diff options
author | Tomer Shalev <shalev.tomer@gmail.com> | 2010-02-19 07:36:56 +0000 |
---|---|---|
committer | Tomer Shalev <shalev.tomer@gmail.com> | 2010-02-19 07:36:56 +0000 |
commit | 320eab69d3cfb692fd5dc30e875fc72e9131e843 (patch) | |
tree | 6884cedfd021cbbd790b2215bb2994951f198765 /apps/plugins | |
parent | ac9f850b7d5e37d0e42e78f4c53aa4487721f6e3 (diff) |
Brickmania: Remove spaces at the end of line
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24769 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins')
-rw-r--r-- | apps/plugins/brickmania.c | 302 |
1 files changed, 151 insertions, 151 deletions
diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c index bc5ca34a33..cdb2545572 100644 --- a/apps/plugins/brickmania.c +++ b/apps/plugins/brickmania.c @@ -34,8 +34,8 @@ 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 + * 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) @@ -328,12 +328,12 @@ CONFIG_KEYPAD == SANSA_M200_PAD #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. + * 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 + * 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) @@ -809,7 +809,7 @@ int flip_sides_delay; bool resume = false; bool resume_file = false; -typedef struct cube +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? */ @@ -821,7 +821,7 @@ typedef struct cube } cube; cube brick[NUM_BRICKS_ROWS * NUM_BRICKS_COLS]; -typedef struct balls +typedef struct balls { /* pos_x and y store the current center position of the ball */ int pos_x; @@ -856,41 +856,41 @@ static struct configdata config[] = { struct highscore highest[NUM_SCORES]; -typedef struct point +typedef struct point { int x; int y; } point; -typedef struct line +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. + * not. hitp returns the point where the two lines intersected. * - * This function expects fixed point inputs with a precision of 3. When a + * 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 + * 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 + * 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) { @@ -906,13 +906,13 @@ int check_lines(line *line1, line *line2, point *hitp) * 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) + * 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 + * 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) @@ -925,30 +925,30 @@ int check_lines(line *line1, line *line2, point *hitp) /* 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)) + 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. + * 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 + * 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. @@ -968,7 +968,7 @@ static void brickmania_init_game(bool new_game) pad_pos_x = GAMESCREEN_WIDTH/2 - PAD_WIDTH/2; - for(i=0;i<MAX_BALLS;i++) + for(i=0;i<MAX_BALLS;i++) { ball[i].speedx = 0; ball[i].speedy = 0; @@ -994,12 +994,12 @@ static void brickmania_init_game(bool new_game) life++; } } - + for(i=0;i<MAX_FIRES;i++) { /* No fire should be active */ fire[i].top=-1; } - + for(i=0;i<NUM_BRICKS_ROWS;i++) { for(j=0;j<NUM_BRICKS_COLS;j++) { int bnum = i*NUM_BRICKS_COLS+j; @@ -1102,7 +1102,7 @@ static void brickmania_sleep(int secs) int count=0; int sw, w; - while (!done) + while (!done) { if (count == 0) count = *rb->current_tick + HZ*secs; @@ -1262,7 +1262,7 @@ static int brickmania_menu(void) brickmania_init_game(true); return 0; case 2: - rb->set_option("Difficulty", &difficulty, INT, + rb->set_option("Difficulty", &difficulty, INT, options, 2, NULL); break; case 3: @@ -1338,12 +1338,12 @@ static int brickmania_game_loop(void) char s[30]; int sec_count=0; int end; - + /* pad_line used for powerup/ball checks */ line pad_line; /* This is used for various lines that are checked (ball and powerup) */ line misc_line; - + /* This stores the point that the two lines intersected in a test */ point pt_hit; @@ -1352,7 +1352,7 @@ static int brickmania_game_loop(void) } resume = false; resume_file = false; - + #ifdef HAVE_LCD_COLOR rb->lcd_set_background(LCD_BLACK); rb->lcd_set_foreground(LCD_WHITE); @@ -1367,7 +1367,7 @@ static int brickmania_game_loop(void) if (life >= 0) { rb->lcd_clear_display(); - if (flip_sides) + if (flip_sides) { if (TIME_AFTER(*rb->current_tick, sec_count)) { @@ -1405,7 +1405,7 @@ static int brickmania_game_loop(void) rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s); /* continue game */ - if (game_state == ST_PAUSE) + if (game_state == ST_PAUSE) { rb->snprintf(s, sizeof(s), CONTINUE_TEXT); rb->lcd_getstringsize(s, &sw, NULL); @@ -1416,43 +1416,43 @@ static int brickmania_game_loop(void) /* 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), + 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--; /* if the pad is fire */ - for(i=0; i<MAX_FIRES; i++) + for(i=0; i<MAX_FIRES; i++) { /* If the projectile is active (>0 inactive) */ - if (fire[i].top >= 0) + 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), + 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/powerups */ - for (i=0; i<NUM_BRICKS_ROWS; i++) + for (i=0; i<NUM_BRICKS_ROWS; i++) { - for (j=0; j<NUM_BRICKS_COLS ;j++) + for (j=0; j<NUM_BRICKS_COLS ;j++) { int brickx; int bnum = i*NUM_BRICKS_COLS+j; - + /* This brick is not really a brick, it is a powerup if * poweruse is set. Perform appropriate powerup checks. */ @@ -1460,7 +1460,7 @@ static int brickmania_game_loop(void) { 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; @@ -1468,26 +1468,26 @@ static int brickmania_game_loop(void) /* Draw the powerup */ rb->lcd_bitmap_part(brickmania_powerups,0, INT3(POWERUP_HEIGHT)*brick[bnum].power, - STRIDE( SCREEN_MAIN, + 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 + + 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) ) + if ( check_lines(&misc_line, &pad_line, &pt_hit) ) { switch(brick[bnum].power) { case 0: /* Extra Life */ @@ -1496,7 +1496,7 @@ static int brickmania_game_loop(void) break; case 1: /* Loose a life */ life--; - if (life>=0) + if (life>=0) { brickmania_init_game(false); brickmania_sleep(2); @@ -1530,16 +1530,16 @@ static int brickmania_game_loop(void) break; case 6: /* Extra Ball */ score += 23; - if(used_balls<MAX_BALLS) + 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++; @@ -1547,33 +1547,33 @@ static int brickmania_game_loop(void) break; case 7: /* Long paddle */ score+=23; - if (pad_width==PAD_WIDTH) + 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) + 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 > + 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) + 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) + else if (pad_width==LONG_PAD_WIDTH) { pad_width=PAD_WIDTH; pad_pos_x+=(LONG_PAD_WIDTH-PAD_WIDTH)/2; @@ -1584,7 +1584,7 @@ static int brickmania_game_loop(void) brick[bnum].poweruse = false; } - if (brick[bnum].powertop>PAD_POS_Y) + if (brick[bnum].powertop>PAD_POS_Y) { /* Disable the powerup (it was missed) */ brick[bnum].poweruse = false; @@ -1596,51 +1596,51 @@ static int brickmania_game_loop(void) /* 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 */ - for (k=0;k<MAX_FIRES;k++) + for (k=0;k<MAX_FIRES;k++) { if(fire[k].top > 0) { /* 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 (check_lines(&misc_line, &bot_brick, - &pt_hit)) + if (check_lines(&misc_line, &bot_brick, + &pt_hit)) { score+=13; /* De-activate the fire */ @@ -1649,23 +1649,23 @@ static int brickmania_game_loop(void) } } } - + /* Draw the brick */ rb->lcd_bitmap_part(brickmania_bricks,0, INT3(BRICK_HEIGHT)*brick[bnum].color, - STRIDE( SCREEN_MAIN, + 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, + STRIDE( SCREEN_MAIN, + BMPWIDTH_brickmania_break, BMPHEIGHT_brickmania_break), INT3(brickx), INT3(brick[bnum].powertop), @@ -1673,28 +1673,28 @@ static int brickmania_game_loop(void) #endif /* Check if any balls collided with the brick */ - for(k=0; k<used_balls; k++) + 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. + * 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 && + if(ball[k].speedy <= 0 && check_lines(&misc_line, &bot_brick, &pt_hit)) { ball[k].speedy = -ball[k].speedy; @@ -1705,7 +1705,7 @@ static int brickmania_game_loop(void) /* Check the top, if the ball is moving up dont * count it as a hit. */ - else if(ball[k].speedy > 0 && + else if(ball[k].speedy > 0 && check_lines(&misc_line, &top_brick, &pt_hit)) { ball[k].speedy = -ball[k].speedy; @@ -1733,7 +1733,7 @@ static int brickmania_game_loop(void) } } /* for k */ } /* if(used) */ - + } /* for j */ } /* for i */ @@ -1743,9 +1743,9 @@ static int brickmania_game_loop(void) rb->lcd_bitmap_part( brickmania_pads, 0, pad_type*INT3(PAD_HEIGHT), - STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads, + STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads, BMPHEIGHT_brickmania_pads), - INT3(pad_pos_x), INT3(PAD_POS_Y), + INT3(pad_pos_x), INT3(PAD_POS_Y), INT3(pad_width), INT3(PAD_HEIGHT) ); } else if( pad_width == LONG_PAD_WIDTH ) /* Long Pad */ @@ -1753,9 +1753,9 @@ static int brickmania_game_loop(void) rb->lcd_bitmap_part( brickmania_long_pads, 0,pad_type*INT3(PAD_HEIGHT), - STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_long_pads, + STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_long_pads, BMPHEIGHT_brickmania_long_pads), - INT3(pad_pos_x), INT3(PAD_POS_Y), + INT3(pad_pos_x), INT3(PAD_POS_Y), INT3(pad_width), INT3(PAD_HEIGHT) ); } else /* Short pad */ @@ -1763,9 +1763,9 @@ static int brickmania_game_loop(void) rb->lcd_bitmap_part( brickmania_short_pads, 0,pad_type*INT3(PAD_HEIGHT), - STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_short_pads, + STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_short_pads, BMPHEIGHT_brickmania_short_pads), - INT3(pad_pos_x), INT3(PAD_POS_Y), + INT3(pad_pos_x), INT3(PAD_POS_Y), INT3(pad_width), INT3(PAD_HEIGHT) ); } @@ -1773,21 +1773,21 @@ static int brickmania_game_loop(void) if (game_state!=ST_PAUSE) { /* Loop through all of the balls in play */ - for(k=0;k<used_balls;k++) + for(k=0;k<used_balls;k++) { 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 = FIXED3(LCD_WIDTH); screen_edge.p2.y = 0; /* the test for pos_y prevents the ball from bouncing back @@ -1802,10 +1802,10 @@ static int brickmania_game_loop(void) } /* Player missed the ball and hit bottom of screen */ - if (ball[k].pos_y >= GAMESCREEN_HEIGHT) + if (ball[k].pos_y >= GAMESCREEN_HEIGHT) { /* Player had balls to spare, so handle the removal */ - if (used_balls>1) + if (used_balls>1) { /* decrease number of balls in play */ used_balls--; @@ -1829,11 +1829,11 @@ static int brickmania_game_loop(void) k--; continue; } - else + else { /* Player lost a life */ life--; - if (life>=0) + if (life>=0) { /* No lives left reset game */ brickmania_init_game(false); @@ -1846,7 +1846,7 @@ static int brickmania_game_loop(void) /* 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 = FIXED3(LCD_HEIGHT); if ( !ball[k].glue && @@ -1863,7 +1863,7 @@ static int brickmania_game_loop(void) /* Check if the ball hit the right side */ screen_edge.p1.x = FIXED3(LCD_WIDTH); screen_edge.p1.y = 0; - + screen_edge.p2.x = FIXED3(LCD_WIDTH); screen_edge.p2.y = FIXED3(LCD_HEIGHT); if ( !ball[k].glue && @@ -1881,7 +1881,7 @@ static int brickmania_game_loop(void) * Hit set the x/y speed appropriately. */ if( game_state!=ST_READY && !ball[k].glue && - check_lines(&misc_line, &pad_line, &pt_hit) ) + check_lines(&misc_line, &pad_line, &pt_hit) ) { /* Re-position ball based on collision */ ball[k].tempy = ON_PAD_POS_Y; @@ -1894,7 +1894,7 @@ static int brickmania_game_loop(void) * should be negative. */ int x_direction = -1; - + /* Comparisons are done with respect to 1/2 pad_width */ if(ball_repos > pad_width/2) { @@ -1905,12 +1905,12 @@ static int brickmania_game_loop(void) */ x_direction = 1; } - - /* Figure out where the ball hit relative to 1/2 pad + + /* 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 */ @@ -1953,8 +1953,8 @@ static int brickmania_game_loop(void) ball[k].speedy = SPEED_4Q_Y; break; } - - if(pad_type == STICKY) + + if(pad_type == STICKY) { ball[k].speedy = -ball[k].speedy; ball[k].glue=true; @@ -1974,7 +1974,7 @@ static int brickmania_game_loop(void) 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 @@ -1988,9 +1988,9 @@ static int brickmania_game_loop(void) rb->lcd_update(); - if (brick_on_board < 0) + if (brick_on_board < 0) { - if (level+1<NUM_LEVELS) + if (level+1<NUM_LEVELS) { level++; if (difficulty==NORMAL) @@ -1999,7 +1999,7 @@ static int brickmania_game_loop(void) brickmania_sleep(2); rb->button_clear_queue(); } - else + else { rb->lcd_getstringsize("Congratulations!", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_CONGRATS), @@ -2038,7 +2038,7 @@ static int brickmania_game_loop(void) 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); @@ -2070,9 +2070,9 @@ static int brickmania_game_loop(void) if ((game_state==ST_PAUSE) && (button_right || button_left)) continue; if ((button_right && !flip_sides) || - (button_left && flip_sides)) + (button_left && flip_sides)) { - if (pad_pos_x+SPEED_PAD+pad_width > GAMESCREEN_WIDTH) + 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) @@ -2088,16 +2088,16 @@ static int brickmania_game_loop(void) } } else if ((button_left && !flip_sides) || - (button_right && flip_sides)) + (button_right && flip_sides)) { - if (pad_pos_x-SPEED_PAD < 0) + 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 + else { for(k=0;k<used_balls;k++) if (game_state==ST_READY || ball[k].glue) @@ -2106,8 +2106,8 @@ static int brickmania_game_loop(void) } } } - - switch(button) + + switch(button) { #if defined(HAVE_TOUCHSCREEN) case (BUTTON_REL | BUTTON_TOUCHSCREEN): @@ -2117,16 +2117,16 @@ static int brickmania_game_loop(void) #ifdef ALTSELECT case ALTSELECT: #endif - if (game_state==ST_READY) + if (game_state==ST_READY) { /* Initialize used balls starting speed */ - for(k=0 ; k < used_balls ; k++) + 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; @@ -2134,13 +2134,13 @@ static int brickmania_game_loop(void) } game_state=ST_START; } - else if (game_state==ST_PAUSE) + else if (game_state==ST_PAUSE) { game_state=ST_START; } - else if (pad_type == STICKY) + else if (pad_type == STICKY) { - for(k=0;k<used_balls;k++) + for(k=0;k<used_balls;k++) { if (ball[k].glue) { @@ -2149,12 +2149,12 @@ static int brickmania_game_loop(void) } } } - else if (pad_type == SHOOTER) + else if (pad_type == SHOOTER) { k=brickmania_find_empty_fire(); fire[k].top=PAD_POS_Y - FIRE_LENGTH; fire[k].x_pos = pad_pos_x + 1; /* Add 1 for edge */ - + k=brickmania_find_empty_fire(); fire[k].top=PAD_POS_Y - FIRE_LENGTH; fire[k].x_pos = pad_pos_x + pad_width -1; /* Sub1 edge*/ @@ -2174,7 +2174,7 @@ static int brickmania_game_loop(void) break; } } - else + else { #ifdef HAVE_LCD_COLOR rb->lcd_bitmap_transparent(brickmania_gameover, @@ -2191,10 +2191,10 @@ static int brickmania_game_loop(void) 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); @@ -2211,7 +2211,7 @@ enum plugin_status plugin_start(const void* parameter) 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 @@ -2231,18 +2231,18 @@ enum plugin_status plugin_start(const void* parameter) { if(!resume) { - int position = highscore_update(score, level+1, "", highest, + int position = highscore_update(score, level+1, "", highest, NUM_SCORES); - if (position == 0) + if (position == 0) { rb->splash(HZ*2, "New High Score"); } - - if (position != -1) + + if (position != -1) { highscore_show(position, highest, NUM_SCORES, true); - } - else + } + else { brickmania_sleep(3); } |