/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2005, 2006 Ben Basha (Paprica) * Copyright (C) 2009 Karl Kurbjun * check_lines is based off an explanation and expanded math presented by Paul * Bourke: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "plugin.h" #include "lib/configfile.h" #include "lib/display_text.h" #include "lib/helper.h" #include "lib/highscore.h" #include "lib/playback_control.h" #include "pluginbitmaps/brickmania_pads.h" #include "pluginbitmaps/brickmania_short_pads.h" #include "pluginbitmaps/brickmania_long_pads.h" #include "pluginbitmaps/brickmania_bricks.h" #include "pluginbitmaps/brickmania_powerups.h" #include "pluginbitmaps/brickmania_ball.h" #include "pluginbitmaps/brickmania_gameover.h" #ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */ #include "pluginbitmaps/brickmania_break.h" #endif /* * * Keymaps * */ #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) #define CONTINUE_TEXT "Press NAVI To Continue" #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 CONTINUE_TEXT "MENU To Continue" #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_UP #define DOWN BUTTON_DOWN #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD) #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK) #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD) #define QUIT (BUTTON_HOME|BUTTON_REPEAT) #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD) #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK) #elif CONFIG_KEYPAD == SANSA_C200_PAD || \ CONFIG_KEYPAD == SANSA_CLIP_PAD || \ CONFIG_KEYPAD == SANSA_M200_PAD || \ CONFIG_KEYPAD == SANSA_CONNECT_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 \ || CONFIG_KEYPAD == SAMSUNG_YPR0_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 CONTINUE_TEXT "PLAY To Continue" #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 == CREATIVEZVM_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 == PHILIPS_HDD1630_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 == PHILIPS_HDD6330_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 == PHILIPS_SA9200_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_PREV #define RIGHT BUTTON_NEXT #define SELECT BUTTON_PLAY #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == COWON_D2_PAD #define CONTINUE_TEXT "MENU To Continue" #define QUIT BUTTON_POWER #define LEFT BUTTON_MINUS #define RIGHT BUTTON_PLUS #define SELECT BUTTON_MENU #elif CONFIG_KEYPAD == ONDAVX747_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_VOL_DOWN #define RIGHT BUTTON_VOL_UP #define SELECT BUTTON_MENU #elif CONFIG_KEYPAD == ONDAVX777_PAD #define QUIT BUTTON_POWER #elif CONFIG_KEYPAD == MROBE500_PAD #define QUIT BUTTON_POWER #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD #define QUIT BUTTON_FFWD #define SELECT BUTTON_PLAY #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD #define QUIT BUTTON_REC #define LEFT BUTTON_PREV #define RIGHT BUTTON_NEXT #define ALTLEFT BUTTON_MENU #define ALTRIGHT BUTTON_PLAY #define SELECT BUTTON_OK #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == MPIO_HD200_PAD #define QUIT (BUTTON_REC|BUTTON_PLAY) #define LEFT BUTTON_VOL_DOWN #define RIGHT BUTTON_VOL_UP #define SELECT BUTTON_FUNC #define UP BUTTON_REW #define DOWN BUTTON_FF #elif CONFIG_KEYPAD == MPIO_HD300_PAD #define QUIT (BUTTON_MENU|BUTTON_REPEAT) #define LEFT BUTTON_REW #define RIGHT BUTTON_FF #define SELECT BUTTON_ENTER #define UP BUTTON_UP #define DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == SANSA_FUZEPLUS_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 == HM60X_PAD) || \ (CONFIG_KEYPAD == HM801_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 #else #error No keymap defined! #endif #ifdef HAVE_TOUCHSCREEN #ifdef LEFT #define ALTLEFT BUTTON_BOTTOMLEFT #else #define LEFT BUTTON_BOTTOMLEFT #endif #ifdef RIGHT #define ALTRIGHT BUTTON_BOTTOMRIGHT #else #define RIGHT BUTTON_BOTTOMRIGHT #endif #ifdef SELECT #define ALTSELECT BUTTON_CENTER #else #define SELECT BUTTON_CENTER #endif #ifndef UP #define UP BUTTON_TOPMIDDLE #endif #ifndef DOWN #define DOWN BUTTON_BOTTOMMIDDLE #endif #endif /* Continue text is used as a string later when the game is paused. This allows * targets to specify their own text if needed. */ #if !defined(CONTINUE_TEXT) #define CONTINUE_TEXT "Press SELECT To Continue" #endif #ifndef SCROLL_FWD /* targets without scroll wheel*/ #define SCROLL_FWD(x) (0) #define SCROLL_BACK(x) (0) #endif #define NUM_BRICKS_ROWS 8 #define NUM_BRICKS_COLS 10 /* * * Geometric dimensions * */ /* 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 * point calculations/conversions. */ #define FIXED3(x) ((x)<<3) #define FIXED3_MUL(x, y) ((long long)((x)*(y))>>3) #define FIXED3_DIV(x, y) (((x)<<3)/(y)) #define INT3(x) ((x)>>3) #define GAMESCREEN_WIDTH FIXED3(LCD_WIDTH) #define GAMESCREEN_HEIGHT FIXED3(LCD_HEIGHT) #define PAD_WIDTH FIXED3(BMPWIDTH_brickmania_pads) #define PAD_HEIGHT FIXED3(BMPHEIGHT_brickmania_pads/3) #define SHORT_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_short_pads) #define LONG_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_long_pads) #define BRICK_HEIGHT FIXED3(BMPHEIGHT_brickmania_bricks/7) #define BRICK_WIDTH FIXED3(BMPWIDTH_brickmania_bricks) #define LEFTMARGIN ((GAMESCREEN_WIDTH-NUM_BRICKS_COLS*BRICK_WIDTH)/2) #define POWERUP_WIDTH FIXED3(BMPWIDTH_brickmania_powerups) #define BALL FIXED3(BMPHEIGHT_brickmania_ball) #define HALFBALL (BALL / 2) #define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1) #define ON_PAD_POS_Y (PAD_POS_Y - HALFBALL) #define GAMEOVER_WIDTH FIXED3(BMPWIDTH_brickmania_gameover) #define GAMEOVER_HEIGHT FIXED3(BMPHEIGHT_brickmania_gameover) #define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8)) #define STRINGPOS_FINISH (GAMESCREEN_HEIGHT - (GAMESCREEN_HEIGHT / 6)) #define STRINGPOS_NAVI (STRINGPOS_FINISH - 10) #define STRINGPOS_FLIP (STRINGPOS_FINISH - 10) /* * * Speeds * */ /* Brickmania was originally designed for the H300, other targets should scale * the speed up/down as needed based on the screen height. */ #define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) ) #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. * * 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 * (ideally). */ #define SPEED_1Q_X SPEED_SCALE_W( 6) #define SPEED_1Q_Y SPEED_SCALE_H(-2) #define SPEED_2Q_X SPEED_SCALE_W( 4) #define SPEED_2Q_Y SPEED_SCALE_H(-3) #define SPEED_3Q_X SPEED_SCALE_W( 3) #define SPEED_3Q_Y SPEED_SCALE_H(-4) #define SPEED_4Q_X SPEED_SCALE_W( 2) #define SPEED_4Q_Y SPEED_SCALE_H(-4) /* This is used to determine the speed of the paddle */ #define SPEED_PAD SPEED_SCALE_W( 8) /* This defines the speed that the powerups drop */ #define SPEED_POWER SPEED_SCALE_H( 2) /* This defines the speed that the shot moves */ #define SPEED_FIRE SPEED_SCALE_H( 4) #define FIRE_LENGTH SPEED_SCALE_H( 7) /* * * Timings * */ /* The time 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 /* ms */ #define FLIP_SIDES_DELAY 10 /* seconds */ /* * * Scores * */ #define SCORE_BALL_HIT_BRICK 2 #define SCORE_BALL_DEMOLISHED_BRICK 8 #define SCORE_FIRE_HIT_BRICK 13 #define SCORE_LEVEL_COMPLETED 100 #define SCORE_POWER_LIFE_GAIN 50 #define SCORE_POWER_PADDLE_STICKY 34 #define SCORE_POWER_PADDLE_SHOOTER 47 #define SCORE_POWER_PADDLE_NORMAL 23 #define SCORE_POWER_FLIP 23 #define SCORE_POWER_EXTRA_BALL 23 #define SCORE_POWER_LONG_PADDLE 23 /* * * Limits * */ #define MAX_BALLS 10 #define MAX_FIRES 30 #define MAX_POWERS 10 /* * * Files * */ #define CONFIG_FILE_NAME "brickmania.cfg" #define SAVE_FILE PLUGIN_GAMES_DATA_DIR "/brickmania.save" #define SCORE_FILE PLUGIN_GAMES_DATA_DIR "/brickmania.score" #define NUM_SCORES 5 /* * * Game levels * */ /* change to however many levels there are, i.e. how many arrays there are total */ #define NUM_LEVELS 40 /* change the first number in [ ] to however many levels there are */ static unsigned char levels[NUM_LEVELS][NUM_BRICKS_ROWS][NUM_BRICKS_COLS] = /* You can set up new levels with the level editor ( http://plugbox.rockbox-lounge.com/brickmania.htm ). With 0x1, it refers to the first brick in the bitmap, 0x2 would refer to the second, ect., 0x0 leaves a empty space. If you add a 2 before the 2nd number, it will take two hits to break, and 3 hits if you add a 3. That is 0x24, will result with the fourth brick being displayed and having take 2 hits to break. You could do the same with the 3, just replace the 2 with a 3 for it to take three hits to break it apart. */ { { /* level 1 */ {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} }, { /* level 2 */ {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} }, { /* level 3 */ {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} }, { /* level 4 */ {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} }, { /* level 5 */ {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} }, { /* level 6 */ {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} }, { /* level 7 */ {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} }, { /* level 8 */ {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} }, { /* level 9 */ {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} }, { /* level 10 */ {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} }, { /* level 11 */ {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} }, {/* level 14 */ {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} }, { /* level 29 UK Flag by Seth Opgenorth */ {0x32,0x0,0x3,0x3,0x2,0x2,0x3,0x3,0x0,0x32}, {0x0,0x2,0x0,0x3,0x32,0x22,0x33,0x0,0x32,0x0}, {0x33,0x0,0x22,0x0,0x2,0x2,0x0,0x2,0x0,0x33}, {0x22,0x32,0x2,0x2,0x2,0x2,0x2,0x2,0x22,0x2}, {0x3,0x0,0x0,0x32,0x22,0x2,0x2,0x0,0x0,0x3}, {0x23,0x0,0x32,0x0,0x32,0x2,0x0,0x2,0x0,0x3}, {0x0,0x2,0x0,0x3,0x2,0x2,0x3,0x0,0x22,0x0}, {0x32,0x0,0x3,0x23,0x2,0x2,0x23,0x33,0x0,0x32} }, { /* level 30 Win-Logo by Seth Opgenorth */ {0x0,0x0,0x0,0x22,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x0,0x32,0x2,0x2,0x25,0x0,0x5,0x0,0x0}, {0x0,0x0,0x2,0x22,0x2,0x5,0x5,0x35,0x0,0x0}, {0x0,0x0,0x2,0x1,0x2,0x5,0x5,0x25,0x0,0x0}, {0x0,0x0,0x21,0x1,0x1,0x36,0x7,0x26,0x0,0x0}, {0x0,0x0,0x1,0x1,0x1,0x6,0x6,0x6,0x0,0x0}, {0x0,0x0,0x21,0x0,0x21,0x6,0x6,0x26,0x0,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x0,0x0} }, { /* level 31 Color wave/V by Seth Opgenorth */ {0x25,0x34,0x2,0x31,0x33,0x23,0x1,0x2,0x34,0x5}, {0x3,0x5,0x24,0x2,0x1,0x1,0x2,0x4,0x5,0x3}, {0x1,0x3,0x5,0x4,0x2,0x2,0x4,0x5,0x3,0x1}, {0x2,0x1,0x33,0x35,0x4,0x4,0x5,0x33,0x1,0x22}, {0x31,0x22,0x1,0x3,0x5,0x25,0x3,0x1,0x2,0x31}, {0x3,0x1,0x2,0x1,0x3,0x3,0x1,0x2,0x21,0x3}, {0x5,0x23,0x1,0x32,0x1,0x1,0x2,0x1,0x3,0x5}, {0x4,0x35,0x3,0x1,0x2,0x22,0x31,0x3,0x5,0x4} }, { /* level 32 Sweedish Flag by Seth Opgenorth */ {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36}, {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3} }, { /* level 33 Color Pyramid by Seth Opgenorth */ {0x0,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x4,0x24,0x4,0x24,0x0,0x0,0x0}, {0x0,0x0,0x23,0x3,0x3,0x3,0x23,0x3,0x0,0x0}, {0x0,0x0,0x25,0x5,0x25,0x35,0x5,0x35,0x0,0x0}, {0x0,0x36,0x6,0x6,0x6,0x6,0x26,0x6,0x6,0x0}, {0x0,0x7,0x7,0x7,0x7,0x25,0x27,0x7,0x27,0x0}, {0x2,0x2,0x22,0x2,0x2,0x2,0x22,0x2,0x2,0x2}, {0x21,0x1,0x1,0x31,0x1,0x21,0x1,0x1,0x31,0x1} }, { /* level 34 Rhombus by Seth Opgenorth */ {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x3,0x32,0x22,0x23,0x0,0x0,0x0}, {0x0,0x0,0x3,0x2,0x24,0x4,0x2,0x23,0x0,0x0}, {0x26,0x3,0x2,0x4,0x5,0x5,0x4,0x22,0x3,0x6}, {0x36,0x3,0x2,0x34,0x5,0x5,0x4,0x2,0x3,0x36}, {0x0,0x0,0x3,0x2,0x4,0x34,0x2,0x23,0x0,0x0}, {0x0,0x0,0x0,0x23,0x2,0x2,0x3,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0} }, { /* level 35 PacMan Ghost by Seth Opgenorth */ {0x0,0x0,0x0,0x0,0x2,0x32,0x2,0x0,0x0,0x0}, {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x0,0x0}, {0x0,0x0,0x2,0x24,0x4,0x2,0x4,0x4,0x32,0x0}, {0x0,0x0,0x2,0x24,0x0,0x22,0x24,0x0,0x22,0x0}, {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}, {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}, {0x0,0x0,0x2,0x32,0x2,0x2,0x22,0x2,0x32,0x0}, {0x0,0x0,0x0,0x22,0x0,0x32,0x0,0x22,0x0,0x0} }, { /* level 36 Star by Seth Opgenorth */ {0x3,0x4,0x3,0x4,0x6,0x24,0x3,0x24,0x3,0x0}, {0x24,0x0,0x0,0x6,0x6,0x6,0x0,0x0,0x4,0x0}, {0x3,0x26,0x6,0x2,0x6,0x2,0x6,0x26,0x23,0x0}, {0x4,0x0,0x6,0x6,0x36,0x6,0x6,0x0,0x4,0x0}, {0x3,0x0,0x0,0x26,0x6,0x26,0x0,0x0,0x33,0x0}, {0x34,0x0,0x6,0x6,0x0,0x6,0x6,0x0,0x4,0x0}, {0x3,0x26,0x6,0x0,0x0,0x0,0x6,0x6,0x3,0x0}, {0x4,0x3,0x4,0x23,0x24,0x3,0x4,0x33,0x4,0x0} }, { /* level 37 It's 8-Bit by Seth Opgenorth */ {0x26,0x26,0x6,0x6,0x5,0x6,0x26,0x6,0x26,0x6}, {0x2,0x2,0x22,0x3,0x3,0x0,0x0,0x0,0x4,0x0}, {0x2,0x0,0x2,0x33,0x3,0x3,0x5,0x0,0x24,0x0}, {0x32,0x2,0x2,0x33,0x0,0x23,0x0,0x4,0x4,0x4}, {0x2,0x22,0x2,0x3,0x3,0x0,0x5,0x4,0x4,0x24}, {0x2,0x0,0x2,0x23,0x0,0x3,0x25,0x0,0x4,0x0}, {0x22,0x2,0x2,0x3,0x23,0x0,0x5,0x0,0x4,0x0}, {0x6,0x26,0x6,0x36,0x6,0x36,0x6,0x6,0x6,0x6} }, { /* level 38 Linux by Seth Opgenorth */ {0x27,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x7,0x0,0x0,0x0,0x33,0x0,0x23,0x0,0x0,0x0}, {0x7,0x32,0x0,0x0,0x3,0x0,0x23,0x6,0x0,0x6}, {0x37,0x0,0x0,0x0,0x23,0x0,0x3,0x6,0x0,0x26}, {0x7,0x22,0x24,0x0,0x3,0x33,0x3,0x0,0x26,0x0}, {0x37,0x22,0x24,0x24,0x4,0x0,0x0,0x0,0x26,0x0}, {0x7,0x2,0x4,0x0,0x4,0x0,0x0,0x6,0x0,0x26}, {0x7,0x27,0x4,0x0,0x34,0x0,0x0,0x6,0x0,0x26} }, { /* level 39 Colorful Squares by Seth Opgenorth*/ {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0}, {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0}, {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0}, {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0}, {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0}, {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0}, {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0}, {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0} }, { /* TheEnd */ {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0}, {0x32,0x0,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0}, {0x32,0x32,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0}, {0x32,0x32,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0}, {0x32,0x0,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0}, {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} } }; /* * * Enums and structs * */ enum power_types { POWER_TYPE_LIFE_GAIN = 0, POWER_TYPE_LIFE_LOSS, POWER_TYPE_PADDLE_STICKY, POWER_TYPE_PADDLE_SHOOTER, POWER_TYPE_PADDLE_NORMAL, POWER_TYPE_PADDLE_FLIP, POWER_TYPE_EXTRA_BALL, POWER_TYPE_PADDLE_LONG, POWER_TYPE_PADDLE_SHORT, NUMBER_OF_POWERUPS, }; #define POWERUP_HEIGHT FIXED3(BMPHEIGHT_brickmania_powerups/NUMBER_OF_POWERUPS) /* Increasing this value makes the game with less powerups */ #define POWER_RAND (NUMBER_OF_POWERUPS + 15) enum difficulty_options { EASY, NORMAL }; enum game_state { ST_READY, ST_START, ST_PAUSE }; enum paddle_type { PADDLE_TYPE_NORMAL = 0, PADDLE_TYPE_STICKY, PADDLE_TYPE_SHOOTER, }; enum intersection { INTERSECTION_TOP, INTERSECTION_BOTTOM, INTERSECTION_LEFT, INTERSECTION_RIGHT, INTERSECTION_ALL, }; struct brick { bool used; /* Is the brick still in play? */ int color; int hits; /* How many hits can this brick take? */ int hiteffect; }; struct 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 * they are equal to 0, they are not used when positioning the ball. */ int tempx; int tempy; /* speedx and speedy store the current speed of the ball */ int speedx; int speedy; bool glue; /* Is the ball stuck to the paddle? */ }; struct fire { int top; /* This stores the fire y position, it is a fixed point num */ int x_pos; /* This stores the fire x position, it is a whole number */ }; struct power { int top; /* This stores the powerup y position, it is a fixed point num */ int x_pos; /* This stores the (middle of) powerup x position, it is a whole number */ enum power_types type; /* This stores the powerup type */ }; struct point { int x; int y; }; struct line { struct point p1; struct point p2; }; struct rect { struct point top_left; struct point bottom_right; }; /* * * Globals * */ static enum game_state game_state; static int pad_pos_x; static int life; static int score,vscore; static bool flip_sides; static int level; static int brick_on_board; static int used_balls; static int used_fires; static int used_powers; static int difficulty = NORMAL; static int pad_width; static int flip_sides_delay; static bool resume = false; static bool resume_file = false; static struct brick brick[NUM_BRICKS_ROWS][NUM_BRICKS_COLS]; static struct ball ball[MAX_BALLS]; static struct fire fire[MAX_FIRES]; static struct power power[MAX_POWERS]; static enum paddle_type paddle_type; static struct configdata config[] = { {TYPE_INT, 0, 1, { .int_p = &difficulty }, "difficulty", NULL}, }; static struct highscore highscores[NUM_SCORES]; /* * * Functions * */ /* * 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. * * 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 * 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 * precision, but will decrease the maximum screen resolution. */ #define LINE_PREC 7 static int check_lines(struct line *line1, struct line *line2, struct point *hitp) { /* Introduction: * This code is based on the solution of these two input equations: * Pa = P1 + ua (P2-P1) * Pb = P3 + ub (P4-P3) * * Where line one is composed of points P1 and P2 and line two is composed * of points P3 and P4. * * ua/b is the fractional value you can multiply the x and y legs of the * 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) * * 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 * 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) * p1.y + ua(p2.y - p1.y) = p3.y + ub(p4.y - p3.y) * * ua and ub can then be individually solved for. This results in the * equations used in the following code. */ /* 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)) -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. * * 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. */ if(ua >=0 && ua <= (1<= 0 && ub <= (1<x = line1->p1.x + ((ua * (line1->p2.x - line1->p1.x))>>LINE_PREC); hitp->y = line1->p1.y + ((ua * (line1->p2.y - line1->p1.y))>>LINE_PREC); return 1; } return 0; } static int check_rect(struct line *line, struct rect *rect, enum intersection intersection, struct point *hitp) { struct line edge; switch (intersection) { case INTERSECTION_TOP: { edge.p1.x = rect->top_left.x; edge.p1.y = rect->top_left.y; edge.p2.x = rect->bottom_right.x; edge.p2.y = rect->top_left.y; break; } case INTERSECTION_BOTTOM: { edge.p1.x = rect->top_left.x; edge.p1.y = rect->bottom_right.y; edge.p2.x = rect->bottom_right.x; edge.p2.y = rect->bottom_right.y; break; } case INTERSECTION_LEFT: { edge.p1.x = rect->top_left.x; edge.p1.y = rect->top_left.y; edge.p2.x = rect->top_left.x; edge.p2.y = rect->bottom_right.y; break; } case INTERSECTION_RIGHT: { edge.p1.x = rect->bottom_right.x; edge.p1.y = rect->top_left.y; edge.p2.x = rect->bottom_right.x; edge.p2.y = rect->bottom_right.y; break; } case INTERSECTION_ALL: /* Test hit on all edges */ { return (check_rect(line, rect, INTERSECTION_TOP, hitp) || check_rect(line, rect, INTERSECTION_BOTTOM, hitp) || check_rect(line, rect, INTERSECTION_LEFT, hitp) || check_rect(line, rect, INTERSECTION_RIGHT, hitp)); } } return check_lines(line, &edge, hitp); } static void brickmania_init_game(bool new_game) { int i,j; pad_pos_x = GAMESCREEN_WIDTH/2 - PAD_WIDTH/2; for(i=0;i=10? levels[level][i][j]/16-1:0; brick[i][j].hiteffect=0; brick[i][j].used=!(levels[level][i][j]==0); brick[i][j].color=(levels[level][i][j]>=10? levels[level][i][j]%16: levels[level][i][j])-1; if (levels[level][i][j]!=0) brick_on_board++; } } } } static void brickmania_loadgame(void) { int fd; resume = false; /* open game file */ fd = rb->open(SAVE_FILE, O_RDONLY); if(fd < 0) return; /* read in saved game */ if((rb->read(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) || (rb->read(fd, &life, sizeof(life)) <= 0) || (rb->read(fd, &game_state, sizeof(game_state)) <= 0) || (rb->read(fd, &paddle_type, sizeof(paddle_type)) <= 0) || (rb->read(fd, &score, sizeof(score)) <= 0) || (rb->read(fd, &flip_sides, sizeof(flip_sides)) <= 0) || (rb->read(fd, &level, sizeof(level)) <= 0) || (rb->read(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) || (rb->read(fd, &used_balls, sizeof(used_balls)) <= 0) || (rb->read(fd, &used_fires, sizeof(used_fires)) <= 0) || (rb->read(fd, &used_powers, sizeof(used_powers)) <= 0) || (rb->read(fd, &pad_width, sizeof(pad_width)) <= 0) || (rb->read(fd, &flip_sides_delay, sizeof(flip_sides_delay)) <= 0) || (rb->read(fd, &brick, sizeof(brick)) <= 0) || (rb->read(fd, &ball, sizeof(ball)) <= 0) || (rb->read(fd, &fire, sizeof(fire)) <= 0) || (rb->read(fd, &power, sizeof(power)) <= 0)) { rb->splash(HZ/2, "Failed to load game"); } else { vscore = score; resume = true; } rb->close(fd); return; } static void brickmania_savegame(void) { int fd; /* write out the game state to the save file */ fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT, 0666); if(fd < 0) return; if ((rb->write(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) || (rb->write(fd, &life, sizeof(life)) <= 0) || (rb->write(fd, &game_state, sizeof(game_state)) <= 0) || (rb->write(fd, &paddle_type, sizeof(paddle_type)) <= 0) || (rb->write(fd, &score, sizeof(score)) <= 0) || (rb->write(fd, &flip_sides, sizeof(flip_sides)) <= 0) || (rb->write(fd, &level, sizeof(level)) <= 0) || (rb->write(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) || (rb->write(fd, &used_balls, sizeof(used_balls)) <= 0) || (rb->write(fd, &used_fires, sizeof(used_fires)) <= 0) || (rb->write(fd, &used_powers, sizeof(used_powers)) <= 0) || (rb->write(fd, &pad_width, sizeof(pad_width)) <= 0) || (rb->write(fd, &flip_sides_delay, sizeof(flip_sides_delay)) <= 0) || (rb->write(fd, &brick, sizeof(brick)) <= 0) || (rb->write(fd, &ball, sizeof(ball)) <= 0) || (rb->write(fd, &fire, sizeof(fire)) <= 0) || (rb->write(fd, &power, sizeof(power)) <= 0)) { rb->close(fd); rb->remove(SAVE_FILE); rb->splash(HZ/2, "Failed to save game"); return; } rb->close(fd); } /* brickmania_sleep timer counting the score */ static void brickmania_sleep(int secs) { bool done=false; char s[20]; int count=0; int sw, w; while (!done) { if (count == 0) count = *rb->current_tick + HZ*secs; if ( (TIME_AFTER(*rb->current_tick, count)) && (vscore == score) ) done = true; if(vscore != score) { if (vscorescore) vscore--; rb->snprintf(s, sizeof(s), "%d", vscore); rb->lcd_getstringsize(s, &sw, &w); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s); rb->lcd_update_rect(0,0,LCD_WIDTH,w+2); } rb->yield(); } } static int brickmania_help(void) { static char *help_text[] = { "Brickmania", "", "Aim", "", "Destroy", "all", "the", "bricks", "by", "bouncing", "the", "ball", "of", "them", "using", "the", "paddle.", "", "", "Controls", "", #if CONFIG_KEYPAD == COWON_D2_PAD "- & +:", #else "< & >:", #endif "Moves", "the", "paddle", "", #if CONFIG_KEYPAD == ONDIO_PAD "MENU:", #elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD) "PLAY:", #elif CONFIG_KEYPAD == IRIVER_H300_PAD "NAVI:", #elif CONFIG_KEYPAD == COWON_D2_PAD "MENU:", #else "SELECT:", #endif "Releases", "the", "ball/Fire!", "", #if CONFIG_KEYPAD == IAUDIO_M3_PAD "REC:", #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \ (CONFIG_KEYPAD == CREATIVEZVM_PAD) "BACK:", #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \ (CONFIG_KEYPAD == SANSA_FUZE_PAD) "MENU:", #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) || \ (CONFIG_KEYPAD == ONDIO_PAD) || \ (CONFIG_KEYPAD == RECORDER_PAD) || \ (CONFIG_KEYPAD == ARCHOS_AV300_PAD) "STOP:", #else "POWER:", #endif "Returns", "to", "menu", "", "", "Specials", "", "N", "Normal:", "returns", "paddle", "to", "normal", "", "D", "DIE!:", "loses", "a", "life", "", "L", "Life:", "gains", "a", "life/power", "up", "", "F", "Fire:", "allows", "you", "to", "shoot", "bricks", "", "G", "Glue:", "ball", "sticks", "to", "paddle", "", "B", "Ball:", "generates", "another", "ball", "", "FL", "Flip:", "flips", "left / right", "movement", "", "<->", "or", ":", "enlarges", "the", "paddle", "", ">-<", "or", ">S<:", "shrinks", "the", "paddle", "", }; static struct style_text formation[]={ { 0, TEXT_CENTER|TEXT_UNDERLINE }, { 2, C_RED }, { 19, C_RED }, { 37, C_RED }, { 39, C_BLUE }, { 46, C_RED }, { 52, C_GREEN }, { 59, C_ORANGE }, { 67, C_GREEN }, { 74, C_YELLOW }, { 80, C_RED }, LAST_STYLE_ITEM }; rb->lcd_setfont(FONT_UI); #ifdef HAVE_LCD_COLOR rb->lcd_set_background(LCD_BLACK); rb->lcd_set_foreground(LCD_WHITE); #endif if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true)) return 1; rb->lcd_setfont(FONT_SYSFIXED); return 0; } static int brickmania_menu_cb(int action, const struct menu_item_ex *this_item) { int i = ((intptr_t)this_item); if(action == ACTION_REQUEST_MENUITEM && !resume && (i==0 || i==6)) return ACTION_EXIT_MENUITEM; return action; } static int brickmania_menu(void) { int selected = 0; static struct opt_items options[] = { { "Easy", -1 }, { "Normal", -1 }, }; #ifdef HAVE_TOUCHSCREEN /* Entering Menu, set the touchscreen to the global setting */ rb->touchscreen_set_mode(rb->global_settings->touch_mode); #endif MENUITEM_STRINGLIST(main_menu, "Brickmania Menu", brickmania_menu_cb, "Resume Game", "Start New Game", "Difficulty", "Help", "High Scores", "Playback Control", "Quit without Saving", "Quit"); rb->button_clear_queue(); while (true) { switch (rb->do_menu(&main_menu, &selected, NULL, false)) { case 0: if(game_state!=ST_READY) game_state = ST_PAUSE; if(resume_file) rb->remove(SAVE_FILE); return 0; case 1: score=0; vscore=0; life=2; level=0; brickmania_init_game(true); return 0; case 2: rb->set_option("Difficulty", &difficulty, INT, options, 2, NULL); break; case 3: if (brickmania_help()) return 1; break; case 4: highscore_show(-1, highscores, NUM_SCORES, true); break; case 5: if (playback_control(NULL)) return 1; break; case 6: return 1; case 7: if (resume) { rb->splash(HZ*1, "Saving game ..."); brickmania_savegame(); } return 1; case MENU_ATTACHED_USB: return 1; default: break; } } #ifdef HAVE_TOUCHSCREEN rb->touchscreen_set_mode(TOUCHSCREEN_POINT); #endif } static void brick_hit(int i, int j) { if(!brick[i][j].used) return; /* if this is a crackable brick hits starts as * greater than 0. */ if (brick[i][j].hits > 0) { brick[i][j].hits--; brick[i][j].hiteffect++; score+=SCORE_BALL_HIT_BRICK; } else { brick[i][j].used=false; if (used_powersrand()%POWER_RAND; if (ran> 1); power[used_powers].type = ran; used_powers++; } } brick_on_board--; score+=SCORE_BALL_DEMOLISHED_BRICK; } } static int brickmania_game_loop(void) { int j,i,k; int sw, sh; char s[30]; int sec_count=0; int end; /* pad_rect used for powerup/ball checks */ struct rect pad_rect; /* This is used for various lines that are checked (ball and powerup) */ struct line misc_line; /* This stores the point that the two lines intersected in a test */ struct point pt_hit; if (brickmania_menu()) { return 1; } resume = false; resume_file = false; #ifdef HAVE_LCD_COLOR rb->lcd_set_background(LCD_BLACK); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_drawmode(DRMODE_SOLID); rb->lcd_clear_display(); #endif while(true) { /* Convert CYCLETIME (in ms) to HZ */ end = *rb->current_tick + (CYCLETIME * HZ) / 1000; if (life >= 0) { rb->lcd_clear_display(); if (flip_sides) { if (TIME_AFTER(*rb->current_tick, sec_count)) { sec_count=*rb->current_tick+HZ; if (flip_sides_delay > 1) flip_sides_delay--; else flip_sides=false; } rb->snprintf(s, sizeof(s), "%d", flip_sides_delay); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-2, INT3(STRINGPOS_FLIP), s); } if (vscoresnprintf(s, sizeof(s), "%d", vscore); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s); /* write life num */ rb->snprintf(s, sizeof(s), "Life: %d", life); /* hijack i */ i = sw; rb->lcd_getstringsize(s, &sw, NULL); if (sw >= (LCD_WIDTH/2-i/2)) rb->snprintf(s, sizeof(s), "L: %d", life); rb->lcd_putsxy(0, 0, s); /* write level */ rb->snprintf(s, sizeof(s), "Level %d", level+1); rb->lcd_getstringsize(s, &sw, NULL); if (LCD_WIDTH-sw <= (LCD_WIDTH/2+i/2)+1) { rb->snprintf(s, sizeof(s), "Lvl %d", level+1); rb->lcd_getstringsize(s, &sw, NULL); } rb->lcd_putsxy(LCD_WIDTH-sw, 0, s); i = 0; /* continue game */ if (game_state == ST_PAUSE) { rb->snprintf(s, sizeof(s), CONTINUE_TEXT); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_NAVI), s); sec_count=*rb->current_tick+HZ; } /* draw the ball */ for(i=0;ilcd_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--; /* Setup the pad line-later used in intersection test */ pad_rect.top_left.x = pad_pos_x; pad_rect.top_left.y = PAD_POS_Y; pad_rect.bottom_right.x = pad_pos_x + pad_width; pad_rect.bottom_right.y = PAD_POS_Y + PAD_HEIGHT; if (game_state!=ST_PAUSE) { /* move the fires */ for(k=0;k= LEFTMARGIN && fire[k].x_pos < LEFTMARGIN + NUM_BRICKS_COLS * BRICK_WIDTH) { j = (fire[k].x_pos - LEFTMARGIN) / BRICK_WIDTH; for (i=NUM_BRICKS_ROWS-1;i>=0;i--) { if (TOPMARGIN + i*BRICK_HEIGHT<=fire[k].top) break; if (brick[i][j].used) { score += SCORE_FIRE_HIT_BRICK; brick_hit(i, j); used_fires--; fire[k].top = fire[used_fires].top; fire[k].x_pos = fire[used_fires].x_pos; k--; break; } } } } /* move and handle the powerups */ for (k=0;k PAD_POS_Y) { /* power hit bottom */ remove_power = 1; } else { /* Use misc_line to check if the center of the powerup * hit the paddle. */ misc_line.p1.x = power[k].x_pos; misc_line.p1.y = power[k].top; misc_line.p2 = misc_line.p1; misc_line.p2.y += SPEED_POWER; /* Check if the powerup will hit the paddle */ if (check_rect(&misc_line, &pad_rect, INTERSECTION_ALL, &pt_hit)) { /* power hit paddle */ remove_power = 1; switch(power[k].type) { case POWER_TYPE_LIFE_GAIN: life++; score += SCORE_POWER_LIFE_GAIN; break; case POWER_TYPE_LIFE_LOSS: life--; if (life>=0) { brickmania_init_game(false); brickmania_sleep(2); } break; case POWER_TYPE_PADDLE_STICKY: score += SCORE_POWER_PADDLE_STICKY; paddle_type = PADDLE_TYPE_STICKY; break; case POWER_TYPE_PADDLE_SHOOTER: score += SCORE_POWER_PADDLE_SHOOTER; paddle_type = PADDLE_TYPE_SHOOTER; for(i=0;icurrent_tick+HZ; flip_sides_delay = FLIP_SIDES_DELAY; flip_sides = true; break; case POWER_TYPE_EXTRA_BALL: score += SCORE_POWER_EXTRA_BALL; if(used_ballsrand()%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++; } break; case POWER_TYPE_PADDLE_LONG: score+=SCORE_POWER_LONG_PADDLE; 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) { 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 > GAMESCREEN_WIDTH) pad_pos_x = GAMESCREEN_WIDTH-pad_width; break; case POWER_TYPE_PADDLE_SHORT: 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) { pad_width=PAD_WIDTH; pad_pos_x+=(LONG_PAD_WIDTH-PAD_WIDTH)/2; } break; default: break; } } if (remove_power) { used_powers--; if (k != used_powers) { power[k].top = power[used_powers].top; power[k].x_pos = power[used_powers].x_pos; power[k].type = power[used_powers].type; } k--; } } } } /* draw the fires */ for(k=0;klcd_vline(INT3(fire[k].x_pos), INT3(fire[k].top), INT3(fire[k].top + FIRE_LENGTH)); } /* draw the powerups */ for(k=0;klcd_bitmap_part(brickmania_powerups,0, INT3(POWERUP_HEIGHT)*power[k].type, STRIDE(SCREEN_MAIN, BMPWIDTH_brickmania_powerups, BMPHEIGHT_brickmania_powerups), INT3(power[k].x_pos - (POWERUP_WIDTH >> 1)), INT3(power[k].top), INT3(POWERUP_WIDTH), INT3(POWERUP_HEIGHT)); } /* handle all of the bricks */ for (i=0; ilcd_bitmap_part(brickmania_bricks,0, INT3(BRICK_HEIGHT)*brick[i][j].color, STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_bricks, BMPHEIGHT_brickmania_bricks), INT3(brickx), INT3(bricky), INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) ); #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */ if (brick[i][j].hiteffect > 0) rb->lcd_bitmap_transparent_part(brickmania_break,0, INT3(BRICK_HEIGHT)*brick[i][j].hiteffect, STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_break, BMPHEIGHT_brickmania_break), INT3(brickx), INT3(bricky), INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) ); #endif /* Check if any balls collided with the brick */ for(k=0; k 0 && check_rect(&misc_line, &brick_rect, INTERSECTION_TOP, &pt_hit)) { ball[k].speedy = -ball[k].speedy; hit = 1; } /* Check the left side of the brick */ else if (check_rect(&misc_line, &brick_rect, INTERSECTION_LEFT, &pt_hit)) { ball[k].speedx = -ball[k].speedx; hit = 1; } /* Check the right side of the brick */ else if (check_rect(&misc_line, &brick_rect, INTERSECTION_RIGHT, &pt_hit)) { ball[k].speedx = -ball[k].speedx; hit = 1; } if (hit) { ball[k].tempy = pt_hit.y; ball[k].tempx = pt_hit.x; brick_hit(i, j); break; } } /* for k */ } /* if(used) */ } /* for j */ } /* for i */ /* draw the paddle according to the PAD_WIDTH */ if( pad_width == PAD_WIDTH ) /* Normal width */ { rb->lcd_bitmap_part( brickmania_pads, 0, paddle_type*INT3(PAD_HEIGHT), STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads, BMPHEIGHT_brickmania_pads), INT3(pad_pos_x), INT3(PAD_POS_Y), INT3(pad_width), INT3(PAD_HEIGHT) ); } else if( pad_width == LONG_PAD_WIDTH ) /* Long Pad */ { rb->lcd_bitmap_part( brickmania_long_pads, 0,paddle_type*INT3(PAD_HEIGHT), STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_long_pads, BMPHEIGHT_brickmania_long_pads), INT3(pad_pos_x), INT3(PAD_POS_Y), INT3(pad_width), INT3(PAD_HEIGHT) ); } else /* Short pad */ { rb->lcd_bitmap_part( brickmania_short_pads, 0,paddle_type*INT3(PAD_HEIGHT), STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_short_pads, BMPHEIGHT_brickmania_short_pads), INT3(pad_pos_x), INT3(PAD_POS_Y), INT3(pad_width), INT3(PAD_HEIGHT) ); } /* If the game is not paused continue */ if (game_state!=ST_PAUSE) { /* Loop through all of the balls in play */ for(k=0;k 0 && check_lines(&misc_line, &screen_edge, &pt_hit)) { 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 >= GAMESCREEN_HEIGHT) { /* Player had balls to spare, so handle the removal */ if (used_balls>1) { /* decrease number of balls in play */ used_balls--; /* Replace removed ball with the last ball */ ball[k].pos_x = ball[used_balls].pos_x; ball[k].pos_y = ball[used_balls].pos_y; ball[k].speedy = ball[used_balls].speedy; ball[k].tempy = ball[used_balls].tempy; ball[k].speedx = ball[used_balls].speedx; ball[k].tempx = ball[used_balls].tempx; ball[k].glue = ball[used_balls].glue; /* Reset the last ball that was removed */ ball[used_balls].speedx=0; ball[used_balls].speedy=0; ball[used_balls].tempy=0; ball[used_balls].tempx=0; ball[used_balls].pos_y=ON_PAD_POS_Y; ball[used_balls].pos_x=pad_pos_x+(pad_width/2)-HALFBALL; k--; continue; } else { /* Player lost a life */ life--; if (life>=0) { /* No lives left reset game */ brickmania_init_game(false); brickmania_sleep(2); rb->button_clear_queue(); } } } if (game_state != ST_READY && !ball[k].glue) { /* 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 = GAMESCREEN_HEIGHT; if (check_lines(&misc_line, &screen_edge, &pt_hit)) { /* Reverse direction */ ball[k].speedx = abs(ball[k].speedx); /* Re-position ball in gameboard */ ball[k].tempy = pt_hit.y; ball[k].tempx = 0; } /* Check if the ball hit the right side */ screen_edge.p1.x = GAMESCREEN_WIDTH; screen_edge.p1.y = 0; screen_edge.p2.x = GAMESCREEN_WIDTH; screen_edge.p2.y = GAMESCREEN_HEIGHT; if (check_lines(&misc_line, &screen_edge, &pt_hit)) { /* Reverse direction */ ball[k].speedx = -abs(ball[k].speedx); /* Re-position ball in gameboard */ ball[k].tempy = pt_hit.y; ball[k].tempx = GAMESCREEN_WIDTH - FIXED3(1); } /* Did the ball hit the paddle? Depending on where the ball * Hit set the x/y speed appropriately. */ if(check_rect(&misc_line, &pad_rect, INTERSECTION_TOP, &pt_hit) ) { /* Re-position ball based on collision */ ball[k].tempy = ON_PAD_POS_Y; ball[k].tempx = pt_hit.x; /* 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 * should be negative. */ int x_direction = -1; /* Comparisons are done with respect to 1/2 pad_width */ if(ball_repos > pad_width/2) { /* flip the relative position */ ball_repos -= ((ball_repos - pad_width/2) << 1); /* Ball hit the right half so X speed calculations * should be positive. */ x_direction = 1; } /* 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 */ case 0: ball[k].speedy = SPEED_1Q_Y; ball[k].speedx = SPEED_1Q_X * x_direction; break; /* Ball hit the next fourth of the paddle */ case 1: ball[k].speedy = SPEED_2Q_Y; ball[k].speedx = SPEED_2Q_X * x_direction; break; /* Ball hit the third fourth of the paddle */ case 2: ball[k].speedy = SPEED_3Q_Y; ball[k].speedx = SPEED_3Q_X * x_direction; break; /* Ball hit the fourth fourth of the paddle or dead * center. */ case 3: case 4: ball[k].speedy = SPEED_4Q_Y; /* Since this is the middle we don't want to * force the ball in a different direction. * Just keep it going in the same direction * with a specific speed. */ if(ball[k].speedx > 0) { ball[k].speedx = SPEED_4Q_X; } else { ball[k].speedx = -SPEED_4Q_X; } break; default: ball[k].speedy = SPEED_4Q_Y; break; } if(paddle_type == PADDLE_TYPE_STICKY) { 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 = ON_PAD_POS_Y; } } } /* Update the ball position */ if (!ball[k].glue) { if(ball[k].tempx) 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 ball[k].pos_y += ball[k].speedy; ball[k].tempy=0; ball[k].tempx=0; } } /* for k */ } rb->lcd_update(); if (brick_on_board < 0) { if (level+1button_clear_queue(); } else { rb->lcd_getstringsize("Congratulations!", &sw, &sh); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH) - 2 * sh, "Congratulations!"); #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64) rb->lcd_getstringsize("No more levels", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH), "No more levels"); #else rb->lcd_getstringsize("You have finished the game!", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH), "You have finished the game!"); #endif vscore=score; rb->lcd_update(); brickmania_sleep(2); return 0; } } int button=rb->button_get(false); int move_button = rb->button_status(); #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 #ifdef HAVE_TOUCHSCREEN if( move_button & BUTTON_TOUCHSCREEN) { int data; short touch_x; rb->button_status_wdata(&data); touch_x = FIXED3(data >> 16); if(flip_sides) { pad_pos_x = GAMESCREEN_WIDTH - (touch_x + pad_width/2); } else { pad_pos_x = (touch_x - pad_width/2); } if(pad_pos_x < 0) pad_pos_x = 0; else if(pad_pos_x + pad_width > GAMESCREEN_WIDTH) pad_pos_x = GAMESCREEN_WIDTH-pad_width; for(k=0; k GAMESCREEN_WIDTH) dx = GAMESCREEN_WIDTH - pad_pos_x - pad_width; else dx = SPEED_PAD; } else if ((button_left && !flip_sides) || (button_right && flip_sides)) { if (pad_pos_x-SPEED_PAD < 0) dx = -pad_pos_x; else dx = -SPEED_PAD; } pad_pos_x+=dx; for(k=0;k GAMESCREEN_WIDTH - HALFBALL) ball[k].pos_x = GAMESCREEN_WIDTH - HALFBALL; } } } } switch(button) { #if defined(HAVE_TOUCHSCREEN) case (BUTTON_REL | BUTTON_TOUCHSCREEN): #endif case UP: case SELECT: #ifdef ALTSELECT case ALTSELECT: #endif if (game_state==ST_READY) { /* Initialize used balls starting speed */ 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; } } game_state=ST_START; } else if (game_state==ST_PAUSE) { game_state=ST_START; } else if (paddle_type == PADDLE_TYPE_STICKY) { for(k=0;kdefault_event_handler(button) == SYS_USB_CONNECTED) return 1; break; } } else { resume = false; if(resume_file) { rb->remove(SAVE_FILE); resume_file = false; } #ifdef HAVE_LCD_COLOR rb->lcd_bitmap_transparent(brickmania_gameover, (LCD_WIDTH - INT3(GAMEOVER_WIDTH))/2, INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2, INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT)); #else /* greyscale and mono */ rb->lcd_bitmap(brickmania_gameover,(LCD_WIDTH - INT3(GAMEOVER_WIDTH))/2, INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2, INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT) ); #endif rb->lcd_update(); 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); } return 0; } /* this is the plugin entry point */ enum plugin_status plugin_start(const void* parameter) { (void)parameter; int last_difficulty; highscore_load(SCORE_FILE, highscores, NUM_SCORES); configfile_load(CONFIG_FILE_NAME,config,1,0); last_difficulty = difficulty; #ifdef HAVE_TOUCHSCREEN rb->touchscreen_set_mode(TOUCHSCREEN_POINT); #endif rb->lcd_setfont(FONT_SYSFIXED); #if LCD_DEPTH > 1 rb->lcd_set_backdrop(NULL); #endif /* Turn off backlight timeout */ backlight_ignore_timeout(); /* now go ahead and have fun! */ rb->srand( *rb->current_tick ); brickmania_loadgame(); resume_file = resume; while(!brickmania_game_loop()) { if(!resume) { int position = highscore_update(score, level+1, "", highscores, NUM_SCORES); if (position != -1) { if (position == 0) rb->splash(HZ*2, "New High Score"); highscore_show(position, highscores, NUM_SCORES, true); } else { brickmania_sleep(3); } } } highscore_save(SCORE_FILE, highscores, NUM_SCORES); if(last_difficulty != difficulty) configfile_save(CONFIG_FILE_NAME,config,1,0); /* Restore user's original backlight setting */ rb->lcd_setfont(FONT_UI); /* Turn on backlight timeout (revert to settings) */ backlight_use_settings(); return PLUGIN_OK; }