From ce8b00d5405a897b53fbc23ad5b9b051925f45cb Mon Sep 17 00:00:00 2001 From: Tomer Shalev Date: Sat, 27 Feb 2010 18:23:46 +0000 Subject: Brickmania: Use helper function check_rect to test whether ball hits brick git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24948 a1c6a512-1295-4272-9138-f99709370657 --- apps/plugins/brickmania.c | 141 ++++++++++++++++++++++++++++++---------------- 1 file changed, 94 insertions(+), 47 deletions(-) (limited to 'apps') diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c index f932e4563a..1dd74f35cd 100644 --- a/apps/plugins/brickmania.c +++ b/apps/plugins/brickmania.c @@ -899,6 +899,15 @@ enum paddle_type PADDLE_TYPE_SHOOTER, }; +enum intersection +{ + INTERSECTION_NONE = 0, + INTERSECTION_TOP, + INTERSECTION_BOTTOM, + INTERSECTION_LEFT, + INTERSECTION_RIGHT, +}; + struct brick { bool used; /* Is the brick still in play? */ @@ -948,6 +957,11 @@ struct line struct point p2; }; +struct rect +{ + struct point top_left; + struct point bottom_right; +}; /* * @@ -1085,6 +1099,61 @@ static int check_lines(struct line *line1, struct line *line2, 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; + } + default: + return 0; /* shouldn't reach here */ + } + + return check_lines(line, &edge, hitp); +} + static void brickmania_init_game(bool new_game) { int i,j; @@ -1740,39 +1809,16 @@ static int brickmania_game_loop(void) /* The brick is a brick, but it may or may not be in use */ if(brick[i][j].used) { - /* these lines are used to describe the brick */ - struct line bot_brick, top_brick, left_brick, rght_brick; + struct rect brick_rect; + 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 = bricky + BRICK_HEIGHT; - - bot_brick.p2.x = brickx + BRICK_WIDTH; - bot_brick.p2.y = bricky + BRICK_HEIGHT; + brick_rect.top_left.x = brickx; + brick_rect.top_left.y = bricky; - /* Setup the top of the brick */ - top_brick.p1.x = brickx; - top_brick.p1.y = bricky; - - top_brick.p2.x = brickx + BRICK_WIDTH; - top_brick.p2.y = bricky; - - /* Setup the left of the brick */ - left_brick.p1.x = brickx; - left_brick.p1.y = bricky; - - left_brick.p2.x = brickx; - left_brick.p2.y = bricky + BRICK_HEIGHT; - - /* Setup the right of the brick */ - rght_brick.p1.x = brickx + BRICK_WIDTH; - rght_brick.p1.y = bricky; - - rght_brick.p2.x = brickx + BRICK_WIDTH; - rght_brick.p2.y = bricky + BRICK_HEIGHT; + brick_rect.bottom_right.x = brickx + BRICK_WIDTH; + brick_rect.bottom_right.y = bricky + BRICK_HEIGHT; /* Draw the brick */ rb->lcd_bitmap_part(brickmania_bricks,0, @@ -1799,6 +1845,8 @@ static int brickmania_game_loop(void) /* Check if any balls collided with the brick */ for(k=0; k 0 && - check_lines(&misc_line, &top_brick, &pt_hit)) + else if (ball[k].speedy > 0 && check_rect(&misc_line, + &brick_rect, INTERSECTION_TOP, &pt_hit)) { ball[k].speedy = -ball[k].speedy; - ball[k].tempy = pt_hit.y; - ball[k].tempx = pt_hit.x; - brick_hit(i, j); + hit = 1; } /* Check the left side of the brick */ - else if( - check_lines(&misc_line, &left_brick, &pt_hit)) + else if (check_rect(&misc_line, &brick_rect, + INTERSECTION_LEFT, &pt_hit)) { ball[k].speedx = -ball[k].speedx; - ball[k].tempy = pt_hit.y; - ball[k].tempx = pt_hit.x; - brick_hit(i, j); + hit = 1; } /* Check the right side of the brick */ - else if( - check_lines(&misc_line, &rght_brick, &pt_hit)) + 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); @@ -1917,7 +1964,7 @@ static int brickmania_game_loop(void) /* the test for pos_y prevents the ball from bouncing back * from _over_ the top to infinity on some rare cases */ if (ball[k].pos_y > 0 && - check_lines(&misc_line, &screen_edge, &pt_hit)) + check_lines(&misc_line, &screen_edge, &pt_hit)) { ball[k].tempy = pt_hit.y + 1; ball[k].tempx = pt_hit.x; -- cgit v1.2.3