diff options
author | Karl Kurbjun <kkurbjun@gmail.com> | 2010-01-02 04:51:32 +0000 |
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committer | Karl Kurbjun <kkurbjun@gmail.com> | 2010-01-02 04:51:32 +0000 |
commit | 7746f94496a05ba28dc8d77edf05568ad6c681d2 (patch) | |
tree | a9aea0bf685834de9ecc1ceb52d8b07e1dc9b65e /apps/plugins | |
parent | 3db58cfb386c062995ab59c27b7adbc05ee9c688 (diff) |
Brickmania: Change the drawing/collision detection to simplify position management.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24140 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins')
-rw-r--r-- | apps/plugins/brickmania.c | 70 |
1 files changed, 35 insertions, 35 deletions
diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c index 0981e61b21..400ee022fc 100644 --- a/apps/plugins/brickmania.c +++ b/apps/plugins/brickmania.c @@ -798,15 +798,15 @@ cube brick[80]; typedef struct balls { - /* pos_x and y store the current position of the 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 + /* tempx and tempy store an absolute position the ball should be in. If * they are equal to 0, they are not used when positioning the ball. */ int tempx; int tempy; - /* x and y store the current speed of the ball */ + /* speedx and speedy store the current speed of the ball */ int speedx; int speedy; bool glue; /* Is the ball stuck to the paddle? */ @@ -949,8 +949,8 @@ static void brickmania_init_game(bool new_game) ball[i].speedy = 0; ball[i].tempy = 0; ball[i].tempx = 0; - ball[i].pos_y = PAD_POS_Y - BALL; - ball[i].pos_x = GAMESCREEN_WIDTH/2 - HALFBALL; + ball[i].pos_y = PAD_POS_Y - HALFBALL; + ball[i].pos_x = GAMESCREEN_WIDTH/2; ball[i].glue = false; } @@ -1375,7 +1375,9 @@ 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), INT3(ball[i].pos_y), INT3(BALL), INT3(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--; @@ -1401,7 +1403,7 @@ static int brickmania_game_loop(void) pad_line.p2.x = pad_pos_x + pad_width; pad_line.p2.y = PAD_POS_Y; - /* handle all of the bricks */ + /* handle all of the bricks/powerups */ for (i=0; i<=7; i++) { for (j=0; j<=9 ;j++) @@ -1635,13 +1637,11 @@ static int brickmania_game_loop(void) * position and the line it makes to its next * position. */ - misc_line.p1.x = ball[k].pos_x + HALFBALL; - misc_line.p1.y = ball[k].pos_y + HALFBALL; + misc_line.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 - + HALFBALL; - misc_line.p2.y = ball[k].pos_y + ball[k].speedy - + HALFBALL; + 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 @@ -1656,8 +1656,8 @@ static int brickmania_game_loop(void) check_lines(&misc_line, &bot_brick, &pt_hit)) { ball[k].speedy = -ball[k].speedy; - ball[k].tempy = pt_hit.y + HALFBALL; - ball[k].tempx = pt_hit.x - HALFBALL; + ball[k].tempy = pt_hit.y; + ball[k].tempx = pt_hit.x; brick_hit(bnum); } /* Check the top, if the ball is moving up dont @@ -1667,8 +1667,8 @@ static int brickmania_game_loop(void) check_lines(&misc_line, &top_brick, &pt_hit)) { ball[k].speedy = -ball[k].speedy; - ball[k].tempy = pt_hit.y - HALFBALL; - ball[k].tempx = pt_hit.x - HALFBALL; + ball[k].tempy = pt_hit.y; + ball[k].tempx = pt_hit.x; brick_hit(bnum); } /* Check the left side of the brick */ @@ -1676,8 +1676,8 @@ static int brickmania_game_loop(void) check_lines(&misc_line, &left_brick, &pt_hit)) { ball[k].speedx = -ball[k].speedx; - ball[k].tempy = pt_hit.y - HALFBALL; - ball[k].tempx = pt_hit.x - HALFBALL; + ball[k].tempy = pt_hit.y; + ball[k].tempx = pt_hit.x; brick_hit(bnum); } /* Check the right side of the brick */ @@ -1685,8 +1685,8 @@ static int brickmania_game_loop(void) check_lines(&misc_line, &rght_brick, &pt_hit)) { ball[k].speedx = -ball[k].speedx; - ball[k].tempy = pt_hit.y - HALFBALL; - ball[k].tempx = pt_hit.x + HALFBALL; + ball[k].tempy = pt_hit.y; + ball[k].tempx = pt_hit.x; brick_hit(bnum); } } /* for k */ @@ -1736,11 +1736,11 @@ static int brickmania_game_loop(void) line screen_edge; /* Describe the ball movement for the edge collision detection */ - misc_line.p1.x = ball[k].pos_x + HALFBALL; - misc_line.p1.y = ball[k].pos_y + HALFBALL; + 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 + HALFBALL; - misc_line.p2.y = ball[k].pos_y + ball[k].speedy + HALFBALL; + 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; @@ -1750,14 +1750,14 @@ static int brickmania_game_loop(void) screen_edge.p2.y = 0; if (check_lines(&misc_line, &screen_edge, &pt_hit)) { - ball[k].tempy = pt_hit.y - HALFBALL + 1; - ball[k].tempx = pt_hit.x - HALFBALL; + 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+HALFBALL >= GAMESCREEN_HEIGHT) + if (ball[k].pos_y >= GAMESCREEN_HEIGHT) { /* Player had balls to spare, so handle the removal */ if (used_balls>1) @@ -1810,8 +1810,8 @@ static int brickmania_game_loop(void) ball[k].speedx = -ball[k].speedx; /* Re-position ball in gameboard */ - ball[k].tempy = pt_hit.y - HALFBALL; - ball[k].tempx = pt_hit.x - HALFBALL + 1; + ball[k].tempy = pt_hit.y; + ball[k].tempx = 0; } /* Check if the ball hit the right side */ @@ -1826,8 +1826,8 @@ static int brickmania_game_loop(void) ball[k].speedx = -ball[k].speedx; /* Re-position ball in gameboard */ - ball[k].tempy = pt_hit.y - HALFBALL; - ball[k].tempx = pt_hit.x - HALFBALL - 1; + ball[k].tempy = pt_hit.y; + ball[k].tempx = FIXED3(LCD_WIDTH - 1); } /* Did the ball hit the paddle? Depending on where the ball @@ -1837,8 +1837,8 @@ static int brickmania_game_loop(void) check_lines(&misc_line, &pad_line, &pt_hit) ) { /* Re-position ball based on collision */ - ball[k].tempy = pt_hit.y - HALFBALL - 1; - ball[k].tempx = pt_hit.x - HALFBALL; + ball[k].tempy = pt_hit.y - 1; + ball[k].tempx = pt_hit.x; /* Calculate the ball position relative to the paddle width */ int ball_repos = pt_hit.x - pad_pos_x; @@ -2007,7 +2007,7 @@ static int brickmania_game_loop(void) 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 - HALFBALL; + ball[k].pos_x = pad_pos_x + pad_width/2; } else #endif |