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authorTomer Shalev <shalev.tomer@gmail.com>2010-02-26 14:06:34 +0000
committerTomer Shalev <shalev.tomer@gmail.com>2010-02-26 14:06:34 +0000
commit50cb86cff39f70bca363872f454266a8cf8387e8 (patch)
tree53072ef34fb77b22b39200ddf90adb56c8c09fa7 /apps/plugins/brickmania.c
parentf6540e800db616a783a13bc47b7f5710c004bf71 (diff)
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FS#11057 - brickmania: simplify the powerups
Author: Asael Reiter Added some changes by me. git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24925 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins/brickmania.c')
-rw-r--r--apps/plugins/brickmania.c421
1 files changed, 227 insertions, 194 deletions
diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c
index 785339c..ccd3536 100644
--- a/apps/plugins/brickmania.c
+++ b/apps/plugins/brickmania.c
@@ -369,10 +369,10 @@ CONFIG_KEYPAD == SANSA_M200_PAD
#define SCORE_BALL_DEMOLISHED_BRICK 8
#define SCORE_FIRE_HIT_BRICK 13
#define SCORE_LEVEL_COMPLETED 100
-#define SCORE_POWER_EXTRA_LIFE 50
-#define SCORE_POWER_STICKY 34
-#define SCORE_POWER_SHOOTER 47
-#define SCORE_POWER_NORMAL 23
+#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
@@ -795,20 +795,44 @@ static unsigned char levels[NUM_LEVELS][NUM_BRICKS_ROWS][NUM_BRICKS_COLS] =
#define MAX_BALLS 10
#define MAX_FIRES 30
+#define MAX_POWERS 10
-enum difficulty_options {
- EASY, NORMAL
+enum power_types
+{
+ POWER_TYPE_LIFE_GAIN = 0,
+ POWER_TYPE_LIFE_LOSS,
+ POWER_TYPE_PADDLE_STICKY,
+ POWER_TYPE_PADDLE_SHOOTER,
+ POWER_TYPE_PADDLE_LONG,
+ POWER_TYPE_PADDLE_SHORT,
+ POWER_TYPE_PADDLE_FLIP,
+ POWER_TYPE_PADDLE_NORMAL,
+ POWER_TYPE_EXTRA_BALL,
+ POWER_TYPE_COUNT,
+};
+/* increasing this value makes the game with less powerups */
+#define POWER_RAND (POWER_TYPE_COUNT + 15)
+
+enum difficulty_options
+{
+ EASY,
+ NORMAL
};
int pad_pos_x;
int life;
-enum { ST_READY, ST_START, ST_PAUSE } game_state = ST_READY;
+enum
+{
+ ST_READY,
+ ST_START,
+ ST_PAUSE
+} game_state = ST_READY;
enum {
- PLAIN = 0,
- STICKY = 1,
- SHOOTER = 2
-} pad_type;
+ PADDLE_TYPE_NORMAL = 0,
+ PADDLE_TYPE_STICKY,
+ PADDLE_TYPE_SHOOTER,
+} paddle_type;
int score=0,vscore=0;
bool flip_sides=false;
@@ -816,25 +840,23 @@ int level=0;
int brick_on_board=0;
int used_balls=1;
int used_fires=0;
+int used_powers=0;
int difficulty = NORMAL;
int pad_width;
int flip_sides_delay;
bool resume = false;
bool resume_file = false;
-typedef struct cube
+struct brick
{
- int powertop; /* Stores the powerup Y top pos, it is a fixed point num */
- int power; /* What powerup is in the brick? */
- bool poweruse; /* Stores whether a powerup is falling or not */
bool used; /* Is the brick still in play? */
int color;
int hits; /* How many hits can this brick take? */
int hiteffect;
-} cube;
-cube brick[NUM_BRICKS_ROWS][NUM_BRICKS_COLS];
+};
+struct brick brick[NUM_BRICKS_ROWS][NUM_BRICKS_COLS];
-typedef struct balls
+struct ball
{
/* pos_x and y store the current center position of the ball */
int pos_x;
@@ -848,15 +870,23 @@ typedef struct balls
int speedx;
int speedy;
bool glue; /* Is the ball stuck to the paddle? */
-} balls;
+};
-balls ball[MAX_BALLS];
+struct ball ball[MAX_BALLS];
-typedef struct sfire {
+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 */
-} sfire;
-sfire fire[MAX_FIRES];
+};
+struct fire fire[MAX_FIRES];
+
+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 power power[MAX_POWERS];
#define CONFIG_FILE_NAME "brickmania.cfg"
#define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save"
@@ -994,8 +1024,9 @@ static void brickmania_init_game(bool new_game)
used_balls = 1;
used_fires = 0;
+ used_powers = 0;
game_state = ST_READY;
- pad_type = PLAIN;
+ paddle_type = PADDLE_TYPE_NORMAL;
pad_width = PAD_WIDTH;
flip_sides = false;
flip_sides_delay = FLIP_SIDES_DELAY;
@@ -1011,15 +1042,10 @@ static void brickmania_init_game(bool new_game)
for(i=0;i<NUM_BRICKS_ROWS;i++) {
for(j=0;j<NUM_BRICKS_COLS;j++) {
- brick[i][j].poweruse = false;
if (new_game) {
- brick[i][j].power=rb->rand()%25;
- /* +8 make the game with less powerups */
-
brick[i][j].hits=levels[level][i][j]>=10?
levels[level][i][j]/16-1:0;
brick[i][j].hiteffect=0;
- brick[i][j].powertop = TOPMARGIN + i*BRICK_HEIGHT;
brick[i][j].used=!(levels[level][i][j]==0);
brick[i][j].color=(levels[level][i][j]>=10?
levels[level][i][j]%16:
@@ -1045,18 +1071,20 @@ static void brickmania_loadgame(void)
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, &pad_type, sizeof(pad_type)) <= 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, &fire, sizeof(fire)) <= 0) ||
+ (rb->read(fd, &power, sizeof(power)) <= 0))
{
rb->splash(HZ/2, "Failed to load game");
}
@@ -1082,18 +1110,20 @@ static void brickmania_savegame(void)
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, &pad_type, sizeof(pad_type)) <= 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, &fire, sizeof(fire)) <= 0) ||
+ (rb->write(fd, &power, sizeof(power)) <= 0))
{
rb->close(fd);
rb->remove(SAVE_FILE);
@@ -1311,10 +1341,18 @@ void brick_hit(int i, int j)
}
else {
brick[i][j].used=false;
- /* Was there a powerup on the brick? */
- if (brick[i][j].power<NUMBER_OF_POWERUPS) {
- /* Activate the powerup */
- brick[i][j].poweruse = true;
+ if (used_powers<MAX_POWERS)
+ {
+ int ran = rb->rand()%POWER_RAND;
+
+ if (ran<NUMBER_OF_POWERUPS)
+ {
+ power[used_powers].top = TOPMARGIN + i*BRICK_HEIGHT;
+ power[used_powers].x_pos = LEFTMARGIN + j*BRICK_WIDTH +
+ (BRICK_WIDTH >> 1);
+ power[used_powers].type = ran;
+ used_powers++;
+ }
}
brick_on_board--;
score+=SCORE_BALL_DEMOLISHED_BRICK;
@@ -1414,9 +1452,9 @@ static int brickmania_game_loop(void)
if (brick_on_board==0)
brick_on_board--;
- /* move the fires */
if (game_state!=ST_PAUSE)
{
+ /* move the fires */
for(k=0;k<used_fires;k++)
{
fire[k].top -= SPEED_FIRE;
@@ -1444,10 +1482,129 @@ static int brickmania_game_loop(void)
k--;
break;
}
- if (brick[i][j].powertop<=fire[k].top)
+ if (TOPMARGIN + i*BRICK_HEIGHT<=fire[k].top)
+ break;
+ }
+ }
+ }
+ /* move the powerups */
+ for (k=0;k<used_powers;k++)
+ {
+ int remove_power = 0;
+
+ power[k].top += SPEED_POWER;
+
+ if (power[k].top > PAD_POS_Y)
+ {
+ /* power hit bottom */
+ remove_power = 1;
+ }
+ else if (power[k].top>PAD_POS_Y-POWERUP_HEIGHT &&
+ power[k].x_pos>=pad_pos_x &&
+ power[k].x_pos<pad_pos_x+pad_width)
+ {
+ /* 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(k=0;k<used_balls;k++)
+ ball[k].glue=false;
+ break;
+ case POWER_TYPE_PADDLE_NORMAL:
+ score += SCORE_POWER_PADDLE_NORMAL;
+ paddle_type = PADDLE_TYPE_NORMAL;
+ for(k=0;k<used_balls;k++)
+ ball[k].glue=false;
+ flip_sides=false;
+ pad_pos_x += (pad_width-PAD_WIDTH)/2;
+ pad_width = PAD_WIDTH;
+ break;
+ case POWER_TYPE_PADDLE_FLIP:
+ score += SCORE_POWER_FLIP;
+ sec_count = *rb->current_tick+HZ;
+ flip_sides_delay = FLIP_SIDES_DELAY;
+ flip_sides = true;
+ break;
+ case POWER_TYPE_EXTRA_BALL:
+ score += SCORE_POWER_EXTRA_BALL;
+ if(used_balls<MAX_BALLS)
+ {
+ /* Set the speed */
+ if(rb->rand()%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--;
+ power[k].top = power[used_powers].top;
+ power[k].x_pos = power[used_powers].x_pos;
+ power[k].type = power[used_powers].type;
+ k--;
+ }
}
}
@@ -1458,6 +1615,18 @@ static int brickmania_game_loop(void)
INT3(fire[k].top + FIRE_LENGTH));
}
+ /* draw the powerups */
+ for(k=0;k<used_powers;k++)
+ {
+ rb->lcd_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));
+ }
+
/* Setup the pad line-later used in intersection test */
pad_line.p1.x = pad_pos_x;
pad_line.p1.y = PAD_POS_Y;
@@ -1470,180 +1639,44 @@ static int brickmania_game_loop(void)
{
for (j=0; j<NUM_BRICKS_COLS ;j++)
{
- int brickx;
-
- /* This brick is not really a brick, it is a powerup if
- * poweruse is set. Perform appropriate powerup checks.
- */
- if(brick[i][j].poweruse)
- {
- brickx = LEFTMARGIN + j*BRICK_WIDTH +
- (BRICK_WIDTH - POWERUP_WIDTH) / 2;
-
- /* Update powertop if the game is not paused */
- if (game_state!=ST_PAUSE)
- brick[i][j].powertop+=SPEED_POWER;
-
- /* Draw the powerup */
- rb->lcd_bitmap_part(brickmania_powerups,0,
- INT3(POWERUP_HEIGHT)*brick[i][j].power,
- STRIDE( SCREEN_MAIN,
- BMPWIDTH_brickmania_powerups,
- BMPHEIGHT_brickmania_powerups),
- INT3(brickx),
- INT3(brick[i][j].powertop),
- INT3(POWERUP_WIDTH),
- INT3(POWERUP_HEIGHT) );
-
- /* Use misc_line to check if the center of the powerup
- * hit the paddle.
- */
- misc_line.p1.x = brickx + (POWERUP_WIDTH >> 1);
- misc_line.p1.y = brick[i][j].powertop + POWERUP_HEIGHT;
-
- misc_line.p2.x = brickx + (POWERUP_WIDTH >> 1);
- misc_line.p2.y = SPEED_POWER + brick[i][j].powertop +
- POWERUP_HEIGHT;
+ int brickx,bricky;
- /* Check if the powerup will hit the paddle */
- if ( check_lines(&misc_line, &pad_line, &pt_hit) )
- {
- switch(brick[i][j].power) {
- case 0: /* Extra Life */
- life++;
- score += SCORE_POWER_EXTRA_LIFE;
- break;
- case 1: /* Loose a life */
- life--;
- if (life>=0)
- {
- brickmania_init_game(false);
- brickmania_sleep(2);
- }
- break;
- case 2: /* Make the paddle sticky */
- score += SCORE_POWER_STICKY;
- pad_type = STICKY;
- break;
- case 3: /* Give the paddle shooter */
- score += SCORE_POWER_SHOOTER;
- pad_type = SHOOTER;
- for(k=0;k<used_balls;k++)
- ball[k].glue=false;
- break;
- case 4: /* Normal brick */
- score += SCORE_POWER_NORMAL;
- pad_type = PLAIN;
- for(k=0;k<used_balls;k++)
- ball[k].glue=false;
- flip_sides=false;
-
- pad_pos_x += (pad_width-PAD_WIDTH)/2;
- pad_width = PAD_WIDTH;
- break;
- case 5: /* Flip the paddle */
- score += SCORE_POWER_FLIP;
- sec_count = *rb->current_tick+HZ;
- flip_sides_delay = FLIP_SIDES_DELAY;
- flip_sides = true;
- break;
- case 6: /* Extra Ball */
- score += SCORE_POWER_EXTRA_BALL;
- if(used_balls<MAX_BALLS)
- {
- /* Set the speed */
- if(rb->rand()%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 7: /* Long paddle */
- 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 8: /* Short Paddle */
- 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;
- }
- /* Disable the powerup (it was picked up) */
- brick[i][j].poweruse = false;
- }
-
- if (brick[i][j].powertop>PAD_POS_Y)
- {
- /* Disable the powerup (it was missed) */
- brick[i][j].poweruse = false;
- }
- }
/* The brick is a brick, but it may or may not be in use */
- else if(brick[i][j].used)
+ if(brick[i][j].used)
{
/* these lines are used to describe the brick */
line bot_brick, top_brick, left_brick, rght_brick;
brickx = LEFTMARGIN + j*BRICK_WIDTH;
+ bricky = TOPMARGIN + i*BRICK_HEIGHT;
/* Describe the brick for later collision checks */
/* Setup the bottom of the brick */
bot_brick.p1.x = brickx;
- bot_brick.p1.y = brick[i][j].powertop + BRICK_HEIGHT;
+ bot_brick.p1.y = bricky + BRICK_HEIGHT;
bot_brick.p2.x = brickx + BRICK_WIDTH;
- bot_brick.p2.y = brick[i][j].powertop + BRICK_HEIGHT;
+ bot_brick.p2.y = bricky + BRICK_HEIGHT;
/* Setup the top of the brick */
top_brick.p1.x = brickx;
- top_brick.p1.y = brick[i][j].powertop;
+ top_brick.p1.y = bricky;
top_brick.p2.x = brickx + BRICK_WIDTH;
- top_brick.p2.y = brick[i][j].powertop;
+ top_brick.p2.y = bricky;
/* Setup the left of the brick */
left_brick.p1.x = brickx;
- left_brick.p1.y = brick[i][j].powertop;
+ left_brick.p1.y = bricky;
left_brick.p2.x = brickx;
- left_brick.p2.y = brick[i][j].powertop + BRICK_HEIGHT;
+ left_brick.p2.y = bricky + BRICK_HEIGHT;
/* Setup the right of the brick */
rght_brick.p1.x = brickx + BRICK_WIDTH;
- rght_brick.p1.y = brick[i][j].powertop;
+ rght_brick.p1.y = bricky;
rght_brick.p2.x = brickx + BRICK_WIDTH;
- rght_brick.p2.y = brick[i][j].powertop + BRICK_HEIGHT;
+ rght_brick.p2.y = bricky + BRICK_HEIGHT;
/* Draw the brick */
rb->lcd_bitmap_part(brickmania_bricks,0,
@@ -1652,7 +1685,7 @@ static int brickmania_game_loop(void)
BMPWIDTH_brickmania_bricks,
BMPHEIGHT_brickmania_bricks),
INT3(brickx),
- INT3(brick[i][j].powertop),
+ INT3(bricky),
INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
#ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
@@ -1663,7 +1696,7 @@ static int brickmania_game_loop(void)
BMPWIDTH_brickmania_break,
BMPHEIGHT_brickmania_break),
INT3(brickx),
- INT3(brick[i][j].powertop),
+ INT3(bricky),
INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
#endif
@@ -1737,7 +1770,7 @@ static int brickmania_game_loop(void)
{
rb->lcd_bitmap_part(
brickmania_pads,
- 0, pad_type*INT3(PAD_HEIGHT),
+ 0, paddle_type*INT3(PAD_HEIGHT),
STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads,
BMPHEIGHT_brickmania_pads),
INT3(pad_pos_x), INT3(PAD_POS_Y),
@@ -1747,7 +1780,7 @@ static int brickmania_game_loop(void)
{
rb->lcd_bitmap_part(
brickmania_long_pads,
- 0,pad_type*INT3(PAD_HEIGHT),
+ 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),
@@ -1757,7 +1790,7 @@ static int brickmania_game_loop(void)
{
rb->lcd_bitmap_part(
brickmania_short_pads,
- 0,pad_type*INT3(PAD_HEIGHT),
+ 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),
@@ -1948,7 +1981,7 @@ static int brickmania_game_loop(void)
break;
}
- if(pad_type == STICKY)
+ if(paddle_type == PADDLE_TYPE_STICKY)
{
ball[k].speedy = -ball[k].speedy;
ball[k].glue=true;
@@ -2133,7 +2166,7 @@ static int brickmania_game_loop(void)
{
game_state=ST_START;
}
- else if (pad_type == STICKY)
+ else if (paddle_type == PADDLE_TYPE_STICKY)
{
for(k=0;k<used_balls;k++)
{
@@ -2144,7 +2177,7 @@ static int brickmania_game_loop(void)
}
}
}
- else if (pad_type == SHOOTER)
+ else if (paddle_type == PADDLE_TYPE_SHOOTER)
{
if (used_fires < MAX_FIRES)
{