From cd08122e4e6a8aef60b0580c8dfba55d73ea1790 Mon Sep 17 00:00:00 2001 From: Tomer Shalev Date: Sun, 21 Feb 2010 17:16:07 +0000 Subject: Brickmania: Hopefully prevent dissappearing of the ball git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24810 a1c6a512-1295-4272-9138-f99709370657 --- apps/plugins/brickmania.c | 208 +++++++++++++++++++++++----------------------- 1 file changed, 104 insertions(+), 104 deletions(-) (limited to 'apps/plugins/brickmania.c') diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c index e8adb76738..25eb7e9ef7 100644 --- a/apps/plugins/brickmania.c +++ b/apps/plugins/brickmania.c @@ -1851,127 +1851,127 @@ static int brickmania_game_loop(void) } } - /* 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 ( !ball[k].glue && - check_lines(&misc_line, &screen_edge, &pt_hit)) - { - /* Reverse direction */ - ball[k].speedx = -ball[k].speedx; - - /* Re-position ball in gameboard */ - ball[k].tempy = pt_hit.y; - 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 ( !ball[k].glue && - check_lines(&misc_line, &screen_edge, &pt_hit)) + if (game_state != ST_READY && !ball[k].glue) { - /* Reverse direction */ - ball[k].speedx = -ball[k].speedx; + /* Check if the ball hit the left side */ + screen_edge.p1.x = 0; + screen_edge.p1.y = 0; - /* Re-position ball in gameboard */ - ball[k].tempy = pt_hit.y; - ball[k].tempx = GAMESCREEN_WIDTH - FIXED3(1); - } + 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 = -ball[k].speedx; - /* Did the ball hit the paddle? Depending on where the ball - * Hit set the x/y speed appropriately. - */ - if( game_state!=ST_READY && !ball[k].glue && - check_lines(&misc_line, &pad_line, &pt_hit) ) - { - /* Re-position ball based on collision */ - ball[k].tempy = ON_PAD_POS_Y; - ball[k].tempx = pt_hit.x; + /* Re-position ball in gameboard */ + ball[k].tempy = pt_hit.y; + ball[k].tempx = 0; + } - /* 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; + /* Check if the ball hit the right side */ + screen_edge.p1.x = GAMESCREEN_WIDTH; + screen_edge.p1.y = 0; - /* Comparisons are done with respect to 1/2 pad_width */ - if(ball_repos > pad_width/2) + screen_edge.p2.x = GAMESCREEN_WIDTH; + screen_edge.p2.y = GAMESCREEN_HEIGHT; + if (check_lines(&misc_line, &screen_edge, &pt_hit)) { - /* 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; + /* Reverse direction */ + ball[k].speedx = -ball[k].speedx; + + /* Re-position ball in gameboard */ + ball[k].tempy = pt_hit.y; + ball[k].tempx = GAMESCREEN_WIDTH - FIXED3(1); } - /* Figure out where the ball hit relative to 1/2 pad - * and in divisions of 4. + /* Did the ball hit the paddle? Depending on where the ball + * Hit set the x/y speed appropriately. */ - ball_repos = ball_repos / (pad_width/2/4); - - switch(ball_repos) + if(check_lines(&misc_line, &pad_line, &pt_hit) ) { - /* 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. + /* 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. */ - if(ball[k].speedx > 0) + int x_direction = -1; + + /* Comparisons are done with respect to 1/2 pad_width */ + if(ball_repos > pad_width/2) { - ball[k].speedx = SPEED_4Q_X; + /* 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; } - else + + /* 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[k].speedx = -SPEED_4Q_X; - } - break; + /* 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; - } + default: + ball[k].speedy = SPEED_4Q_Y; + break; + } - if(pad_type == STICKY) - { - ball[k].speedy = -ball[k].speedy; - ball[k].glue=true; + if(pad_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; + /* 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; + } } } -- cgit v1.2.3