rockbox/apps/plugins/brickmania.c
Tomer Shalev b21b0c872e Brickmania: Use NUMBER_OF_POWERUPS in enum
Thanks for kugel and linuxstb for this


git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24935 a1c6a512-1295-4272-9138-f99709370657
2010-02-27 09:35:47 +00:00

2390 lines
86 KiB
C

/***************************************************************************
* __________ __ ___.
* 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"
#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"
#ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */
#include "pluginbitmaps/brickmania_break.h"
#endif
PLUGIN_HEADER
/*
*
* Keymaps
*
*/
#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 == PHILIPS_SA9200_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_PREV
#define RIGHT BUTTON_NEXT
#define SELECT BUTTON_PLAY
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == COWON_D2_PAD
#define CONTINUE_TEXT "MENU To Continue"
#define QUIT BUTTON_POWER
#define LEFT BUTTON_MINUS
#define RIGHT BUTTON_PLUS
#define SELECT BUTTON_MENU
#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
#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
#define QUIT BUTTON_REC
#define LEFT BUTTON_PREV
#define RIGHT BUTTON_NEXT
#define ALTLEFT BUTTON_MENU
#define ALTRIGHT BUTTON_PLAY
#define SELECT BUTTON_OK
#define UP BUTTON_UP
#define DOWN BUTTON_DOWN
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHSCREEN
#ifdef LEFT
#define ALTLEFT BUTTON_BOTTOMLEFT
#else
#define LEFT BUTTON_BOTTOMLEFT
#endif
#ifdef RIGHT
#define ALTRIGHT BUTTON_BOTTOMRIGHT
#else
#define RIGHT BUTTON_BOTTOMRIGHT
#endif
#ifdef SELECT
#define ALTSELECT BUTTON_CENTER
#else
#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
/*
*
* Geometric dimensions
*
*/
/* 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)
#define GAMESCREEN_WIDTH FIXED3(LCD_WIDTH)
#define GAMESCREEN_HEIGHT FIXED3(LCD_HEIGHT)
#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 POWERUP_WIDTH FIXED3(BMPWIDTH_brickmania_powerups)
#define BALL FIXED3(BMPHEIGHT_brickmania_ball)
#define HALFBALL (BALL / 2)
#define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1)
#define ON_PAD_POS_Y (PAD_POS_Y - HALFBALL)
#define GAMEOVER_WIDTH FIXED3(BMPWIDTH_brickmania_gameover)
#define GAMEOVER_HEIGHT FIXED3(BMPHEIGHT_brickmania_gameover)
#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)
/*
*
* Speeds
*
*/
/* 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)
/*
*
* Timings
*
*/
/* The time 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 /* ms */
#define FLIP_SIDES_DELAY 10 /* seconds */
/*
*
* Scores
*
*/
#define SCORE_BALL_HIT_BRICK 2
#define SCORE_BALL_DEMOLISHED_BRICK 8
#define SCORE_FIRE_HIT_BRICK 13
#define SCORE_LEVEL_COMPLETED 100
#define SCORE_POWER_LIFE_GAIN 50
#define SCORE_POWER_PADDLE_STICKY 34
#define SCORE_POWER_PADDLE_SHOOTER 47
#define SCORE_POWER_PADDLE_NORMAL 23
#define SCORE_POWER_FLIP 23
#define SCORE_POWER_EXTRA_BALL 23
#define SCORE_POWER_LONG_PADDLE 23
/*
*
* Limits
*
*/
#define MAX_BALLS 10
#define MAX_FIRES 30
#define MAX_POWERS 10
/*
*
* Files
*
*/
#define CONFIG_FILE_NAME "brickmania.cfg"
#define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save"
#define HIGH_SCORE_FILE PLUGIN_GAMES_DIR "/brickmania.score"
#define NUM_HIGH_SCORES 5
/*
*
* Game levels
*
*/
#define NUM_BRICKS_ROWS 8
#define NUM_BRICKS_COLS 10
/* change to however many levels there are, i.e. how many arrays there are total */
#define NUM_LEVELS 40
/* change the first number in [ ] to however many levels there are */
static unsigned char levels[NUM_LEVELS][NUM_BRICKS_ROWS][NUM_BRICKS_COLS] =
/* 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. */
{
{ /* level 1 */
{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}
},
{ /* level 2 */
{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}
},
{ /* level 3 */
{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}
},
{ /* level 4 */
{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}
},
{ /* level 5 */
{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}
},
{ /* level 6 */
{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}
},
{ /* level 7 */
{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}
},
{ /* level 8 */
{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}
},
{ /* level 9 */
{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}
},
{ /* level 10 */
{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}
},
{ /* level 11 */
{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}
},
{/* level 14 */
{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}
}
};
/*
*
* Enums and structs
*
*/
enum power_types
{
POWER_TYPE_LIFE_GAIN = 0,
POWER_TYPE_LIFE_LOSS,
POWER_TYPE_PADDLE_STICKY,
POWER_TYPE_PADDLE_SHOOTER,
POWER_TYPE_PADDLE_NORMAL,
POWER_TYPE_PADDLE_FLIP,
POWER_TYPE_EXTRA_BALL,
POWER_TYPE_PADDLE_LONG,
POWER_TYPE_PADDLE_SHORT,
NUMBER_OF_POWERUPS,
};
#define POWERUP_HEIGHT FIXED3(BMPHEIGHT_brickmania_powerups/NUMBER_OF_POWERUPS)
/* Increasing this value makes the game with less powerups */
#define POWER_RAND (NUMBER_OF_POWERUPS + 15)
enum difficulty_options
{
EASY,
NORMAL
};
enum game_state
{
ST_READY,
ST_START,
ST_PAUSE
};
enum paddle_type
{
PADDLE_TYPE_NORMAL = 0,
PADDLE_TYPE_STICKY,
PADDLE_TYPE_SHOOTER,
};
struct brick
{
bool used; /* Is the brick still in play? */
int color;
int hits; /* How many hits can this brick take? */
int hiteffect;
};
struct ball
{
/* pos_x and y store the current center 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;
/* speedx and speedy store the current speed of the ball */
int speedx;
int speedy;
bool glue; /* Is the ball stuck to the paddle? */
};
struct fire
{
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 */
};
struct power
{
int top; /* This stores the powerup y position, it is a fixed point num */
int x_pos; /* This stores the (middle of) powerup x position, it is a whole number */
enum power_types type; /* This stores the powerup type */
};
struct point
{
int x;
int y;
};
struct line
{
struct point p1;
struct point p2;
};
/*
*
* Globals
*
*/
static enum game_state game_state = ST_READY;
static int pad_pos_x;
static int life;
static int score=0,vscore=0;
static bool flip_sides=false;
static int level=0;
static int brick_on_board=0;
static int used_balls=1;
static int used_fires=0;
static int used_powers=0;
static int difficulty = NORMAL;
static int pad_width;
static int flip_sides_delay;
static bool resume = false;
static bool resume_file = false;
static struct brick brick[NUM_BRICKS_ROWS][NUM_BRICKS_COLS];
static struct ball ball[MAX_BALLS];
static struct fire fire[MAX_FIRES];
static struct power power[MAX_POWERS];
static enum paddle_type paddle_type;
static struct configdata config[] =
{
{TYPE_INT, 0, 1, { .int_p = &difficulty }, "difficulty", NULL},
};
struct highscore highest[NUM_HIGH_SCORES];
/*
*
* Functions
*
*/
/*
* 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
static int check_lines(struct line *line1, struct line *line2,
struct 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<<LINE_PREC) && ub >= 0 && ub <= (1<<LINE_PREC))
{
hitp->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;i<MAX_BALLS;i++)
{
ball[i].speedx = 0;
ball[i].speedy = 0;
ball[i].tempy = 0;
ball[i].tempx = 0;
ball[i].pos_y = ON_PAD_POS_Y;
ball[i].pos_x = GAMESCREEN_WIDTH/2;
ball[i].glue = false;
}
used_balls = 1;
used_fires = 0;
used_powers = 0;
game_state = ST_READY;
paddle_type = PADDLE_TYPE_NORMAL;
pad_width = PAD_WIDTH;
flip_sides = false;
flip_sides_delay = FLIP_SIDES_DELAY;
if (new_game) {
brick_on_board=0;
/* add one life per achieved level */
if (difficulty==EASY && life<2) {
score+=SCORE_LEVEL_COMPLETED;
life++;
}
}
for(i=0;i<NUM_BRICKS_ROWS;i++) {
for(j=0;j<NUM_BRICKS_COLS;j++) {
if (new_game) {
brick[i][j].hits=levels[level][i][j]>=10?
levels[level][i][j]/16-1:0;
brick[i][j].hiteffect=0;
brick[i][j].used=!(levels[level][i][j]==0);
brick[i][j].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 */
if((rb->read(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) ||
(rb->read(fd, &life, sizeof(life)) <= 0) ||
(rb->read(fd, &game_state, sizeof(game_state)) <= 0) ||
(rb->read(fd, &paddle_type, sizeof(paddle_type)) <= 0) ||
(rb->read(fd, &score, sizeof(score)) <= 0) ||
(rb->read(fd, &flip_sides, sizeof(flip_sides)) <= 0) ||
(rb->read(fd, &level, sizeof(level)) <= 0) ||
(rb->read(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) ||
(rb->read(fd, &used_balls, sizeof(used_balls)) <= 0) ||
(rb->read(fd, &used_fires, sizeof(used_fires)) <= 0) ||
(rb->read(fd, &used_powers, sizeof(used_powers)) <= 0) ||
(rb->read(fd, &pad_width, sizeof(pad_width)) <= 0) ||
(rb->read(fd, &flip_sides_delay, sizeof(flip_sides_delay)) <= 0) ||
(rb->read(fd, &brick, sizeof(brick)) <= 0) ||
(rb->read(fd, &ball, sizeof(ball)) <= 0) ||
(rb->read(fd, &fire, sizeof(fire)) <= 0) ||
(rb->read(fd, &power, sizeof(power)) <= 0))
{
rb->splash(HZ/2, "Failed to load game");
}
else
{
vscore = score;
resume = true;
}
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);
if(fd < 0) return;
if ((rb->write(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) ||
(rb->write(fd, &life, sizeof(life)) <= 0) ||
(rb->write(fd, &game_state, sizeof(game_state)) <= 0) ||
(rb->write(fd, &paddle_type, sizeof(paddle_type)) <= 0) ||
(rb->write(fd, &score, sizeof(score)) <= 0) ||
(rb->write(fd, &flip_sides, sizeof(flip_sides)) <= 0) ||
(rb->write(fd, &level, sizeof(level)) <= 0) ||
(rb->write(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) ||
(rb->write(fd, &used_balls, sizeof(used_balls)) <= 0) ||
(rb->write(fd, &used_fires, sizeof(used_fires)) <= 0) ||
(rb->write(fd, &used_powers, sizeof(used_powers)) <= 0) ||
(rb->write(fd, &pad_width, sizeof(pad_width)) <= 0) ||
(rb->write(fd, &flip_sides_delay, sizeof(flip_sides_delay)) <= 0) ||
(rb->write(fd, &brick, sizeof(brick)) <= 0) ||
(rb->write(fd, &ball, sizeof(ball)) <= 0) ||
(rb->write(fd, &fire, sizeof(fire)) <= 0) ||
(rb->write(fd, &power, sizeof(power)) <= 0))
{
rb->close(fd);
rb->remove(SAVE_FILE);
rb->splash(HZ/2, "Failed to save game");
return;
}
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 (vscore<score)
vscore++;
if (vscore>score)
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)
{
static char *help_text[] = {
"Brickmania", "", "Aim", "",
"Destroy", "all", "the", "bricks", "by", "bouncing",
"the", "ball", "of", "them", "using", "the", "paddle.", "", "",
"Controls", "",
#if CONFIG_KEYPAD == COWON_D2_PAD
"- & +:",
#else
"< & >:",
#endif
"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:",
#elif CONFIG_KEYPAD == COWON_D2_PAD
"MENU:",
#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", "<E>:", "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 },
LAST_STYLE_ITEM
};
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(ARRAYLEN(help_text), help_text, formation, NULL, true))
return 1;
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_HIGH_SCORES, highest, NUM_HIGH_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
}
static void brick_hit(int i, int j)
{
if(!brick[i][j].used)
return;
/* if this is a crackable brick hits starts as
* greater than 0.
*/
if (brick[i][j].hits > 0) {
brick[i][j].hits--;
brick[i][j].hiteffect++;
score+=SCORE_BALL_HIT_BRICK;
}
else {
brick[i][j].used=false;
if (used_powers<MAX_POWERS)
{
int ran = rb->rand()%POWER_RAND;
if (ran<NUMBER_OF_POWERUPS)
{
power[used_powers].top = TOPMARGIN + i*BRICK_HEIGHT;
power[used_powers].x_pos = LEFTMARGIN + j*BRICK_WIDTH +
(BRICK_WIDTH >> 1);
power[used_powers].type = ran;
used_powers++;
}
}
brick_on_board--;
score+=SCORE_BALL_DEMOLISHED_BRICK;
}
}
static int brickmania_game_loop(void)
{
int j,i,k;
int sw;
char s[30];
int sec_count=0;
int end;
/* pad_line used for powerup/ball checks */
struct line pad_line;
/* This is used for various lines that are checked (ball and powerup) */
struct line misc_line;
/* This stores the point that the two lines intersected in a test */
struct point pt_hit;
if (brickmania_menu()) {
return 1;
}
resume = false;
resume_file = false;
#ifdef HAVE_LCD_COLOR
rb->lcd_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 (flip_sides_delay!=0)
flip_sides_delay--;
else
flip_sides=false;
}
rb->snprintf(s, sizeof(s), "%d", flip_sides_delay);
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 (vscore<score) vscore++;
rb->snprintf(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;i<used_balls;i++)
rb->lcd_bitmap(brickmania_ball,
INT3(ball[i].pos_x - HALFBALL),
INT3(ball[i].pos_y - HALFBALL),
INT3(BALL), INT3(BALL));
if (brick_on_board==0)
brick_on_board--;
/* 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;
if (game_state!=ST_PAUSE)
{
/* move the fires */
for(k=0;k<used_fires;k++)
{
fire[k].top -= SPEED_FIRE;
if (fire[k].top < 0)
{
used_fires--;
fire[k].top = fire[used_fires].top;
fire[k].x_pos = fire[used_fires].x_pos;
k--;
}
else if (fire[k].x_pos >= LEFTMARGIN &&
fire[k].x_pos < LEFTMARGIN + NUM_BRICKS_COLS * BRICK_WIDTH)
{
j = (fire[k].x_pos - LEFTMARGIN) / BRICK_WIDTH;
for (i=NUM_BRICKS_ROWS-1;i>=0;i--)
{
if (brick[i][j].used)
{
score += SCORE_FIRE_HIT_BRICK;
brick_hit(i, j);
used_fires--;
fire[k].top = fire[used_fires].top;
fire[k].x_pos = fire[used_fires].x_pos;
k--;
break;
}
if (TOPMARGIN + i*BRICK_HEIGHT<=fire[k].top)
break;
}
}
}
/* move and handle the powerups */
for (k=0;k<used_powers;k++)
{
int remove_power = 0;
power[k].top += SPEED_POWER;
if (power[k].top > PAD_POS_Y)
{
/* power hit bottom */
remove_power = 1;
}
else
{
/* Use misc_line to check if the center of the powerup
* hit the paddle.
*/
misc_line.p1.x = power[k].x_pos;
misc_line.p1.y = power[k].top;
misc_line.p2 = misc_line.p1;
misc_line.p2.y += SPEED_POWER;
/* Check if the powerup will hit the paddle */
if (check_lines(&misc_line, &pad_line, &pt_hit))
{
/* power hit paddle */
remove_power = 1;
switch(power[k].type)
{
case POWER_TYPE_LIFE_GAIN:
life++;
score += SCORE_POWER_LIFE_GAIN;
break;
case POWER_TYPE_LIFE_LOSS:
life--;
if (life>=0)
{
brickmania_init_game(false);
brickmania_sleep(2);
}
break;
case POWER_TYPE_PADDLE_STICKY:
score += SCORE_POWER_PADDLE_STICKY;
paddle_type = PADDLE_TYPE_STICKY;
break;
case POWER_TYPE_PADDLE_SHOOTER:
score += SCORE_POWER_PADDLE_SHOOTER;
paddle_type = PADDLE_TYPE_SHOOTER;
for(i=0;i<used_balls;i++)
ball[i].glue=false;
break;
case POWER_TYPE_PADDLE_NORMAL:
score += SCORE_POWER_PADDLE_NORMAL;
paddle_type = PADDLE_TYPE_NORMAL;
for(i=0;i<used_balls;i++)
ball[i].glue=false;
flip_sides=false;
pad_pos_x += (pad_width-PAD_WIDTH)/2;
pad_width = PAD_WIDTH;
break;
case POWER_TYPE_PADDLE_FLIP:
score += SCORE_POWER_FLIP;
sec_count = *rb->current_tick+HZ;
flip_sides_delay = FLIP_SIDES_DELAY;
flip_sides = true;
break;
case POWER_TYPE_EXTRA_BALL:
score += SCORE_POWER_EXTRA_BALL;
if(used_balls<MAX_BALLS)
{
/* Set the speed */
if(rb->rand()%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 POWER_TYPE_PADDLE_LONG:
score+=SCORE_POWER_LONG_PADDLE;
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 POWER_TYPE_PADDLE_SHORT:
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;
default:
break;
}
}
if (remove_power)
{
used_powers--;
if (k != used_powers)
{
power[k].top = power[used_powers].top;
power[k].x_pos = power[used_powers].x_pos;
power[k].type = power[used_powers].type;
}
k--;
}
}
}
}
/* draw the fires */
for(k=0;k<used_fires;k++)
{
rb->lcd_vline(INT3(fire[k].x_pos), INT3(fire[k].top),
INT3(fire[k].top + FIRE_LENGTH));
}
/* draw the powerups */
for(k=0;k<used_powers;k++)
{
rb->lcd_bitmap_part(brickmania_powerups,0,
INT3(POWERUP_HEIGHT)*power[k].type,
STRIDE(SCREEN_MAIN, BMPWIDTH_brickmania_powerups,
BMPHEIGHT_brickmania_powerups),
INT3(power[k].x_pos - (POWERUP_WIDTH >> 1)),
INT3(power[k].top), INT3(POWERUP_WIDTH),
INT3(POWERUP_HEIGHT));
}
/* handle all of the bricks */
for (i=0; i<NUM_BRICKS_ROWS; i++)
{
for (j=0; j<NUM_BRICKS_COLS ;j++)
{
int brickx,bricky;
/* The brick is a brick, but it may or may not be in use */
if(brick[i][j].used)
{
/* these lines are used to describe the brick */
struct line bot_brick, top_brick, left_brick, rght_brick;
brickx = LEFTMARGIN + j*BRICK_WIDTH;
bricky = TOPMARGIN + i*BRICK_HEIGHT;
/* Describe the brick for later collision checks */
/* Setup the bottom of the brick */
bot_brick.p1.x = brickx;
bot_brick.p1.y = bricky + BRICK_HEIGHT;
bot_brick.p2.x = brickx + BRICK_WIDTH;
bot_brick.p2.y = bricky + BRICK_HEIGHT;
/* Setup the top of the brick */
top_brick.p1.x = brickx;
top_brick.p1.y = bricky;
top_brick.p2.x = brickx + BRICK_WIDTH;
top_brick.p2.y = bricky;
/* Setup the left of the brick */
left_brick.p1.x = brickx;
left_brick.p1.y = bricky;
left_brick.p2.x = brickx;
left_brick.p2.y = bricky + BRICK_HEIGHT;
/* Setup the right of the brick */
rght_brick.p1.x = brickx + BRICK_WIDTH;
rght_brick.p1.y = bricky;
rght_brick.p2.x = brickx + BRICK_WIDTH;
rght_brick.p2.y = bricky + BRICK_HEIGHT;
/* Draw the brick */
rb->lcd_bitmap_part(brickmania_bricks,0,
INT3(BRICK_HEIGHT)*brick[i][j].color,
STRIDE( SCREEN_MAIN,
BMPWIDTH_brickmania_bricks,
BMPHEIGHT_brickmania_bricks),
INT3(brickx),
INT3(bricky),
INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
#ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
if (brick[i][j].hiteffect > 0)
rb->lcd_bitmap_transparent_part(brickmania_break,0,
INT3(BRICK_HEIGHT)*brick[i][j].hiteffect,
STRIDE( SCREEN_MAIN,
BMPWIDTH_brickmania_break,
BMPHEIGHT_brickmania_break),
INT3(brickx),
INT3(bricky),
INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
#endif
/* Check if any balls collided with the brick */
for(k=0; k<used_balls; k++)
{
/* 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;
misc_line.p1.y = ball[k].pos_y;
misc_line.p2.x = ball[k].pos_x + ball[k].speedx;
misc_line.p2.y = ball[k].pos_y + ball[k].speedy;
/* Check to see if the ball and the bottom hit. If
* the ball is moving down we don't want to
* include the bottom line intersection.
*
* The order that the sides are checked matters.
*
* Note that tempx/tempy store the next position
* that the ball should be drawn.
*/
if(ball[k].speedy <= 0 &&
check_lines(&misc_line, &bot_brick, &pt_hit))
{
ball[k].speedy = -ball[k].speedy;
ball[k].tempy = pt_hit.y;
ball[k].tempx = pt_hit.x;
brick_hit(i, j);
}
/* Check the top, if the ball is moving up dont
* count it as a hit.
*/
else if(ball[k].speedy > 0 &&
check_lines(&misc_line, &top_brick, &pt_hit))
{
ball[k].speedy = -ball[k].speedy;
ball[k].tempy = pt_hit.y;
ball[k].tempx = pt_hit.x;
brick_hit(i, j);
}
/* 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;
ball[k].tempx = pt_hit.x;
brick_hit(i, j);
}
/* 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;
ball[k].tempx = pt_hit.x;
brick_hit(i, j);
}
} /* 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, paddle_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,paddle_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,paddle_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<used_balls;k++)
{
struct line screen_edge;
/* Describe the ball movement for the edge collision detection */
misc_line.p1.x = ball[k].pos_x;
misc_line.p1.y = ball[k].pos_y;
misc_line.p2.x = ball[k].pos_x + ball[k].speedx;
misc_line.p2.y = ball[k].pos_y + ball[k].speedy;
/* Did the Ball hit the top of the screen? */
screen_edge.p1.x = 0;
screen_edge.p1.y = 0;
screen_edge.p2.x = GAMESCREEN_WIDTH;
screen_edge.p2.y = 0;
/* the test for pos_y prevents the ball from bouncing back
* from _over_ the top to infinity on some rare cases */
if (ball[k].pos_y > 0 &&
check_lines(&misc_line, &screen_edge, &pt_hit))
{
ball[k].tempy = pt_hit.y + 1;
ball[k].tempx = pt_hit.x;
/* Reverse the direction */
ball[k].speedy = -ball[k].speedy;
}
/* Player missed the ball and hit bottom of screen */
if (ball[k].pos_y >= 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=ON_PAD_POS_Y;
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();
}
}
}
if (game_state != ST_READY && !ball[k].glue)
{
/* Check if the ball hit the left side */
screen_edge.p1.x = 0;
screen_edge.p1.y = 0;
screen_edge.p2.x = 0;
screen_edge.p2.y = GAMESCREEN_HEIGHT;
if (check_lines(&misc_line, &screen_edge, &pt_hit))
{
/* Reverse direction */
ball[k].speedx = -ball[k].speedx;
/* Re-position ball in gameboard */
ball[k].tempy = pt_hit.y;
ball[k].tempx = 0;
}
/* Check if the ball hit the right side */
screen_edge.p1.x = GAMESCREEN_WIDTH;
screen_edge.p1.y = 0;
screen_edge.p2.x = GAMESCREEN_WIDTH;
screen_edge.p2.y = GAMESCREEN_HEIGHT;
if (check_lines(&misc_line, &screen_edge, &pt_hit))
{
/* Reverse direction */
ball[k].speedx = -ball[k].speedx;
/* Re-position ball in gameboard */
ball[k].tempy = pt_hit.y;
ball[k].tempx = GAMESCREEN_WIDTH - FIXED3(1);
}
/* Did the ball hit the paddle? Depending on where the ball
* Hit set the x/y speed appropriately.
*/
if(check_lines(&misc_line, &pad_line, &pt_hit) )
{
/* Re-position ball based on collision */
ball[k].tempy = ON_PAD_POS_Y;
ball[k].tempx = pt_hit.x;
/* Calculate the ball position 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(paddle_type == PADDLE_TYPE_STICKY)
{
ball[k].speedy = -ball[k].speedy;
ball[k].glue=true;
/* X location should not be forced since that is moved with the paddle. The Y
* position should be forced to keep the ball at the paddle.
*/
ball[k].tempx = 0;
ball[k].tempy = ON_PAD_POS_Y;
}
}
}
/* 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+1<NUM_LEVELS)
{
level++;
if (difficulty==NORMAL)
score+=SCORE_LEVEL_COMPLETED;
brickmania_init_game(true);
brickmania_sleep(2);
rb->button_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<used_balls; k++)
if (game_state==ST_READY || ball[k].glue)
ball[k].pos_x = pad_pos_x + pad_width/2;
}
else
#endif
{
int button_right, button_left;
#ifdef ALTRIGHT
button_right = move_button & (RIGHT | ALTRIGHT);
button_left = move_button & (LEFT | ALTLEFT);
#else
button_right =((move_button & RIGHT)|| SCROLL_FWD(button));
button_left =((move_button & LEFT) ||SCROLL_BACK(button));
#endif
if ((game_state==ST_PAUSE) && (button_right || button_left))
continue;
if ((button_right && !flip_sides) ||
(button_left && flip_sides))
{
if (pad_pos_x+SPEED_PAD+pad_width > GAMESCREEN_WIDTH)
{
for(k=0;k<used_balls;k++)
if (game_state==ST_READY || ball[k].glue)
ball[k].pos_x += GAMESCREEN_WIDTH-pad_pos_x -
pad_width;
pad_pos_x += GAMESCREEN_WIDTH - pad_pos_x - pad_width;
}
else {
for(k=0;k<used_balls;k++)
if ((game_state==ST_READY || ball[k].glue))
ball[k].pos_x+=SPEED_PAD;
pad_pos_x+=SPEED_PAD;
}
}
else if ((button_left && !flip_sides) ||
(button_right && flip_sides))
{
if (pad_pos_x-SPEED_PAD < 0)
{
for(k=0;k<used_balls;k++)
if (game_state==ST_READY || ball[k].glue)
ball[k].pos_x-=pad_pos_x;
pad_pos_x -= pad_pos_x;
}
else
{
for(k=0;k<used_balls;k++)
if (game_state==ST_READY || ball[k].glue)
ball[k].pos_x-=SPEED_PAD;
pad_pos_x-=SPEED_PAD;
}
}
}
switch(button)
{
#if defined(HAVE_TOUCHSCREEN)
case (BUTTON_REL | BUTTON_TOUCHSCREEN):
#endif
case UP:
case SELECT:
#ifdef ALTSELECT
case ALTSELECT:
#endif
if (game_state==ST_READY)
{
/* Initialize used balls starting speed */
for(k=0 ; k < used_balls ; k++)
{
ball[k].speedy = SPEED_4Q_Y;
if(pad_pos_x + (pad_width/2) >= 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 (paddle_type == PADDLE_TYPE_STICKY)
{
for(k=0;k<used_balls;k++)
{
if (ball[k].glue)
{
ball[k].glue=false;
ball[k].speedy = -ball[k].speedy;
}
}
}
else if (paddle_type == PADDLE_TYPE_SHOOTER)
{
if (used_fires < MAX_FIRES)
{
fire[used_fires].top = PAD_POS_Y - FIRE_LENGTH;
fire[used_fires].x_pos = pad_pos_x + 1; /* Add 1 for edge */
used_fires++;
}
if (used_fires < MAX_FIRES)
{
fire[used_fires].top = PAD_POS_Y - FIRE_LENGTH;
fire[used_fires].x_pos = pad_pos_x + pad_width - 1; /* Sub1 edge*/
used_fires++;
}
}
break;
#ifdef RC_QUIT
case RC_QUIT:
#endif
case QUIT:
resume = true;
return 0;
break;
default:
if(rb->default_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_FILE,highest,NUM_HIGH_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_HIGH_SCORES);
if (position == 0)
{
rb->splash(HZ*2, "New High Score");
}
if (position != -1)
{
highscore_show(position, highest, NUM_HIGH_SCORES, true);
}
else
{
brickmania_sleep(3);
}
}
}
highscore_save(HIGH_SCORE_FILE,highest,NUM_HIGH_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;
}