From 1facc2e2c8bf3ea3ea055dec09b44d65da74418e Mon Sep 17 00:00:00 2001 From: Karl Kurbjun Date: Tue, 1 Sep 2009 02:07:35 +0000 Subject: Brickmania: Make the game speed scale with the GAMESCREEN_HEIGHT. git-svn-id: svn://svn.rockbox.org/rockbox/trunk@22582 a1c6a512-1295-4272-9138-f99709370657 --- apps/plugins/brickmania.c | 61 +++++++++++++++++++++++++++++++++-------------- 1 file changed, 43 insertions(+), 18 deletions(-) (limited to 'apps/plugins') diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c index c8b9f2ac1c..3d5b644db8 100644 --- a/apps/plugins/brickmania.c +++ b/apps/plugins/brickmania.c @@ -270,10 +270,33 @@ CONFIG_KEYPAD == SANSA_M200_PAD #define STRINGPOS_NAVI (STRINGPOS_FINISH - 10) #define STRINGPOS_FLIP (STRINGPOS_FINISH - 10) +/* Brickmania was originally designed for the H300, other targets should scale + * up/down as needed based on the screen height. + */ +#define SPEED_SCALE *GAMESCREEN_HEIGHT/176 + +/* These are all used as ball speeds depending on where the ball hit the + * paddle. + */ +#define SPEED_1Q_X ( 6 SPEED_SCALE) +#define SPEED_1Q_Y (-2 SPEED_SCALE) +#define SPEED_2Q_X ( 4 SPEED_SCALE) +#define SPEED_2Q_Y (-3 SPEED_SCALE) +#define SPEED_3Q_X ( 3 SPEED_SCALE) +#define SPEED_3Q_Y (-4 SPEED_SCALE) +#define SPEED_4Q_X ( 2 SPEED_SCALE) +#define SPEED_4Q_Y (-4 SPEED_SCALE) + +/* This is used to determine the speed of the paddle */ +#define SPEED_PAD ( 8 SPEED_SCALE) + +#define SPEED_POWER ( 2 SPEED_SCALE) + +#define SPEED_FIRE ( 4 SPEED_SCALE) + /*calculate paddle y-position */ #define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1) - int levels_num = 29; static unsigned char levels[29][8][10] = { @@ -1042,7 +1065,7 @@ static int brickmania_game_loop(void) for(i=0;i<30;i++) { if (fire[i].top+7>0) { if (game_state!=ST_PAUSE) - fire[i].top-=4; + fire[i].top -= SPEED_FIRE; rb->lcd_vline(fire[i].left, fire[i].top, fire[i].top+7); } } @@ -1053,7 +1076,7 @@ static int brickmania_game_loop(void) if (brick[i*10+j].power<9) { if (brick[i*10+j].poweruse==2) { if (game_state!=ST_PAUSE) - brick[i*10+j].powertop+=2; + brick[i*10+j].powertop+=SPEED_POWER; rb->lcd_bitmap_part(brickmania_powerups,0, POWERUP_HEIGHT*brick[i*10+j ].power, @@ -1066,6 +1089,7 @@ static int brickmania_game_loop(void) } } + /* Did the brick hit the pad */ if ((pad_pos_xLEFTMARGIN+j*BRICK_WIDTH+5) && brick[i*10+j].powertop+6>=PAD_POS_Y && @@ -1472,35 +1496,36 @@ static int brickmania_game_loop(void) { /* Ball hit the outer edge of the paddle */ case 0: - ball[k].y = -2; - ball[k].x = 6 * x_direction; + ball[k].y = SPEED_1Q_Y; + ball[k].x = SPEED_1Q_X * x_direction; break; /* Ball hit the next fourth of the paddle */ case 1: - ball[k].y = -3; - ball[k].x = 4 * x_direction; + ball[k].y = SPEED_2Q_Y; + ball[k].x = SPEED_2Q_X * x_direction; break; /* Ball hit the third fourth of the paddle */ case 2: - ball[k].y = -4; - ball[k].x = 3 * x_direction; + ball[k].y = SPEED_3Q_Y; + ball[k].x = SPEED_3Q_X * x_direction; break; /* Ball hit the fourth fourth of the paddle or dead * center. */ case 3: case 4: - ball[k].y = -4; + ball[k].y = 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. */ - ball[k].x = (ball[k].x > 0) ? 2: -2; + ball[k].x = (ball[k].x > 0) ? + SPEED_4Q_X: -SPEED_4Q_X; break; default: - ball[k].y = -4; + ball[k].y = SPEED_4Q_Y; break; } } @@ -1604,7 +1629,7 @@ static int brickmania_game_loop(void) continue; if ((button_right && flip_sides==false) || (button_left && flip_sides==true)) { - if (pad_pos_x+8+pad_width > LCD_WIDTH) { + if (pad_pos_x+SPEED_PAD+pad_width > LCD_WIDTH) { for(k=0;k