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authorKarl Kurbjun <kkurbjun@gmail.com>2009-12-23 03:52:50 +0000
committerKarl Kurbjun <kkurbjun@gmail.com>2009-12-23 03:52:50 +0000
commitd9484b92512abb1a056b8c40fe23335310df4bd6 (patch)
treec0124ccbcfb8008c588d99846bfa7aed8a0e80a4 /apps/plugins
parentc0ee84d37ea5a3d312dca193fe45f9f554bbbad4 (diff)
Brickmania: Improve screen collision detection.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24100 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins')
-rw-r--r--apps/plugins/brickmania.c80
1 files changed, 56 insertions, 24 deletions
diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c
index 9adb0c4a09..0981e61b21 100644
--- a/apps/plugins/brickmania.c
+++ b/apps/plugins/brickmania.c
@@ -1374,8 +1374,8 @@ 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));
+ rb->lcd_bitmap(brickmania_ball,
+ INT3(ball[i].pos_x), INT3(ball[i].pos_y), INT3(BALL), INT3(BALL));
if (brick_on_board==0)
brick_on_board--;
@@ -1733,14 +1733,31 @@ static int brickmania_game_loop(void)
/* Loop through all of the balls in play */
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 + HALFBALL;
+ misc_line.p1.y = ball[k].pos_y + HALFBALL;
+
+ misc_line.p2.x = ball[k].pos_x + ball[k].speedx + HALFBALL;
+ misc_line.p2.y = ball[k].pos_y + ball[k].speedy + HALFBALL;
+
/* Did the Ball hit the top of the screen? */
- if (ball[k].pos_y<= 0)
+ screen_edge.p1.x = 0;
+ screen_edge.p1.y = 0;
+
+ screen_edge.p2.x = FIXED3(LCD_WIDTH);
+ 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;
/* Reverse the direction */
ball[k].speedy = -ball[k].speedy;
}
+
/* Player missed the ball and hit bottom of screen */
- else if (ball[k].pos_y+HALFBALL >= GAMESCREEN_HEIGHT)
+ if (ball[k].pos_y+HALFBALL >= GAMESCREEN_HEIGHT)
{
/* Player had balls to spare, so handle the removal */
if (used_balls>1)
@@ -1781,31 +1798,37 @@ static int brickmania_game_loop(void)
}
}
- /* Check if the ball hit the left or right side */
- if ( (ball[k].pos_x < 0) ||
- (ball[k].pos_x+BALL > GAMESCREEN_WIDTH) )
+ /* 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 ( check_lines(&misc_line, &screen_edge, &pt_hit))
{
/* Reverse direction */
ball[k].speedx = -ball[k].speedx;
+
/* Re-position ball in gameboard */
- if(ball[k].pos_x <= 0)
- {
- ball[k].pos_x = 0;
- }
- else
- {
- ball[k].pos_x = GAMESCREEN_WIDTH-BALL;
- }
+ ball[k].tempy = pt_hit.y - HALFBALL;
+ ball[k].tempx = pt_hit.x - HALFBALL + 1;
}
- /* 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 + HALFBALL;
- misc_line.p1.y = ball[k].pos_y + HALFBALL;
-
- misc_line.p2.x = ball[k].pos_x + ball[k].speedx + HALFBALL;
- misc_line.p2.y = ball[k].pos_y + ball[k].speedy + HALFBALL;
+ /* 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 ( 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 - HALFBALL;
+ ball[k].tempx = pt_hit.x - HALFBALL - 1;
+ }
/* Did the ball hit the paddle? Depending on where the ball
* Hit set the x/y speed appropriately.
@@ -1813,7 +1836,11 @@ static int brickmania_game_loop(void)
if( game_state!=ST_READY && !ball[k].glue &&
check_lines(&misc_line, &pad_line, &pt_hit) )
{
- /* Position the ball relative to the paddle width */
+ /* Re-position ball based on collision */
+ ball[k].tempy = pt_hit.y - HALFBALL - 1;
+ ball[k].tempx = pt_hit.x - HALFBALL;
+
+ /* 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
@@ -1884,6 +1911,11 @@ static int brickmania_game_loop(void)
{
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 = pt_hit.y - BALL;
}
}