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| author | Tomer Shalev <shalev.tomer@gmail.com> | 2010-02-19 07:28:49 +0000 |
|---|---|---|
| committer | Tomer Shalev <shalev.tomer@gmail.com> | 2010-02-19 07:28:49 +0000 |
| commit | a745fab8ce602a2d7844518a42f64110a5da064a (patch) | |
| tree | 47fbbc120a2e68fd0a4526f68de7e1010a1c348e /apps/plugins | |
| parent | 75919d5f3dff341e9e54dff15b32a4f5ea6debf2 (diff) | |
| download | rockbox-a745fab8ce602a2d7844518a42f64110a5da064a.zip rockbox-a745fab8ce602a2d7844518a42f64110a5da064a.tar.gz rockbox-a745fab8ce602a2d7844518a42f64110a5da064a.tar.bz2 rockbox-a745fab8ce602a2d7844518a42f64110a5da064a.tar.xz | |
Brickmania: Use constants for number of bricks rows and columns, and for number of levels
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24766 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins')
| -rw-r--r-- | apps/plugins/brickmania.c | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c index 9694ff5..4966266 100644 --- a/apps/plugins/brickmania.c +++ b/apps/plugins/brickmania.c @@ -362,10 +362,12 @@ CONFIG_KEYPAD == SANSA_M200_PAD #define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1) /* change to however many levels there are, i.e. how many arrays there are total */ -int levels_num = 40; +#define NUM_LEVELS 40 +#define NUM_BRICKS_ROWS 8 +#define NUM_BRICKS_COLS 10 -/* change the first number in [ ] to however many levels there are (levels_num) */ -static unsigned char levels[40][8][10] = +/* 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 @@ -996,9 +998,9 @@ static void brickmania_init_game(bool new_game) fire[i].top=-1; } - for(i=0;i<=7;i++) { - for(j=0;j<=9;j++) { - int bnum = i*10+j; + for(i=0;i<NUM_BRICKS_ROWS;i++) { + for(j=0;j<NUM_BRICKS_COLS;j++) { + int bnum = i*NUM_BRICKS_COLS+j; brick[bnum].poweruse = false; if (new_game) { brick[bnum].power=rb->rand()%25; @@ -1442,12 +1444,12 @@ static int brickmania_game_loop(void) pad_line.p2.y = PAD_POS_Y; /* handle all of the bricks/powerups */ - for (i=0; i<=7; i++) + for (i=0; i<NUM_BRICKS_ROWS; i++) { - for (j=0; j<=9 ;j++) + for (j=0; j<NUM_BRICKS_COLS ;j++) { int brickx; - int bnum = i*10+j; + int bnum = i*NUM_BRICKS_COLS+j; /* This brick is not really a brick, it is a powerup if * poweruse is set. Perform appropriate powerup checks. @@ -1986,7 +1988,7 @@ static int brickmania_game_loop(void) if (brick_on_board < 0) { - if (level+1<levels_num) + if (level+1<NUM_LEVELS) { level++; if (difficulty==NORMAL) |