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authorTomer Shalev <shalev.tomer@gmail.com>2010-02-19 07:36:56 +0000
committerTomer Shalev <shalev.tomer@gmail.com>2010-02-19 07:36:56 +0000
commit320eab69d3cfb692fd5dc30e875fc72e9131e843 (patch)
tree6884cedfd021cbbd790b2215bb2994951f198765 /apps/plugins
parentac9f850b7d5e37d0e42e78f4c53aa4487721f6e3 (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.c302
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);
}