diff options
Diffstat (limited to 'apps/plugins')
-rw-r--r-- | apps/plugins/brickmania.c | 80 |
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; } } |