/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2005, 2006 Ben Basha (Paprica) * * All files in this archive are subject to the GNU General Public License. * See the file COPYING in the source tree root for full license agreement. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "plugin.h" #include "configfile.h" /* Part of libplugin */ #include "helper.h" PLUGIN_HEADER #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD) #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #define RC_QUIT BUTTON_RC_STOP #elif CONFIG_KEYPAD == ONDIO_PAD #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_MENU #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == RECORDER_PAD #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_PLAY #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) #define QUIT BUTTON_MENU #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_SCROLL_BACK #define DOWN BUTTON_SCROLL_FWD #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD) #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK) #elif (CONFIG_KEYPAD == GIGABEAT_PAD) #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_PLAY #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == SANSA_E200_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_SCROLL_BACK #define DOWN BUTTON_SCROLL_FWD #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD) #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK) #elif CONFIG_KEYPAD == SANSA_C200_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define ALTLEFT BUTTON_VOL_DOWN #define ALTRIGHT BUTTON_VOL_UP #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == IRIVER_H10_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_PLAY #define UP BUTTON_SCROLL_UP #define DOWN BUTTON_SCROLL_DOWN #elif CONFIG_KEYPAD == GIGABEAT_S_PAD #define QUIT BUTTON_BACK #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == MROBE100_PAD) #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == IAUDIO_M3_PAD #define QUIT BUTTON_RC_REC #define LEFT BUTTON_RC_REW #define RIGHT BUTTON_RC_FF #define SELECT BUTTON_RC_PLAY #define UP BUTTON_RC_VOL_UP #define DOWN BUTTON_RC_VOL_DOWN #define RC_QUIT BUTTON_REC #elif CONFIG_KEYPAD == COWOND2_PAD #define QUIT BUTTON_POWER #else #error No keymap defined! #endif #ifdef HAVE_TOUCHPAD #ifndef LEFT #define LEFT BUTTON_MIDLEFT #endif #ifndef RIGHT #define RIGHT BUTTON_MIDRIGHT #endif #ifndef SELECT #define SELECT BUTTON_CENTER #endif #ifndef UP #define UP BUTTON_TOPMIDDLE #endif #ifndef DOWN #define DOWN BUTTON_BOTTOMMIDDLE #endif #endif #ifndef SCROLL_FWD /* targets without scroll wheel*/ #define SCROLL_FWD(x) (0) #define SCROLL_BACK(x) (0) #endif static struct plugin_api* rb; enum menu_items { BM_START, BM_SEL_START, BM_RESUME, BM_SEL_RESUME, BM_NO_RESUME, BM_HELP, BM_SEL_HELP, BM_QUIT, BM_SEL_QUIT, }; #include "brickmania_pads.h" #include "brickmania_bricks.h" #include "brickmania_powerups.h" #include "brickmania_ball.h" #include "brickmania_menu_items.h" #include "brickmania_gameover.h" #define PAD_WIDTH BMPWIDTH_brickmania_pads #define PAD_HEIGHT (BMPHEIGHT_brickmania_pads/3) #define BRICK_HEIGHT (BMPHEIGHT_brickmania_bricks/7) #define BRICK_WIDTH BMPWIDTH_brickmania_bricks #define LEFTMARGIN ((LCD_WIDTH-10*BRICK_WIDTH)/2) #define POWERUP_HEIGHT (BMPHEIGHT_brickmania_powerups/7) #define POWERUP_WIDTH BMPWIDTH_brickmania_powerups #define BALL BMPHEIGHT_brickmania_ball #define HALFBALL ((BALL+1)/2) #define MENU_ITEMXOFS ((LCD_WIDTH - BMPWIDTH_brickmania_menu_items)/2) #define MENU_ITEMHEIGHT (BMPHEIGHT_brickmania_menu_items/9) #define MENU_ITEMWIDTH BMPWIDTH_brickmania_menu_items #define GAMEOVER_WIDTH BMPWIDTH_brickmania_gameover #define GAMEOVER_HEIGHT BMPHEIGHT_brickmania_gameover #if LCD_DEPTH > 1 /* currently no background bmp for mono screens */ #include "brickmania_menu_bg.h" #define MENU_BGHEIGHT BMPHEIGHT_brickmania_menu_bg #define MENU_BGWIDTH BMPWIDTH_brickmania_menu_bg #endif #ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */ #include "brickmania_break.h" #endif #if (LCD_WIDTH == 320) && (LCD_HEIGHT == 240) /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 30 #define TOPMARGIN 30 #define BMPYOFS_start 110 #define HIGHSCORE_XPOS 57 #define HIGHSCORE_YPOS 88 #define STRINGPOS_FINISH 140 #define STRINGPOS_CONGRATS 157 #define STRINGPOS_NAVI 150 #define STRINGPOS_FLIP 150 #elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176) /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 30 /* Offsets for LCDS > 220x176 */ #define GAMESCREEN_HEIGHT 176 #define TOPMARGIN 30 #define XOFS ((LCD_WIDTH-220)/BRICK_WIDTH/2)*BRICK_WIDTH #define YOFS ((LCD_HEIGHT-176)/BRICK_HEIGHT/2)*BRICK_HEIGHT #define BMPYOFS_start (78+YOFS) #define HIGHSCORE_XPOS (17+XOFS) #define HIGHSCORE_YPOS (56+YOFS) #define STRINGPOS_FINISH 140 #define STRINGPOS_CONGRATS 157 #define STRINGPOS_NAVI 150 #define STRINGPOS_FLIP 150 #elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128) /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 50 #define TOPMARGIN 21 #if LCD_DEPTH > 2 #define BMPYOFS_start 58 #else #define BMPYOFS_start 66 #endif #define HIGHSCORE_XPOS 10 #define HIGHSCORE_YPOS 38 #define STRINGPOS_FINISH 110 #define STRINGPOS_CONGRATS 100 #define STRINGPOS_NAVI 100 #define STRINGPOS_FLIP 100 #elif (LCD_WIDTH == 132) && (LCD_HEIGHT == 80) /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 50 #define TOPMARGIN 10 #define BMPYOFS_start 30 #define HIGHSCORE_XPOS 68 #define HIGHSCORE_YPOS 8 #define STRINGPOS_FINISH 55 #define STRINGPOS_CONGRATS 45 #define STRINGPOS_NAVI 60 #define STRINGPOS_FLIP 60 #elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 128) /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 50 #define GAMESCREEN_HEIGHT 100 #define TOPMARGIN 15 #define BMPYOFS_start 70 #define HIGHSCORE_XPOS 8 #define HIGHSCORE_YPOS 36 #define STRINGPOS_FINISH 55 #define STRINGPOS_CONGRATS 45 #define STRINGPOS_NAVI 60 #define STRINGPOS_FLIP 60 /* iPod Mini */ #elif (LCD_WIDTH == 138) && (LCD_HEIGHT == 110) /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 50 #define TOPMARGIN 10 #define BMPYOFS_start 51 #define HIGHSCORE_XPOS 73 #define HIGHSCORE_YPOS 25 #define STRINGPOS_FINISH 54 #define STRINGPOS_CONGRATS 44 #define STRINGPOS_NAVI 44 #define STRINGPOS_FLIP 44 /* iAudio M3 */ #elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 96) /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 50 #define TOPMARGIN 10 #define BMPYOFS_start 42 #define HIGHSCORE_XPOS 65 #define HIGHSCORE_YPOS 25 #define STRINGPOS_FINISH 54 #define STRINGPOS_CONGRATS 44 #define STRINGPOS_NAVI 44 #define STRINGPOS_FLIP 44 /* Archos */ #elif (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 75 #define TOPMARGIN 10 #define BMPYOFS_start 22 #define HIGHSCORE_XPOS 0 #define HIGHSCORE_YPOS 0 #define STRINGPOS_FINISH 54 #define STRINGPOS_CONGRATS 44 #define STRINGPOS_NAVI 44 #define STRINGPOS_FLIP 44 /* nano and sansa */ #elif (LCD_WIDTH == 176) && (LCD_HEIGHT >= 132) && (LCD_DEPTH==16) /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 30 #define GAMESCREEN_HEIGHT 132 #define TOPMARGIN 21 #define BMPYOFS_start 58 #define HIGHSCORE_XPOS 7 #define HIGHSCORE_YPOS 36 #define STRINGPOS_FINISH 110 #define STRINGPOS_CONGRATS 110 #define STRINGPOS_NAVI 100 #define STRINGPOS_FLIP 100 #else #error Unsupported LCD Size #endif #ifndef GAMESCREEN_HEIGHT #define GAMESCREEN_HEIGHT LCD_HEIGHT #endif /* calculate menu item offsets from the first defined and the height*/ #define BMPYOFS_resume (BMPYOFS_start + MENU_ITEMHEIGHT) #define BMPYOFS_help (BMPYOFS_start + 2*MENU_ITEMHEIGHT) #define BMPYOFS_quit (BMPYOFS_start + 3*MENU_ITEMHEIGHT) /*calculate paddle y-position */ #if GAMESCREEN_HEIGHT >= 128 #define PAD_POS_Y GAMESCREEN_HEIGHT -PAD_HEIGHT - 2 #else #define PAD_POS_Y GAMESCREEN_HEIGHT -PAD_HEIGHT - 1 #endif int levels_num = 29; static unsigned char levels[29][8][10] = { { /* level1 */ {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2}, {0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0}, {0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0}, {0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0}, {0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} }, { /* level2 */ {0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0}, {0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0}, {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}, {0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1}, {0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1}, {0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0}, {0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0} }, { /* level3 */ {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2}, {0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2}, {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2}, {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0}, {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}, {0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6}, {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6} }, { /* level4 */ {0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0}, {0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0}, {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22}, {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22}, {0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26}, {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0}, {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0}, {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1} }, { /* level5 */ {0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4}, {0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0}, {0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5}, {0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5}, {0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0}, {0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36}, {0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36}, {0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0} }, { /* level6 */ {0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0}, {0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3}, {0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3}, {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0}, {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}, {0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5}, {0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} }, { /* level7 */ {0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6}, {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6}, {0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6}, {0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0}, {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} }, { /* level8 */ {0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0}, {0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0}, {0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6}, {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0}, {0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0}, {0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0}, {0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0}, {0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5} }, { /* level9 */ {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}, {0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2}, {0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2}, {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2}, {0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2}, {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2}, {0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2}, {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2} }, { /* level10 */ {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0}, {0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0}, {0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0}, {0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1} }, { /* level11 */ {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2}, {0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2}, {0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2}, {0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0}, {0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0}, {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5} }, { /* level 12 */ {0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2}, {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}, {0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1}, {0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0}, {0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0}, {0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1}, {0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1}, {0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2} }, {/* levell13 */ {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2}, {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2}, {0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2}, {0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2}, {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2} }, {/* level14 */ {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4}, {0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4}, {0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4}, {0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4}, {0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4}, {0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4}, {0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4} }, {/* level 15 */ {0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3}, {0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0}, {0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0}, {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0}, {0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0}, {0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0}, {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0}, {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2} }, {/* level 16 (Rockbox) by ts-x */ {0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5}, {0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0}, {0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}, {0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0}, {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0} }, {/* level 17 (Alien) by ts-x */ {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2}, {0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1}, {0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2}, {0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1}, {0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2}, {0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2}, {0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2} }, {/* level 18 (Tetris) by ts-x */ {0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0}, {0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0}, {0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2}, {0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2}, {0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5}, {0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5}, {0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5}, {0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5} }, { /* level 19 (Stalactites) by ts-x */ {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2}, {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2}, {0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2}, {0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2}, {0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0}, {0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2}, {0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0}, {0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0} }, { /* level 20 (Maze) by ts-x */ {0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21}, {0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1}, {0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1}, {0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2}, {0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0}, {0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0}, {0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2}, {0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21} }, { /* level 21 (Dentist) by ts-x */ {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}, {0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2}, {0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2}, {0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2}, {0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2}, {0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2}, {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0} }, { /* level 22 (Spider) by ts-x */ {0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31}, {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0}, {0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33}, {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0}, {0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0}, {0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21}, {0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0}, {0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3} }, { /* level 23 (Pool) by ts-x */ {0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0}, {0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0}, {0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7}, {0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7}, {0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7}, {0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7}, {0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0} }, { /* level 24 (Vorbis Fish) by ts-x */ {0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5}, {0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5}, {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5}, {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5}, {0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0}, {0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5}, {0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5}, {0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5} }, {/* level 25 (Rainbow) by ts-x */ {0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0}, {0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24}, {0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21}, {0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3}, {0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5}, {0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6}, {0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7}, {0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32} }, { /* level 26 (Bowtie) by ts-x */ {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}, {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1}, {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5}, {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1}, {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1}, {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5}, {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1}, {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5} }, { /* level 27 (Frog) by ts-x */ {0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0}, {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}, {0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25}, {0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5}, {0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5}, {0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5}, {0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5}, {0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0} }, { /* level 28 (DigDug) by ts-x */ {0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35}, {0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6}, {0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7}, {0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7}, {0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4}, {0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4}, {0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4}, {0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1} }, { /* TheEnd */ {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x22,0x22,0x26,0x0,0x0,0x26,0x24,0x24,0x0,0x0}, {0x22,0x0,0x26,0x26,0x0,0x26,0x24,0x0,0x24,0x0}, {0x22,0x22,0x26,0x26,0x0,0x26,0x24,0x0,0x24,0x0}, {0x22,0x22,0x26,0x0,0x26,0x26,0x24,0x0,0x24,0x0}, {0x22,0x0,0x26,0x0,0x26,0x26,0x24,0x0,0x24,0x0}, {0x22,0x22,0x26,0x0,0x0,0x26,0x24,0x24,0x0,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} } }; #define MAX_BALLS 10 int pad_pos_x; int x[MAX_BALLS],y[MAX_BALLS]; int life; int start_game,con_game; int pad_type; int score=0,vscore=0; bool flip_sides=false; int cur_level=0; int brick_on_board=0; int used_balls=1; typedef struct cube { int powertop; int power; char poweruse; char used; int color; int hits; int hiteffect; } cube; cube brick[80]; typedef struct balls { int pos_x; int pos_y; int y; int tempy; int x; int tempx; bool glue; } balls; balls ball[MAX_BALLS]; typedef struct sfire { int top; int left; } sfire; sfire fire[30]; int highscore; #define MAX_POINTS 200000 /* i dont think it needs to be more */ static struct configdata config[] = { {TYPE_INT, 0, MAX_POINTS, &highscore, "highscore", NULL, NULL} }; void int_game(int new_game) { int i,j; pad_pos_x=LCD_WIDTH/2-PAD_WIDTH/2; for(i=0;irand()%25; /* +8 make the game with less powerups */ brick[i*10+j].hits=levels[cur_level][i][j]>=10? levels[cur_level][i][j]/16-1:0; brick[i*10+j].hiteffect=0; brick[i*10+j].powertop=TOPMARGIN+i*BRICK_HEIGHT+BRICK_HEIGHT; brick[i*10+j].used=(levels[cur_level][i][j]==0?0:1); brick[i*10+j].color=(levels[cur_level][i][j]>=10? levels[cur_level][i][j]%16: levels[cur_level][i][j])-1; if (levels[cur_level][i][j]!=0) brick_on_board++; } } } } int sw,i,w; /* sleep timer counting the score */ void sleep (int secs) { bool done=false; char s[20]; int count=0; while (!done) { if (vscoresnprintf(s, sizeof(s), "%d", vscore); rb->lcd_getstringsize(s, &sw, &w); #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s); #else rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 2, s); #endif rb->lcd_update_rect(0,0,LCD_WIDTH,w+2); } else { if (count==0) count=*rb->current_tick+HZ*secs; if (*rb->current_tick>=count) done=true; } rb->yield(); } } #define HIGH_SCORE "brickmania.score" #define MENU_LENGTH 4 int game_menu(int when) { int button,cur=0; char str[10]; rb->lcd_clear_display(); #if LCD_DEPTH > 1 /* currently no background bmp for mono screens */ rb->lcd_bitmap(brickmania_menu_bg, 0, 0, MENU_BGWIDTH, MENU_BGHEIGHT); #endif while (true) { for(i=0;ilcd_bitmap_transparent_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_SEL_START, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); else rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_START, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); if (when==1) { if (cur==1) rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_SEL_RESUME, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); else rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_RESUME, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); } else { rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_NO_RESUME, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); } if (cur==2) rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_SEL_HELP, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); else rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_HELP, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); if (cur==3) rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_SEL_QUIT, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); else rb->lcd_bitmap_transparent_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_QUIT, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); #else if (cur==0) rb->lcd_bitmap_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_SEL_START, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); else rb->lcd_bitmap_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_START, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); if (when==1) { if (cur==1) rb->lcd_bitmap_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_SEL_RESUME, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); else rb->lcd_bitmap_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_RESUME, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); } else { rb->lcd_bitmap_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_NO_RESUME, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); } if (cur==2) rb->lcd_bitmap_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_SEL_HELP, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); else rb->lcd_bitmap_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_HELP, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); if (cur==3) rb->lcd_bitmap_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_SEL_QUIT, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); else rb->lcd_bitmap_part(brickmania_menu_items, 0, MENU_ITEMHEIGHT * BM_QUIT, MENU_ITEMWIDTH, MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH, MENU_ITEMHEIGHT); #endif } rb->lcd_set_drawmode(DRMODE_FG); /* high score */ #ifdef HAVE_LCD_COLOR rb->lcd_set_background(LCD_RGBPACK(0,0,140)); rb->lcd_set_foreground(LCD_WHITE); #endif rb->lcd_putsxy(HIGHSCORE_XPOS, HIGHSCORE_YPOS, "High Score"); rb->snprintf(str, sizeof(str), "%d", highscore); rb->lcd_getstringsize("High Score", &sw, NULL); rb->lcd_getstringsize(str, &w, NULL); rb->lcd_putsxy(HIGHSCORE_XPOS+sw/2-w/2, HIGHSCORE_YPOS+9, str); rb->lcd_set_drawmode(DRMODE_SOLID); rb->lcd_update(); button = rb->button_get(true); switch(button) { case UP: case UP | BUTTON_REPEAT: if (cur==0) cur = MENU_LENGTH-1; else cur--; if (when==0 && cur==1) { cur = 0; } break; case DOWN: case DOWN | BUTTON_REPEAT: if (cur==MENU_LENGTH-1) cur = 0; else cur++; if (when==0 && cur==1) { cur=2; } break; case RIGHT: case SELECT: if (cur==0) { score=0; vscore=0; return 0; } else if (cur==1 && when==1) { return 1; } else if (cur==2) { return 2; } else if (cur==3) { return 3; } break; #ifdef RC_QUIT case RC_QUIT: #endif case QUIT: return 3; break; default: if(rb->default_event_handler(button) == SYS_USB_CONNECTED) return 3; break; } } } int help(int when) { int w,h; int button; int xoffset=0; int yoffset=0; /* set the maximum x and y in the helpscreen dont forget to update, if you change text */ int maxY=180; int maxX=215; while(true) { #ifdef HAVE_LCD_COLOR rb->lcd_set_background(LCD_BLACK); rb->lcd_clear_display(); rb->lcd_set_background(LCD_BLACK); rb->lcd_set_foreground(LCD_WHITE); #else rb->lcd_clear_display(); #endif rb->lcd_getstringsize("BrickMania", &w, &h); rb->lcd_putsxy(LCD_WIDTH/2-w/2+xoffset, 1+yoffset, "BrickMania"); #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_putsxy(1+xoffset, 1*(h+2)+yoffset,"Aim"); rb->lcd_set_foreground(LCD_WHITE); #else rb->lcd_putsxy(1+xoffset, 1*(h+2)+yoffset,"Aim"); #endif rb->lcd_putsxy(1+xoffset, 2*(h+2)+yoffset, "destroy all the bricks by bouncing"); rb->lcd_putsxy(1+xoffset, 3*(h+2)+yoffset, "the ball of them using the paddle."); #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_putsxy(1+xoffset, 5*(h+2)+yoffset,"Controls"); rb->lcd_set_foreground(LCD_WHITE); #else rb->lcd_putsxy(1+xoffset, 5*(h+2)+yoffset,"Controls"); #endif rb->lcd_putsxy(1+xoffset, 6*(h+2)+yoffset,"< & > Move the paddle"); #if CONFIG_KEYPAD == ONDIO_PAD rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset, "MENU Releases the ball/Fire!"); #elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD) rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset, "PLAY Releases the ball/Fire!"); #elif CONFIG_KEYPAD == IRIVER_H300_PAD rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset, "NAVI Releases the ball/Fire!"); #else rb->lcd_putsxy(1+xoffset, 7*(h+2)+yoffset, "SELECT Releases the ball/Fire!"); #endif #if CONFIG_KEYPAD == IAUDIO_M3_PAD rb->lcd_putsxy(1+xoffset, 8*(h+2)+yoffset, "REC Opens menu/Quit"); #else rb->lcd_putsxy(1+xoffset, 8*(h+2)+yoffset, "STOP Opens menu/Quit"); #endif #ifdef HAVE_LCD_COLOR rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_putsxy(1+xoffset, 10*(h+2)+yoffset, "Specials"); rb->lcd_set_foreground(LCD_WHITE); #else rb->lcd_putsxy(1+xoffset, 10*(h+2)+yoffset, "Specials"); #endif rb->lcd_putsxy(1+xoffset, 11*(h+2)+yoffset, "N Normal:returns paddle to normal"); rb->lcd_putsxy(1+xoffset, 12*(h+2)+yoffset, "D DIE!:loses a life"); rb->lcd_putsxy(1+xoffset, 13*(h+2)+yoffset, "L Life:gains a life/power up"); rb->lcd_putsxy(1+xoffset, 14*(h+2)+yoffset, "F Fire:allows you to shoot bricks"); rb->lcd_putsxy(1+xoffset, 15*(h+2)+yoffset, "G Glue:ball sticks to paddle"); rb->lcd_putsxy(1+xoffset, 16*(h+2)+yoffset, "B Ball:generates another ball"); rb->lcd_putsxy(1+xoffset, 17*(h+2)+yoffset, "FL Flip:flips left / right movement"); rb->lcd_update(); button=rb->button_get(true); switch (button) { #ifdef RC_QUIT case RC_QUIT: #endif case QUIT: switch (game_menu(when)) { case 0: cur_level=0; life=2; int_game(1); break; case 1: con_game=1; break; case 2: if (help(when)==1) return 1; break; case 3: return 1; break; } return 0; break; case LEFT: case LEFT | BUTTON_REPEAT: #ifdef ALTLEFT case ALTLEFT: case ALTLEFT | BUTTON_REPEAT: #endif if( xoffset<0) xoffset+=2; break; case RIGHT: case RIGHT | BUTTON_REPEAT: #ifdef ALTRIGHT case ALTRIGHT: case ALTRIGHT | BUTTON_REPEAT: #endif if(xoffset+maxX > LCD_WIDTH) xoffset-=2; break; case UP: case UP | BUTTON_REPEAT: if(yoffset <0) yoffset+=2; break; case DOWN: case DOWN | BUTTON_REPEAT: if(yoffset+maxY > LCD_HEIGHT) yoffset-=2; break; default: if(rb->default_event_handler(button) == SYS_USB_CONNECTED) return 1; break; } } return 0; } int pad_check(int ballxc, int mode, int pon ,int ballnum) { /* pon: positive(1) or negative(0) */ if (mode==0) { if (pon == 0) return -ballxc; else return ballxc; } else { if (ball[ballnum].x > 0) return ballxc; else return ballxc*-1; } } int fire_space(void) { int t; for(t=0;t<=30;t++) if (fire[t].top+7 < 0) return t; return 0; } int game_loop(void) { int j,i,k,bricky,brickx; char s[30]; int sec_count=0,num_count=10; int end; rb->srand( *rb->current_tick ); configfile_init(rb); configfile_load(HIGH_SCORE,config,1,0); switch(game_menu(0)) { case 0: cur_level = 0; life = 2; int_game(1); break; case 1: con_game = 1; break; case 2: if (help(0) == 1) return 1; break; case 3: return 1; break; } while(true) { /* Convert CYCLETIME (in ms) to HZ */ end = *rb->current_tick + (CYCLETIME * HZ) / 1000; if (life >= 0) { #ifdef HAVE_LCD_COLOR rb->lcd_set_background(LCD_BLACK); rb->lcd_set_drawmode(DRMODE_SOLID); rb->lcd_clear_display(); rb->lcd_set_background(LCD_BLACK); #if LCD_HEIGHT > GAMESCREEN_HEIGHT rb->lcd_set_foreground(rb->global_settings->bg_color); rb->lcd_fillrect(0, GAMESCREEN_HEIGHT, LCD_WIDTH, LCD_HEIGHT - GAMESCREEN_HEIGHT); #endif rb->lcd_set_foreground(LCD_WHITE); #else rb->lcd_clear_display(); #endif if (flip_sides) { if (*rb->current_tick>=sec_count) { sec_count=*rb->current_tick+HZ; if (num_count!=0) num_count--; else flip_sides=false; } rb->snprintf(s, sizeof(s), "%d", num_count); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-2, STRINGPOS_FLIP, s); } /* write life num */ #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) rb->snprintf(s, sizeof(s), "L:%d", life); rb->lcd_putsxy(0, 0, s); #else rb->snprintf(s, sizeof(s), "Life: %d", life); rb->lcd_putsxy(2, 2, s); #endif #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) rb->snprintf(s, sizeof(s), "L%d", cur_level+1); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH-sw, 0, s); #else rb->snprintf(s, sizeof(s), "Level %d", cur_level+1); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH-sw-2, 2, s); #endif if (vscoresnprintf(s, sizeof(s), "%d", vscore); rb->lcd_getstringsize(s, &sw, NULL); #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s); #else rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 2, s); #endif /* continue game */ if (con_game== 1 && start_game!=1) { #if CONFIG_KEYPAD == ONDIO_PAD rb->snprintf(s, sizeof(s), "MENU To Continue"); #elif CONFIG_KEYPAD == IRIVER_H300_PAD rb->snprintf(s, sizeof(s), "Press NAVI To Continue"); #elif CONFIG_KEYPAD == IAUDIO_M3_PAD rb->snprintf(s, sizeof(s), "PLAY To Continue"); #else rb->snprintf(s, sizeof(s), "Press SELECT To Continue"); #endif rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_NAVI, s); sec_count=*rb->current_tick+HZ; } /* draw the ball */ for(i=0;ilcd_bitmap(brickmania_ball,ball[i].pos_x, ball[i].pos_y, BALL, BALL); if (brick_on_board==0) brick_on_board--; /* if the pad is fire */ for(i=0;i<=30;i++) { if (fire[i].top+7>0) { if (con_game!=1) fire[i].top-=4; rb->lcd_vline(fire[i].left, fire[i].top, fire[i].top+7); } } /* the bricks */ for (i=0;i<=7;i++) { for (j=0;j<=9;j++) { if (brick[i*10+j].power<7) { if (brick[i*10+j].poweruse==2) { if (con_game!=1) brick[i*10+j].powertop+=2; rb->lcd_bitmap_part(brickmania_powerups,0, POWERUP_HEIGHT*brick[i*10+j ].power, POWERUP_WIDTH, LEFTMARGIN+j*BRICK_WIDTH+ (BRICK_WIDTH/2- POWERUP_WIDTH/2), brick[i*10+j].powertop, POWERUP_WIDTH, POWERUP_HEIGHT); } } if ((pad_pos_xLEFTMARGIN+j*BRICK_WIDTH+5) && brick[i*10+j].powertop+6>=PAD_POS_Y && brick[i*10+j].poweruse==2) { switch(brick[i*10+j].power) { case 0: life++; score+=50; break; case 1: life--; if (life>=0) { int_game(0); sleep(2); } break; case 2: score+=34; pad_type=1; break; case 3: score+=47; pad_type=2; for(k=0;kcurrent_tick+HZ; num_count=10; flip_sides=!flip_sides; break; case 6: score+=23; used_balls++; ball[used_balls-1].x= rb->rand()%1 == 0 ? -1 : 1; ball[used_balls-1].y= -4; break; } brick[i*10+j].poweruse=1; } if (brick[i*10+j].powertop>PAD_POS_Y) brick[i*10+j].poweruse=1; brickx=LEFTMARGIN+j*BRICK_WIDTH; bricky=TOPMARGIN+i*BRICK_HEIGHT; if (pad_type==2) { for (k=0;k<=30;k++) { if (fire[k].top+7>0) { if (brick[i*10+j].used==1 && (fire[k].left+1 >= brickx && fire[k].left+1 <= brickx+BRICK_WIDTH) && (bricky+BRICK_HEIGHT>fire[k].top)) { score+=13; fire[k].top=-16; if (brick[i*10+j].hits > 0) { brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=3; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; brick_on_board--; } } } } } if (brick[i*10+j].used==1) { rb->lcd_bitmap_part(brickmania_bricks,0, BRICK_HEIGHT*brick[i*10+j].color, BRICK_WIDTH, LEFTMARGIN+j*BRICK_WIDTH, TOPMARGIN+i*BRICK_HEIGHT, BRICK_WIDTH, BRICK_HEIGHT); #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */ if (brick[i*10+j].hiteffect>0) rb->lcd_bitmap_transparent_part(brickmania_break, 0, BRICK_HEIGHT*brick[i*10+j].hiteffect, BRICK_WIDTH, LEFTMARGIN+j*BRICK_WIDTH, TOPMARGIN+i*BRICK_HEIGHT, BRICK_WIDTH, BRICK_HEIGHT); #endif } for(k=0;k= brickx && ball[k].pos_x+ball[k].x+HALFBALL <= brickx+BRICK_WIDTH) && ((bricky-4ball[k].pos_y+BALL) || (bricky+4>ball[k].pos_y+BALL+BALL && bricky0)) { ball[k].tempy=bricky-ball[k].pos_y-BALL; } else if ((ball[k].pos_x+ball[k].x+HALFBALL >= brickx && ball[k].pos_x+ball[k].x+HALFBALL <= brickx+BRICK_WIDTH) && ((bricky+BRICK_HEIGHT+4>ball[k].pos_y && bricky+BRICK_HEIGHTball[k].pos_y-BALL)) && (ball[k].y <0)) { ball[k].tempy= -(ball[k].pos_y-(bricky+BRICK_HEIGHT)); } if ((ball[k].pos_y+HALFBALL >= bricky && ball[k].pos_y+HALFBALL <= bricky+BRICK_HEIGHT) && ((brickx-4ball[k].pos_x+BALL) || (brickx+4>ball[k].pos_x+BALL+BALL && brickx0)) { ball[k].tempx=brickx-ball[k].pos_x-BALL; } else if ((ball[k].pos_y+ball[k].y+HALFBALL >= bricky && ball[k].pos_y+ball[k].y+HALFBALL <= bricky+BRICK_HEIGHT) && ((brickx+BRICK_WIDTH+4>ball[k].pos_x && brickx+BRICK_WIDTHball[k].pos_x- BALL)) && (ball[k].x <0)) { ball[k].tempx= -(ball[k].pos_x-(brickx+BRICK_WIDTH)); } if ((ball[k].pos_x+HALFBALL >= brickx && ball[k].pos_x+HALFBALL <= brickx+BRICK_WIDTH) && ((bricky+BRICK_HEIGHT==ball[k].pos_y) || (bricky+BRICK_HEIGHT-6<=ball[k].pos_y && bricky+BRICK_HEIGHT>ball[k].pos_y)) && (ball[k].y <0)) { /* bottom line */ if (brick[i*10+j].hits > 0) { brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=2; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; } ball[k].y = ball[k].y*-1; } else if ((ball[k].pos_x+HALFBALL >= brickx && ball[k].pos_x+HALFBALL <= brickx+BRICK_WIDTH) && ((bricky==ball[k].pos_y+BALL) || (bricky+6>=ball[k].pos_y+BALL && bricky0)) { /* top line */ if (brick[i*10+j].hits > 0) { brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=2; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; } ball[k].y = ball[k].y*-1; } if ((ball[k].pos_y+HALFBALL >= bricky && ball[k].pos_y+HALFBALL <= bricky+BRICK_HEIGHT) && ((brickx==ball[k].pos_x+BALL) || (brickx+6>=ball[k].pos_x+BALL && brickx 0)) { /* left line */ if (brick[i*10+j].hits > 0) { brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=2; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; } ball[k].x = ball[k].x*-1; } else if ((ball[k].pos_y+HALFBALL >= bricky && ball[k].pos_y+HALFBALL <= bricky+BRICK_HEIGHT) && ((brickx+BRICK_WIDTH== ball[k].pos_x) || (brickx+BRICK_WIDTH-6<= ball[k].pos_x && brickx+BRICK_WIDTH> ball[k].pos_x)) && (ball[k].x < 0)) { /* Right line */ if (brick[i*10+j].hits > 0) { brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=2; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; } ball[k].x = ball[k].x*-1; } if (brick[i*10+j].used==0) { brick_on_board--; score+=8; } } } } /* for k */ } /* for j */ } /* for i */ /* draw the pad */ rb->lcd_bitmap_part(brickmania_pads,0,pad_type*PAD_HEIGHT, PAD_WIDTH,pad_pos_x, PAD_POS_Y, PAD_WIDTH, PAD_HEIGHT); for(k=0;k= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH) && (PAD_POS_Y-4ball[k].pos_y+BALL) && (ball[k].y >0)) ball[k].tempy=PAD_POS_Y-ball[k].pos_y-BALL; else if ((4>ball[k].pos_y && 0ball[k].pos_x+BALL) && (ball[k].x >0)) ball[k].tempx=LCD_WIDTH-ball[k].pos_x-BALL; else if ((4>ball[k].pos_x && 0= GAMESCREEN_HEIGHT) { if (used_balls>1) { used_balls--; ball[k].pos_x = ball[used_balls].pos_x; ball[k].pos_y = ball[used_balls].pos_y; ball[k].y = ball[used_balls].y; ball[k].tempy = ball[used_balls].tempy; ball[k].x = ball[used_balls].x; ball[k].tempx = ball[used_balls].tempx; ball[k].glue = ball[used_balls].glue; ball[used_balls].x=0; ball[used_balls].y=0; ball[used_balls].tempy=0; ball[used_balls].tempx=0; ball[used_balls].pos_y=PAD_POS_Y-BALL; ball[used_balls].pos_x=pad_pos_x+(PAD_WIDTH/2)-2; k--; continue; } else { life--; if (life>=0) { int_game(0); sleep(2); } } } /* left line ,right line */ if ((ball[k].pos_x <= 0) || (ball[k].pos_x+BALL >= LCD_WIDTH)) { ball[k].x = ball[k].x*-1; ball[k].pos_x = ball[k].pos_x <= 0 ? 0 : LCD_WIDTH-BALL; } if ((ball[k].pos_y+BALL >= PAD_POS_Y && (ball[k].pos_x >= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH)) && start_game != 1 && !ball[k].glue) { if ((ball[k].pos_x+HALFBALL >= pad_pos_x && ball[k].pos_x+HALFBALL <= pad_pos_x+(PAD_WIDTH/2/4)) || (ball[k].pos_x +HALFBALL>= pad_pos_x+(PAD_WIDTH-(PAD_WIDTH/2/4)) && ball[k].pos_x+HALFBALL <= pad_pos_x+PAD_WIDTH)) { ball[k].y = -2; if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) ball[k].x = pad_check(6,0,ball[k].pos_x+2<= pad_pos_x+(PAD_WIDTH/2)? 0:1,k); } else if ((ball[k].pos_x+HALFBALL >= pad_pos_x+(PAD_WIDTH/2/4) && ball[k].pos_x+HALFBALL <= pad_pos_x+2*(PAD_WIDTH/2/4)) || (ball[k].pos_x+HALFBALL >= pad_pos_x+(PAD_WIDTH-2*(PAD_WIDTH/2/4)) && ball[k].pos_x+HALFBALL <= pad_pos_x+(PAD_WIDTH-(PAD_WIDTH/2/4)) )) { ball[k].y = -3; if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) ball[k].x = pad_check(4,0,ball[k].pos_x+2<= pad_pos_x+(PAD_WIDTH/2)? 0:1,k); } else if ((ball[k].pos_x+HALFBALL >= pad_pos_x+2*(PAD_WIDTH/2/4) && ball[k].pos_x+HALFBALL <= pad_pos_x+3*(PAD_WIDTH/2/4)) || (ball[k].pos_x+2 >= pad_pos_x+(PAD_WIDTH-3*(PAD_WIDTH/2/4)) && ball[k].pos_x+2 <= pad_pos_x+ ((PAD_WIDTH/2)-2*(PAD_WIDTH/2/4)) )) { ball[k].y = -4; if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) ball[k].x = pad_check(3,0,ball[k].pos_x+2<= pad_pos_x+(PAD_WIDTH/2)? 0:1,k); } else if ((ball[k].pos_x+HALFBALL >= pad_pos_x+3*(PAD_WIDTH/2/4) && ball[k].pos_x+HALFBALL <= pad_pos_x+4*(PAD_WIDTH/2/4)-2) || (ball[k].pos_x+2 >= pad_pos_x+(PAD_WIDTH/2+2) && ball[k].pos_x+2 <= pad_pos_x+(PAD_WIDTH-3*(PAD_WIDTH/2/4)) )) { ball[k].y = -4; if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) ball[k].x = pad_check(2,1,0,k); } else { ball[k].y = -4; } } if (!ball[k].glue) { ball[k].pos_x+=ball[k].tempx!=0?ball[k].tempx:ball[k].x; ball[k].pos_y+=ball[k].tempy!=0?ball[k].tempy:ball[k].y; ball[k].tempy=0; ball[k].tempx=0; } if (ball[k].pos_y+5 >= PAD_POS_Y && (pad_type==1 && !ball[k].glue) && (ball[k].pos_x >= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH)) { ball[k].y=0; ball[k].pos_y=PAD_POS_Y-BALL; ball[k].glue=true; } } /* for k */ rb->lcd_update(); if (brick_on_board < 0) { if (cur_level+1lcd_getstringsize("Congratulations!", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_CONGRATS, "Congratulations!"); #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) rb->lcd_getstringsize("No more levels", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_FINISH, "No more levels"); #else rb->lcd_getstringsize("You have finished the game!", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, STRINGPOS_FINISH, "You have finished the game!"); #endif vscore=score; rb->lcd_update(); if (score>highscore) { sleep(2); highscore=score; rb->splash(HZ*2, "New High Score"); } else { sleep(3); } switch(game_menu(0)) { case 0: life=2; cur_level=0; int_game(1); break; case 1: con_game=1; break; case 2: if (help(0)==1) return 1; break; case 3: return 1; break; } } } int move_button,button; int button_right,button_left; button=rb->button_get(false); #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN) /* FIXME: Should probably check remote hold here */ if (rb->button_hold()) button = QUIT; #endif move_button=rb->button_status(); #ifdef ALTRIGHT button_right=((move_button & RIGHT) || (move_button & ALTRIGHT)); button_left=((move_button & LEFT) || (move_button & ALTLEFT)); #else button_right=((move_button & RIGHT) || (SCROLL_FWD(button))); button_left=((move_button & LEFT) || (SCROLL_BACK(button))); #endif if ((con_game== 1 && start_game!=1) && (button_right || button_left)) continue; if ((button_right && flip_sides==false) || (button_left && flip_sides==true)) { if (pad_pos_x+8+PAD_WIDTH > LCD_WIDTH) { for(k=0;k= LCD_WIDTH/2?2:-2; } start_game =0; } else if (pad_type==1) { for(k=0;kdefault_event_handler(button) == SYS_USB_CONNECTED) return 1; break; } } else { #ifdef HAVE_LCD_COLOR rb->lcd_bitmap_transparent(brickmania_gameover, (LCD_WIDTH - GAMEOVER_WIDTH)/2, (GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2, GAMEOVER_WIDTH,GAMEOVER_HEIGHT); #else /* greyscale and mono */ rb->lcd_bitmap(brickmania_gameover,(LCD_WIDTH - GAMEOVER_WIDTH)/2, (GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2, GAMEOVER_WIDTH,GAMEOVER_HEIGHT); #endif rb->lcd_update(); if (score>highscore) { sleep(2); highscore=score; rb->splash(HZ*2, "New High Score"); } else { sleep(3); } for(k=0;k *rb->current_tick) rb->sleep(end-*rb->current_tick); else rb->yield(); } } /* this is the plugin entry point */ enum plugin_status plugin_start(struct plugin_api* api, void* parameter) { (void)parameter; rb = api; rb->lcd_setfont(FONT_SYSFIXED); #if LCD_DEPTH > 1 rb->lcd_set_backdrop(NULL); #endif /* Turn off backlight timeout */ backlight_force_on(rb); /* backlight control in lib/helper.c */ /* now go ahead and have fun! */ while (game_loop()!=1); configfile_save(HIGH_SCORE,config,1,0); /* Restore user's original backlight setting */ rb->lcd_setfont(FONT_UI); /* Turn on backlight timeout (revert to settings) */ backlight_use_settings(rb); /* backlight control in lib/helper.c */ return PLUGIN_OK; }