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Subject: Re: tomers: r24925 - trunk/apps/plugins

Re: tomers: r24925 - trunk/apps/plugins

From: Karl Kurbjun <kkurbjun_at_gmail.com>
Date: Fri, 26 Feb 2010 07:38:53 -0700

Tomer,

This patch introduces a potential bug: the collision detection with the
paddle is not using the line intersection checks and consequently could
cause the powerup to be missed if the drop speed is fast enough (which
varies depending on the target because of the speed scaling).

I have not gone through every target to verify whether this will be visible
with with the current state of the code, but it should be fixed to avoid
problems in the future if it is not a problem already. Please correct the
collision detection to use the line intersection tests.

-Karl

On Fri, Feb 26, 2010 at 7:06 AM, <mailer_at_svn.rockbox.org> wrote:

> Date: 2010-02-26 15:06:34 +0100 (Fri, 26 Feb 2010)
> New Revision: 24925
>
> Log Message:
> FS#11057 - brickmania: simplify the powerups
>
> Author: Asael Reiter
>
> Added some changes by me.
>
>
> Modified:
> trunk/apps/plugins/brickmania.c
>
> Modified: trunk/apps/plugins/brickmania.c
> ===================================================================
> --- trunk/apps/plugins/brickmania.c 2010-02-26 13:55:17 UTC (rev 24924)
> +++ trunk/apps/plugins/brickmania.c 2010-02-26 14:06:34 UTC (rev 24925)
> @@ -369,10 +369,10 @@
> #define SCORE_BALL_DEMOLISHED_BRICK 8
> #define SCORE_FIRE_HIT_BRICK 13
> #define SCORE_LEVEL_COMPLETED 100
> -#define SCORE_POWER_EXTRA_LIFE 50
> -#define SCORE_POWER_STICKY 34
> -#define SCORE_POWER_SHOOTER 47
> -#define SCORE_POWER_NORMAL 23
> +#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
> @@ -795,20 +795,44 @@
>
> #define MAX_BALLS 10
> #define MAX_FIRES 30
> +#define MAX_POWERS 10
>
> -enum difficulty_options {
> - EASY, NORMAL
> +enum power_types
> +{
> + POWER_TYPE_LIFE_GAIN = 0,
> + POWER_TYPE_LIFE_LOSS,
> + POWER_TYPE_PADDLE_STICKY,
> + POWER_TYPE_PADDLE_SHOOTER,
> + POWER_TYPE_PADDLE_LONG,
> + POWER_TYPE_PADDLE_SHORT,
> + POWER_TYPE_PADDLE_FLIP,
> + POWER_TYPE_PADDLE_NORMAL,
> + POWER_TYPE_EXTRA_BALL,
> + POWER_TYPE_COUNT,
> };
> +/* increasing this value makes the game with less powerups */
> +#define POWER_RAND (POWER_TYPE_COUNT + 15)
>
> +enum difficulty_options
> +{
> + EASY,
> + NORMAL
> +};
> +
> int pad_pos_x;
> int life;
> -enum { ST_READY, ST_START, ST_PAUSE } game_state = ST_READY;
> +enum
> +{
> + ST_READY,
> + ST_START,
> + ST_PAUSE
> +} game_state = ST_READY;
>
> enum {
> - PLAIN = 0,
> - STICKY = 1,
> - SHOOTER = 2
> -} pad_type;
> + PADDLE_TYPE_NORMAL = 0,
> + PADDLE_TYPE_STICKY,
> + PADDLE_TYPE_SHOOTER,
> +} paddle_type;
>
> int score=0,vscore=0;
> bool flip_sides=false;
> @@ -816,25 +840,23 @@
> int brick_on_board=0;
> int used_balls=1;
> int used_fires=0;
> +int used_powers=0;
> int difficulty = NORMAL;
> int pad_width;
> int flip_sides_delay;
> bool resume = false;
> bool resume_file = false;
>
> -typedef struct cube
> +struct brick
> {
> - 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[NUM_BRICKS_ROWS][NUM_BRICKS_COLS];
> +};
> +struct brick brick[NUM_BRICKS_ROWS][NUM_BRICKS_COLS];
>
> -typedef struct balls
> +struct ball
> {
> /* pos_x and y store the current center position of the ball */
> int pos_x;
> @@ -848,16 +870,24 @@
> int speedx;
> int speedy;
> bool glue; /* Is the ball stuck to the paddle? */
> -} balls;
> +};
>
> -balls ball[MAX_BALLS];
> +struct ball ball[MAX_BALLS];
>
> -typedef struct sfire {
> +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 */
> -} sfire;
> -sfire fire[MAX_FIRES];
> +};
> +struct fire fire[MAX_FIRES];
>
> +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 power power[MAX_POWERS];
> +
> #define CONFIG_FILE_NAME "brickmania.cfg"
> #define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save"
> #define HIGH_SCORE_FILE PLUGIN_GAMES_DIR "/brickmania.score"
> @@ -994,8 +1024,9 @@
>
> used_balls = 1;
> used_fires = 0;
> + used_powers = 0;
> game_state = ST_READY;
> - pad_type = PLAIN;
> + paddle_type = PADDLE_TYPE_NORMAL;
> pad_width = PAD_WIDTH;
> flip_sides = false;
> flip_sides_delay = FLIP_SIDES_DELAY;
> @@ -1011,15 +1042,10 @@
>
> for(i=0;i<NUM_BRICKS_ROWS;i++) {
> for(j=0;j<NUM_BRICKS_COLS;j++) {
> - brick[i][j].poweruse = false;
> if (new_game) {
> - brick[i][j].power=rb->rand()%25;
> - /* +8 make the game with less powerups */
> -
> brick[i][j].hits=levels[level][i][j]>=10?
> levels[level][i][j]/16-1:0;
> brick[i][j].hiteffect=0;
> - brick[i][j].powertop = TOPMARGIN + i*BRICK_HEIGHT;
> brick[i][j].used=!(levels[level][i][j]==0);
> brick[i][j].color=(levels[level][i][j]>=10?
> levels[level][i][j]%16:
> @@ -1045,18 +1071,20 @@
> 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, &pad_type, sizeof(pad_type)) <= 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, &fire, sizeof(fire)) <= 0) ||
> + (rb->read(fd, &power, sizeof(power)) <= 0))
> {
> rb->splash(HZ/2, "Failed to load game");
> }
> @@ -1082,18 +1110,20 @@
> 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, &pad_type, sizeof(pad_type)) <= 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, &fire, sizeof(fire)) <= 0) ||
> + (rb->write(fd, &power, sizeof(power)) <= 0))
> {
> rb->close(fd);
> rb->remove(SAVE_FILE);
> @@ -1311,10 +1341,18 @@
> }
> else {
> brick[i][j].used=false;
> - /* Was there a powerup on the brick? */
> - if (brick[i][j].power<NUMBER_OF_POWERUPS) {
> - /* Activate the powerup */
> - brick[i][j].poweruse = true;
> + 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;
> @@ -1414,9 +1452,9 @@
> if (brick_on_board==0)
> brick_on_board--;
>
> - /* move the fires */
> if (game_state!=ST_PAUSE)
> {
> + /* move the fires */
> for(k=0;k<used_fires;k++)
> {
> fire[k].top -= SPEED_FIRE;
> @@ -1444,11 +1482,130 @@
> k--;
> break;
> }
> - if (brick[i][j].powertop<=fire[k].top)
> + if (TOPMARGIN + i*BRICK_HEIGHT<=fire[k].top)
> break;
> }
> }
> }
> + /* move 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 if (power[k].top>PAD_POS_Y-POWERUP_HEIGHT &&
> + power[k].x_pos>=pad_pos_x &&
> + power[k].x_pos<pad_pos_x+pad_width)
> + {
> + /* 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(k=0;k<used_balls;k++)
> + ball[k].glue=false;
> + break;
> + case POWER_TYPE_PADDLE_NORMAL:
> + score += SCORE_POWER_PADDLE_NORMAL;
> + paddle_type = PADDLE_TYPE_NORMAL;
> + for(k=0;k<used_balls;k++)
> + ball[k].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--;
> + 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 */
> @@ -1458,6 +1615,18 @@
> 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));
> + }
> +
> /* Setup the pad line-later used in intersection test */
> pad_line.p1.x = pad_pos_x;
> pad_line.p1.y = PAD_POS_Y;
> @@ -1470,180 +1639,44 @@
> {
> for (j=0; j<NUM_BRICKS_COLS ;j++)
> {
> - int brickx;
> + int brickx,bricky;
>
> - /* This brick is not really a brick, it is a powerup
> if
> - * poweruse is set. Perform appropriate powerup
> checks.
> - */
> - if(brick[i][j].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[i][j].powertop+=SPEED_POWER;
> -
> - /* Draw the powerup */
> - rb->lcd_bitmap_part(brickmania_powerups,0,
> - INT3(POWERUP_HEIGHT)*brick[i][j].power,
> - STRIDE( SCREEN_MAIN,
> - BMPWIDTH_brickmania_powerups,
> - BMPHEIGHT_brickmania_powerups),
> - INT3(brickx),
> - INT3(brick[i][j].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[i][j].powertop +
> POWERUP_HEIGHT;
> -
> - misc_line.p2.x = brickx + (POWERUP_WIDTH >> 1);
> - misc_line.p2.y = SPEED_POWER +
> brick[i][j].powertop +
> - POWERUP_HEIGHT;
> -
> - /* Check if the powerup will hit the paddle */
> - if ( check_lines(&misc_line, &pad_line, &pt_hit) )
> - {
> - switch(brick[i][j].power) {
> - case 0: /* Extra Life */
> - life++;
> - score += SCORE_POWER_EXTRA_LIFE;
> - 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 += SCORE_POWER_STICKY;
> - pad_type = STICKY;
> - break;
> - case 3: /* Give the paddle shooter */
> - score += SCORE_POWER_SHOOTER;
> - pad_type = SHOOTER;
> - for(k=0;k<used_balls;k++)
> - ball[k].glue=false;
> - break;
> - case 4: /* Normal brick */
> - score += SCORE_POWER_NORMAL;
> - pad_type = PLAIN;
> - for(k=0;k<used_balls;k++)
> - ball[k].glue=false;
> - flip_sides=false;
> -
> - pad_pos_x += (pad_width-PAD_WIDTH)/2;
> - pad_width = PAD_WIDTH;
> - break;
> - case 5: /* Flip the paddle */
> - score += SCORE_POWER_FLIP;
> - sec_count = *rb->current_tick+HZ;
> - flip_sides_delay = FLIP_SIDES_DELAY;
> - flip_sides = true;
> - break;
> - case 6: /* 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 7: /* Long paddle */
> - 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 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[i][j].poweruse = false;
> - }
> -
> - if (brick[i][j].powertop>PAD_POS_Y)
> - {
> - /* Disable the powerup (it was missed) */
> - brick[i][j].poweruse = false;
> - }
> - }
> /* The brick is a brick, but it may or may not be in
> use */
> - else if(brick[i][j].used)
> + if(brick[i][j].used)
> {
> /* these lines are used to describe the brick */
> 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 = brick[i][j].powertop +
> BRICK_HEIGHT;
> + bot_brick.p1.y = bricky + BRICK_HEIGHT;
>
> bot_brick.p2.x = brickx + BRICK_WIDTH;
> - bot_brick.p2.y = brick[i][j].powertop +
> BRICK_HEIGHT;
> + bot_brick.p2.y = bricky + BRICK_HEIGHT;
>
> /* Setup the top of the brick */
> top_brick.p1.x = brickx;
> - top_brick.p1.y = brick[i][j].powertop;
> + top_brick.p1.y = bricky;
>
> top_brick.p2.x = brickx + BRICK_WIDTH;
> - top_brick.p2.y = brick[i][j].powertop;
> + top_brick.p2.y = bricky;
>
> /* Setup the left of the brick */
> left_brick.p1.x = brickx;
> - left_brick.p1.y = brick[i][j].powertop;
> + left_brick.p1.y = bricky;
>
> left_brick.p2.x = brickx;
> - left_brick.p2.y = brick[i][j].powertop +
> BRICK_HEIGHT;
> + left_brick.p2.y = bricky + BRICK_HEIGHT;
>
> /* Setup the right of the brick */
> rght_brick.p1.x = brickx + BRICK_WIDTH;
> - rght_brick.p1.y = brick[i][j].powertop;
> + rght_brick.p1.y = bricky;
>
> rght_brick.p2.x = brickx + BRICK_WIDTH;
> - rght_brick.p2.y = brick[i][j].powertop +
> BRICK_HEIGHT;
> + rght_brick.p2.y = bricky + BRICK_HEIGHT;
>
> /* Draw the brick */
> rb->lcd_bitmap_part(brickmania_bricks,0,
> @@ -1652,7 +1685,7 @@
> BMPWIDTH_brickmania_bricks,
> BMPHEIGHT_brickmania_bricks),
> INT3(brickx),
> - INT3(brick[i][j].powertop),
> + INT3(bricky),
> INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
>
> #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now
> */
> @@ -1663,7 +1696,7 @@
> BMPWIDTH_brickmania_break,
> BMPHEIGHT_brickmania_break),
> INT3(brickx),
> - INT3(brick[i][j].powertop),
> + INT3(bricky),
> INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
> #endif
>
> @@ -1737,7 +1770,7 @@
> {
> rb->lcd_bitmap_part(
> brickmania_pads,
> - 0, pad_type*INT3(PAD_HEIGHT),
> + 0, paddle_type*INT3(PAD_HEIGHT),
> STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads,
> BMPHEIGHT_brickmania_pads),
> INT3(pad_pos_x), INT3(PAD_POS_Y),
> @@ -1747,7 +1780,7 @@
> {
> rb->lcd_bitmap_part(
> brickmania_long_pads,
> - 0,pad_type*INT3(PAD_HEIGHT),
> + 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),
> @@ -1757,7 +1790,7 @@
> {
> rb->lcd_bitmap_part(
> brickmania_short_pads,
> - 0,pad_type*INT3(PAD_HEIGHT),
> + 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),
> @@ -1948,7 +1981,7 @@
> break;
> }
>
> - if(pad_type == STICKY)
> + if(paddle_type == PADDLE_TYPE_STICKY)
> {
> ball[k].speedy = -ball[k].speedy;
> ball[k].glue=true;
> @@ -2133,7 +2166,7 @@
> {
> game_state=ST_START;
> }
> - else if (pad_type == STICKY)
> + else if (paddle_type == PADDLE_TYPE_STICKY)
> {
> for(k=0;k<used_balls;k++)
> {
> @@ -2144,7 +2177,7 @@
> }
> }
> }
> - else if (pad_type == SHOOTER)
> + else if (paddle_type == PADDLE_TYPE_SHOOTER)
> {
> if (used_fires < MAX_FIRES)
> {
>
> _______________________________________________
> rockbox-cvs mailing list
> rockbox-cvs_at_cool.haxx.se
> http://cool.haxx.se/cgi-bin/mailman/listinfo/rockbox-cvs
>
Received on 2010-02-26


Page was last modified "Jan 10 2012" The Rockbox Crew
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