) <= 0) break; if(rb->read(fd, &fire, sizeof(fire)) <= 0) break; vscore = score; resume = true; break; } rb->close(fd); return; } static void brickmania_savegame(void) { int fd; /* write out the game state to the save file */ fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT); rb->write(fd, &pad_pos_x, sizeof(pad_pos_x)); rb->write(fd, &life, sizeof(life)); rb->write(fd, &game_state, sizeof(game_state)); rb->write(fd, &pad_type, sizeof(pad_type)); rb->write(fd, &score, sizeof(score)); rb->write(fd, &flip_sides, sizeof(flip_sides)); rb->write(fd, &level, sizeof(level)); rb->write(fd, &brick_on_board, sizeof(brick_on_board)); rb->write(fd, &used_balls, sizeof(used_balls)); rb->write(fd, &pad_width, sizeof(pad_width)); rb->write(fd, &num_count, sizeof(num_count)); rb->write(fd, &brick, sizeof(brick)); rb->write(fd, &ball, sizeof(ball)); rb->write(fd, &fire, sizeof(fire)); rb->close(fd); } /* brickmania_sleep timer counting the score */ static void brickmania_sleep(int secs) { bool done=false; char s[20]; int count=0; int sw, w; while (!done) { if (count == 0) count = *rb->current_tick + HZ*secs; if ( (TIME_AFTER(*rb->current_tick, count)) && (vscore == score) ) done = true; if(vscore != score) { if (vscorescore) vscore--; rb->snprintf(s, sizeof(s), "%d", vscore); rb->lcd_getstringsize(s, &sw, &w); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s); rb->lcd_update_rect(0,0,LCD_WIDTH,w+2); } rb->yield(); } } static int brickmania_help(void) { #define WORDS (sizeof help_text / sizeof (char*)) static char *help_text[] = { "Brickmania", "", "Aim", "", "Destroy", "all", "the", "bricks", "by", "bouncing", "the", "ball", "of", "them", "using", "the", "paddle.", "", "", "Controls", "", "< & >", "Moves", "the", "paddle", "", #if CONFIG_KEYPAD == ONDIO_PAD "MENU:", #elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD) "PLAY:", #elif CONFIG_KEYPAD == IRIVER_H300_PAD "NAVI:", #else "SELECT:", #endif "Releases", "the", "ball/Fire!", "", #if CONFIG_KEYPAD == IAUDIO_M3_PAD "REC:", #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \ (CONFIG_KEYPAD == CREATIVEZVM_PAD) "BACK:", #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \ (CONFIG_KEYPAD == SANSA_FUZE_PAD) "MENU:", #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) || \ (CONFIG_KEYPAD == ONDIO_PAD) || \ (CONFIG_KEYPAD == RECORDER_PAD) || \ (CONFIG_KEYPAD == ARCHOS_AV300_PAD) "STOP:", #else "POWER:", #endif "Returns", "to", "menu", "", "", "Specials", "", "N", "Normal:", "returns", "paddle", "to", "normal", "", "D", "DIE!:", "loses", "a", "life", "", "L", "Life:", "gains", "a", "life/power", "up", "", "F", "Fire:", "allows", "you", "to", "shoot", "bricks", "", "G", "Glue:", "ball", "sticks", "to", "paddle", "", "B", "Ball:", "generates", "another", "ball", "", "FL", "Flip:", "flips", "left / right", "movement", "", "<->", "or", ":", "enlarges", "the", "paddle", "", ">-<", "or", ">S<:", "shrinks", "the", "paddle", "", }; static struct style_text formation[]={ { 0, TEXT_CENTER|TEXT_UNDERLINE }, { 2, C_RED }, { 19, C_RED }, { 37, C_RED }, { 39, C_BLUE }, { 46, C_RED }, { 52, C_GREEN }, { 59, C_ORANGE }, { 67, C_GREEN }, { 74, C_YELLOW }, { 80, C_RED }, { -1, 0 } }; int button; rb->lcd_setfont(FONT_UI); #ifdef HAVE_LCD_COLOR rb->lcd_set_background(LCD_BLACK); rb->lcd_set_foreground(LCD_WHITE); #endif if (display_text(WORDS, help_text, formation, NULL)) return 1; do { button = rb->button_get(true); if (rb->default_event_handler(button) == SYS_USB_CONNECTED) { return 1; } } while( ( button == BUTTON_NONE ) || ( button & (BUTTON_REL|BUTTON_REPEAT) ) ); rb->lcd_setfont(FONT_SYSFIXED); return 0; } static int brickmania_menu_cb(int action, const struct menu_item_ex *this_item) { int i = ((intptr_t)this_item); if(action == ACTION_REQUEST_MENUITEM && !resume && (i==0 || i==6)) return ACTION_EXIT_MENUITEM; return action; } static int brickmania_menu(void) { int selected = 0; static struct opt_items options[] = { { "Easy", -1 }, { "Normal", -1 }, }; #ifdef HAVE_TOUCHSCREEN /* Entering Menu, set the touchscreen to the global setting */ rb->touchscreen_set_mode(rb->global_settings->touch_mode); #endif MENUITEM_STRINGLIST(main_menu, "Brickmania Menu", brickmania_menu_cb, "Resume Game", "Start New Game", "Difficulty", "Help", "High Scores", "Playback Control", "Quit without Saving", "Quit"); rb->button_clear_queue(); while (true) { switch (rb->do_menu(&main_menu, &selected, NULL, false)) { case 0: if(game_state!=ST_READY) game_state = ST_PAUSE; if(resume_file) rb->remove(SAVE_FILE); return 0; case 1: score=0; vscore=0; life=2; level=0; brickmania_init_game(true); return 0; case 2: rb->set_option("Difficulty", &difficulty, INT, options, 2, NULL); break; case 3: if (brickmania_help()) return 1; break; case 4: highscore_show(NUM_SCORES, highest, NUM_SCORES, true); break; case 5: if (playback_control(NULL)) return 1; break; case 6: return 1; case 7: if (resume) { rb->splash(HZ*1, "Saving game ..."); brickmania_savegame(); } return 1; case MENU_ATTACHED_USB: return 1; default: break; } } #ifdef HAVE_TOUCHSCREEN rb->touchscreen_set_mode(TOUCHSCREEN_POINT); #endif } /* Find an unused fire position */ static int brickmania_find_empty_fire(void) { int t; for(t=0;t<30;t++) if (fire[t].top < 0) return t; return 0; } void brick_hit(int brick_number) { if(!brick[brick_number].used) return; /* if this is a crackable brick hits starts as * greater than 0. */ if (brick[brick_number].hits > 0) { brick[brick_number].hits--; brick[brick_number].hiteffect++; score+=2; } else { brick[brick_number].used=false; /* Was there a powerup on the brick? */ if (brick[brick_number].powerlcd_set_background(LCD_BLACK); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_drawmode(DRMODE_SOLID); rb->lcd_clear_display(); #endif while(true) { /* Convert CYCLETIME (in ms) to HZ */ end = *rb->current_tick + (CYCLETIME * HZ) / 1000; if (life >= 0) { rb->lcd_clear_display(); if (flip_sides) { if (TIME_AFTER(*rb->current_tick, sec_count)) { sec_count=*rb->current_tick+HZ; if (num_count!=0) num_count--; else flip_sides=false; } rb->snprintf(s, sizeof(s), "%d", num_count); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-2, INT3(STRINGPOS_FLIP), s); } /* write life num */ #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) rb->snprintf(s, sizeof(s), "L:%d", life); #else rb->snprintf(s, sizeof(s), "Life: %d", life); #endif rb->lcd_putsxy(0, 0, s); #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) rb->snprintf(s, sizeof(s), "L%d", level+1); #else rb->snprintf(s, sizeof(s), "Level %d", level+1); #endif rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH-sw, 0, s); if (vscoresnprintf(s, sizeof(s), "%d", vscore); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s); /* continue game */ if (game_state == ST_PAUSE) { rb->snprintf(s, sizeof(s), CONTINUE_TEXT); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_NAVI), s); sec_count=*rb->current_tick+HZ; } /* draw the ball */ for(i=0;ilcd_bitmap(brickmania_ball, INT3(ball[i].pos_x), INT3(ball[i].pos_y), INT3(BALL), INT3(BALL)); if (brick_on_board==0) brick_on_board--; /* if the pad is fire */ for(i=0; i<30; i++) { /* If the projectile is active (>0 inactive) */ if (fire[i].top >= 0) { if (game_state!=ST_PAUSE) fire[i].top -= SPEED_FIRE; /* Draw the projectile */ rb->lcd_vline( INT3(fire[i].x_pos), INT3(fire[i].top), INT3(fire[i].top + FIRE_LENGTH)); } } /* Setup the pad line-later used in intersection test */ pad_line.p1.x = pad_pos_x; pad_line.p1.y = PAD_POS_Y; pad_line.p2.x = pad_pos_x + pad_width; pad_line.p2.y = PAD_POS_Y; /* handle all of the bricks */ for (i=0; i<=7; i++) { for (j=0; j<=9 ;j++) { int brickx; int bnum = i*10+j; /* This brick is not really a brick, it is a powerup if * poweruse is set. Perform appropriate powerup checks. */ if(brick[bnum].poweruse) { brickx = LEFTMARGIN + j*BRICK_WIDTH + (BRICK_WIDTH - POWERUP_WIDTH) / 2; /* Update powertop if the game is not paused */ if (game_state!=ST_PAUSE) brick[bnum].powertop+=SPEED_POWER; /* Draw the powerup */ rb->lcd_bitmap_part(brickmania_powerups,0, INT3(POWERUP_HEIGHT)*brick[bnum].power, STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_powerups, BMPHEIGHT_brickmania_powerups), INT3(brickx), INT3(brick[bnum].powertop), INT3(POWERUP_WIDTH), INT3(POWERUP_HEIGHT) ); /* Use misc_line to check if the center of the powerup * hit the paddle. */ misc_line.p1.x = brickx + (POWERUP_WIDTH >> 1); misc_line.p1.y = brick[bnum].powertop + POWERUP_HEIGHT; misc_line.p2.x = brickx + (POWERUP_WIDTH >> 1); misc_line.p2.y = SPEED_POWER + brick[bnum].powertop + POWERUP_HEIGHT; /* Check if the powerup will hit the paddle */ if ( check_lines(&misc_line, &pad_line, &pt_hit) ) { switch(brick[bnum].power) { case 0: /* Extra Life */ life++; score += 50; break; case 1: /* Loose a life */ life--; if (life>=0) { brickmania_init_game(false); brickmania_sleep(2); } break; case 2: /* Make the paddle sticky */ score += 34; pad_type = STICKY; break; case 3: /* Give the paddle shooter */ score += 47; pad_type = SHOOTER; for(k=0;kcurrent_tick+HZ; num_count = 10; flip_sides = true; break; case 6: /* Extra Ball */ score += 23; if(used_ballsrand()%2 == 0) ball[used_balls].speedx=-SPEED_4Q_X; else ball[used_balls].speedx= SPEED_4Q_X; ball[used_balls].speedy= SPEED_4Q_Y; /* Ball is not glued */ ball[used_balls].glue= false; used_balls++; } break; case 7: /* Long paddle */ score+=23; if (pad_width==PAD_WIDTH) { pad_width = LONG_PAD_WIDTH; pad_pos_x -= (LONG_PAD_WIDTH - PAD_WIDTH)/2; } else if (pad_width==SHORT_PAD_WIDTH) { pad_width = PAD_WIDTH; pad_pos_x-=(PAD_WIDTH- SHORT_PAD_WIDTH)/2; } if (pad_pos_x < 0) pad_pos_x = 0; else if(pad_pos_x + pad_width > GAMESCREEN_WIDTH) pad_pos_x = GAMESCREEN_WIDTH-pad_width; break; case 8: /* Short Paddle */ if (pad_width==PAD_WIDTH) { pad_width=SHORT_PAD_WIDTH; pad_pos_x+=(PAD_WIDTH- SHORT_PAD_WIDTH)/2; } else if (pad_width==LONG_PAD_WIDTH) { pad_width=PAD_WIDTH; pad_pos_x+=(LONG_PAD_WIDTH-PAD_WIDTH)/2; } break; } /* Disable the powerup (it was picked up) */ brick[bnum].poweruse = false; } if (brick[bnum].powertop>PAD_POS_Y) { /* Disable the powerup (it was missed) */ brick[bnum].poweruse = false; } } /* The brick is a brick, but it may or may not be in use */ else if(brick[bnum].used) { /* these lines are used to describe the brick */ line bot_brick, top_brick, left_brick, rght_brick; brickx = LEFTMARGIN + j*BRICK_WIDTH; /* Describe the brick for later collision checks */ /* Setup the bottom of the brick */ bot_brick.p1.x = brickx; bot_brick.p1.y = brick[bnum].powertop + BRICK_HEIGHT; bot_brick.p2.x = brickx + BRICK_WIDTH; bot_brick.p2.y = brick[bnum].powertop + BRICK_HEIGHT; /* Setup the top of the brick */ top_brick.p1.x = brickx; top_brick.p1.y = brick[bnum].powertop; top_brick.p2.x = brickx + BRICK_WIDTH; top_brick.p2.y = brick[bnum].powertop; /* Setup the left of the brick */ left_brick.p1.x = brickx; left_brick.p1.y = brick[bnum].powertop; left_brick.p2.x = brickx; left_brick.p2.y = brick[bnum].powertop + BRICK_HEIGHT; /* Setup the right of the brick */ rght_brick.p1.x = brickx + BRICK_WIDTH; rght_brick.p1.y = brick[bnum].powertop; rght_brick.p2.x = brickx + BRICK_WIDTH; rght_brick.p2.y = brick[bnum].powertop + BRICK_HEIGHT; /* Check if any of the active fires hit a brick */ if (pad_type == SHOOTER) { for (k=0;k<30;k++) { /* Use misc_line to check if fire hit brick */ misc_line.p1.x = fire[k].x_pos; misc_line.p1.y = fire[k].top; misc_line.p2.x = fire[k].x_pos; misc_line.p2.y = fire[k].top + SPEED_FIRE; /* If the fire hit the brick take care of it */ if (fire[k].top > 0 && check_lines(&misc_line, &bot_brick, &pt_hit)) { score+=13; /* De-activate the fire */ fire[k].top=-1; brick_hit(bnum); } } } /* Draw the brick */ rb->lcd_bitmap_part(brickmania_bricks,0, INT3(BRICK_HEIGHT)*brick[bnum].color, STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_bricks, BMPHEIGHT_brickmania_bricks), INT3(brickx), INT3(brick[bnum].powertop), INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) ); #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */ if (brick[bnum].hiteffect > 0) rb->lcd_bitmap_transparent_part(brickmania_break,0, INT3(BRICK_HEIGHT)*brick[bnum].hiteffect, STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_break, BMPHEIGHT_brickmania_break), INT3(brickx), INT3(brick[bnum].powertop), INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) ); #endif /* Check if any balls collided with the brick */ for(k=0; k 0 && check_lines(&misc_line, &top_brick, &pt_hit)) { ball[k].speedy = -ball[k].speedy; ball[k].tempy = pt_hit.y - HALFBALL; ball[k].tempx = pt_hit.x - HALFBALL; brick_hit(bnum); } /* Check the left side of the brick */ else if( check_lines(&misc_line, &left_brick, &pt_hit)) { ball[k].speedx = -ball[k].speedx; ball[k].tempy = pt_hit.y - HALFBALL; ball[k].tempx = pt_hit.x - HALFBALL; brick_hit(bnum); } /* Check the right side of the brick */ else if( check_lines(&misc_line, &rght_brick, &pt_hit)) { ball[k].speedx = -ball[k].speedx; ball[k].tempy = pt_hit.y - HALFBALL; ball[k].tempx = pt_hit.x + HALFBALL; brick_hit(bnum); } } /* for k */ } /* if(used) */ } /* for j */ } /* for i */ /* draw the paddle according to the PAD_WIDTH */ if( pad_width == PAD_WIDTH ) /* Normal width */ { rb->lcd_bitmap_part( brickmania_pads, 0, pad_type*INT3(PAD_HEIGHT), STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads, BMPHEIGHT_brickmania_pads), INT3(pad_pos_x), INT3(PAD_POS_Y), INT3(pad_width), INT3(PAD_HEIGHT) ); } else if( pad_width == LONG_PAD_WIDTH ) /* Long Pad */ { rb->lcd_bitmap_part( brickmania_long_pads, 0,pad_type*INT3(PAD_HEIGHT), STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_long_pads, BMPHEIGHT_brickmania_long_pads), INT3(pad_pos_x), INT3(PAD_POS_Y), INT3(pad_width), INT3(PAD_HEIGHT) ); } else /* Short pad */ { rb->lcd_bitmap_part( brickmania_short_pads, 0,pad_type*INT3(PAD_HEIGHT), STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_short_pads, BMPHEIGHT_brickmania_short_pads), INT3(pad_pos_x), INT3(PAD_POS_Y), INT3(pad_width), INT3(PAD_HEIGHT) ); } /* If the game is not paused continue */ if (game_state!=ST_PAUSE) { /* Loop through all of the balls in play */ for(k=0;k= 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].speedy = ball[used_balls].speedy; ball[k].tempy = ball[used_balls].tempy; ball[k].speedx = ball[used_balls].speedx; ball[k].tempx = ball[used_balls].tempx; ball[k].glue = ball[used_balls].glue; /* Reset the last ball that was removed */ ball[used_balls].speedx=0; ball[used_balls].speedy=0; ball[used_balls].tempy=0; ball[used_balls].tempx=0; ball[used_balls].pos_y=PAD_POS_Y-BALL; ball[used_balls].pos_x=pad_pos_x+(pad_width/2)-2; k--; continue; } else { /* Player lost a life */ life--; if (life>=0) { /* No lives left reset game */ brickmania_init_game(false); brickmania_sleep(2); rb->button_clear_queue(); } } } /* Check if the ball hit the left or right side */ if ( (ball[k].pos_x < 0) || (ball[k].pos_x+BALL > GAMESCREEN_WIDTH) ) { /* Reverse direction */ ball[k].speedx = -ball[k].speedx; /* Re-position ball in gameboard */ if(ball[k].pos_x <= 0) { ball[k].pos_x = 0; } else { ball[k].pos_x = GAMESCREEN_WIDTH-BALL; } } /* Setup the ball path to describe the current ball * position and the line it makes to its next * position. */ misc_line.p1.x = ball[k].pos_x + HALFBALL; misc_line.p1.y = ball[k].pos_y + HALFBALL; misc_line.p2.x = ball[k].pos_x + ball[k].speedx + HALFBALL; misc_line.p2.y = ball[k].pos_y + ball[k].speedy + HALFBALL; /* Did the ball hit the paddle? Depending on where the ball * Hit set the x/y speed appropriately. */ if( game_state!=ST_READY && !ball[k].glue && check_lines(&misc_line, &pad_line, &pt_hit) ) { /* Position the ball relative to the paddle width */ int ball_repos = pt_hit.x - 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].speedy = SPEED_1Q_Y; ball[k].speedx = SPEED_1Q_X * x_direction; break; /* Ball hit the next fourth of the paddle */ case 1: ball[k].speedy = SPEED_2Q_Y; ball[k].speedx = SPEED_2Q_X * x_direction; break; /* Ball hit the third fourth of the paddle */ case 2: ball[k].speedy = SPEED_3Q_Y; ball[k].speedx = SPEED_3Q_X * x_direction; break; /* Ball hit the fourth fourth of the paddle or dead * center. */ case 3: case 4: ball[k].speedy = SPEED_4Q_Y; /* 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. */ if(ball[k].speedx > 0) { ball[k].speedx = SPEED_4Q_X; } else { ball[k].speedx = -SPEED_4Q_X; } break; default: ball[k].speedy = SPEED_4Q_Y; break; } if(pad_type == STICKY) { ball[k].speedy = -ball[k].speedy; ball[k].glue=true; ball[k].tempy = pt_hit.y - BALL; } } /* Update the ball position */ if (!ball[k].glue) { if(ball[k].tempx) ball[k].pos_x = ball[k].tempx; else ball[k].pos_x += ball[k].speedx; if(ball[k].tempy) ball[k].pos_y = ball[k].tempy; else ball[k].pos_y += ball[k].speedy; ball[k].tempy=0; ball[k].tempx=0; } } /* for k */ } rb->lcd_update(); if (brick_on_board < 0) { if (level+1button_clear_queue(); } else { rb->lcd_getstringsize("Congratulations!", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_CONGRATS), "Congratulations!"); #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) rb->lcd_getstringsize("No more levels", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH), "No more levels"); #else rb->lcd_getstringsize("You have finished the game!", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH), "You have finished the game!"); #endif vscore=score; rb->lcd_update(); brickmania_sleep(2); return 0; } } int button=rb->button_get(false); int move_button = rb->button_status(); #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN) /* FIXME: Should probably check remote hold here */ if (rb->button_hold()) button = QUIT; #endif #ifdef HAVE_TOUCHSCREEN if( move_button & BUTTON_TOUCHSCREEN) { int data; short touch_x, touch_y; rb->button_status_wdata(&data); touch_x = FIXED3(data >> 16); touch_y = FIXED3(data & 0xffff); if(flip_sides) { pad_pos_x = GAMESCREEN_WIDTH - (touch_x + pad_width/2); } else { pad_pos_x = (touch_x - pad_width/2); } if(pad_pos_x < 0) pad_pos_x = 0; else if(pad_pos_x + pad_width > GAMESCREEN_WIDTH) pad_pos_x = GAMESCREEN_WIDTH-pad_width; for(k=0; k GAMESCREEN_WIDTH) { for(k=0;k= GAMESCREEN_WIDTH/2) { ball[k].speedx = SPEED_4Q_X; } else { ball[k].speedx = -SPEED_4Q_X; } } game_state=ST_START; } else if (game_state==ST_PAUSE) { game_state=ST_START; } else if (pad_type == STICKY) { for(k=0;kdefault_event_handler(button) == SYS_USB_CONNECTED) return 1; break; } } else { #ifdef HAVE_LCD_COLOR rb->lcd_bitmap_transparent(brickmania_gameover, (LCD_WIDTH - INT3(GAMEOVER_WIDTH))/2, INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2, INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT)); #else /* greyscale and mono */ rb->lcd_bitmap(brickmania_gameover,(LCD_WIDTH - INT3(GAMEOVER_WIDTH))/2, INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2, INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT) ); #endif rb->lcd_update(); brickmania_sleep(2); return 0; } /* Game always needs to yield for other threads */ rb->yield(); /* Sleep for a bit if there is time to spare */ if (TIME_BEFORE(*rb->current_tick, end)) rb->sleep(end-*rb->current_tick); } return 0; } /* this is the plugin entry point */ enum plugin_status plugin_start(const void* parameter) { (void)parameter; int last_difficulty; highscore_load(HIGH_SCORE,highest,NUM_SCORES); configfile_load(CONFIG_FILE_NAME,config,1,0); last_difficulty = difficulty; #ifdef HAVE_TOUCHSCREEN rb->touchscreen_set_mode(TOUCHSCREEN_POINT); #endif rb->lcd_setfont(FONT_SYSFIXED); #if LCD_DEPTH > 1 rb->lcd_set_backdrop(NULL); #endif /* Turn off backlight timeout */ backlight_force_on(); /* backlight control in lib/helper.c */ /* now go ahead and have fun! */ rb->srand( *rb->current_tick ); brickmania_loadgame(); resume_file = resume; while(!brickmania_game_loop()) { if(!resume) { int position = highscore_update(score, level+1, "", highest, NUM_SCORES); if (position == 0) { rb->splash(HZ*2, "New High Score"); } if (position != -1) { highscore_show(position, highest, NUM_SCORES, true); } else { brickmania_sleep(3); } } } highscore_save(HIGH_SCORE,highest,NUM_SCORES); if(last_difficulty != difficulty) configfile_save(CONFIG_FILE_NAME,config,1,0); /* Restore user's original backlight setting */ rb->lcd_setfont(FONT_UI); /* Turn on backlight timeout (revert to settings) */ backlight_use_settings(); /* backlight control in lib/helper.c */ return PLUGIN_OK; }