1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2005, 2006 Ben Basha (Paprica)
11 * Copyright (C) 2009 Karl Kurbjun
12 * check_lines is based off an explanation and expanded math presented by Paul
13 * Bourke: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
15 * This program is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU General Public License
17 * as published by the Free Software Foundation; either version 2
18 * of the License, or (at your option) any later version.
20 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
21 * KIND, either express or implied.
23 ****************************************************************************/
26 #include "lib/configfile.h"
27 #include "lib/display_text.h"
28 #include "lib/helper.h"
29 #include "lib/highscore.h"
30 #include "lib/playback_control.h"
32 #include "pluginbitmaps/brickmania_pads.h"
33 #include "pluginbitmaps/brickmania_short_pads.h"
34 #include "pluginbitmaps/brickmania_long_pads.h"
35 #include "pluginbitmaps/brickmania_bricks.h"
36 #include "pluginbitmaps/brickmania_powerups.h"
37 #include "pluginbitmaps/brickmania_ball.h"
38 #include "pluginbitmaps/brickmania_gameover.h"
40 #ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */
41 #include "pluginbitmaps/brickmania_break.h"
53 #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
54 (CONFIG_KEYPAD == IRIVER_H300_PAD)
55 #define CONTINUE_TEXT "Press NAVI To Continue"
56 #define QUIT BUTTON_OFF
57 #define LEFT BUTTON_LEFT
58 #define RIGHT BUTTON_RIGHT
59 #define SELECT BUTTON_SELECT
61 #define DOWN BUTTON_DOWN
62 #define RC_QUIT BUTTON_RC_STOP
64 #elif CONFIG_KEYPAD == ONDIO_PAD
65 #define CONTINUE_TEXT "MENU To Continue"
66 #define QUIT BUTTON_OFF
67 #define LEFT BUTTON_LEFT
68 #define RIGHT BUTTON_RIGHT
69 #define SELECT BUTTON_MENU
71 #define DOWN BUTTON_DOWN
73 #elif CONFIG_KEYPAD == RECORDER_PAD
74 #define QUIT BUTTON_OFF
75 #define LEFT BUTTON_LEFT
76 #define RIGHT BUTTON_RIGHT
77 #define SELECT BUTTON_PLAY
79 #define DOWN BUTTON_DOWN
81 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
82 #define QUIT BUTTON_OFF
83 #define LEFT BUTTON_LEFT
84 #define RIGHT BUTTON_RIGHT
85 #define SELECT BUTTON_SELECT
87 #define DOWN BUTTON_DOWN
89 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
90 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
91 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
92 #define QUIT BUTTON_MENU
93 #define LEFT BUTTON_LEFT
94 #define RIGHT BUTTON_RIGHT
95 #define SELECT BUTTON_SELECT
96 #define UP BUTTON_SCROLL_BACK
97 #define DOWN BUTTON_SCROLL_FWD
98 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
99 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
101 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
102 #define QUIT BUTTON_POWER
103 #define LEFT BUTTON_LEFT
104 #define RIGHT BUTTON_RIGHT
105 #define SELECT BUTTON_SELECT
107 #define DOWN BUTTON_DOWN
109 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
110 #define QUIT BUTTON_POWER
111 #define LEFT BUTTON_LEFT
112 #define RIGHT BUTTON_RIGHT
113 #define SELECT BUTTON_PLAY
115 #define DOWN BUTTON_DOWN
117 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
118 #define QUIT BUTTON_POWER
119 #define LEFT BUTTON_LEFT
120 #define RIGHT BUTTON_RIGHT
121 #define SELECT BUTTON_SELECT
123 #define DOWN BUTTON_DOWN
124 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
125 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
128 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
129 #define QUIT (BUTTON_HOME|BUTTON_REPEAT)
130 #define LEFT BUTTON_LEFT
131 #define RIGHT BUTTON_RIGHT
132 #define SELECT BUTTON_SELECT
134 #define DOWN BUTTON_DOWN
136 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
137 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
140 #elif CONFIG_KEYPAD == SANSA_C200_PAD || \
141 CONFIG_KEYPAD == SANSA_CLIP_PAD || \
142 CONFIG_KEYPAD == SANSA_M200_PAD
143 #define QUIT BUTTON_POWER
144 #define LEFT BUTTON_LEFT
145 #define RIGHT BUTTON_RIGHT
146 #define ALTLEFT BUTTON_VOL_DOWN
147 #define ALTRIGHT BUTTON_VOL_UP
148 #define SELECT BUTTON_SELECT
150 #define DOWN BUTTON_DOWN
152 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
153 #define QUIT BUTTON_POWER
154 #define LEFT BUTTON_LEFT
155 #define RIGHT BUTTON_RIGHT
156 #define SELECT BUTTON_PLAY
157 #define UP BUTTON_SCROLL_UP
158 #define DOWN BUTTON_SCROLL_DOWN
160 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
161 #define QUIT BUTTON_BACK
162 #define LEFT BUTTON_LEFT
163 #define RIGHT BUTTON_RIGHT
164 #define SELECT BUTTON_SELECT
166 #define DOWN BUTTON_DOWN
168 #elif (CONFIG_KEYPAD == MROBE100_PAD)
169 #define QUIT BUTTON_POWER
170 #define LEFT BUTTON_LEFT
171 #define RIGHT BUTTON_RIGHT
172 #define SELECT BUTTON_SELECT
174 #define DOWN BUTTON_DOWN
176 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
177 #define CONTINUE_TEXT "PLAY To Continue"
178 #define QUIT BUTTON_RC_REC
179 #define LEFT BUTTON_RC_REW
180 #define RIGHT BUTTON_RC_FF
181 #define SELECT BUTTON_RC_PLAY
182 #define UP BUTTON_RC_VOL_UP
183 #define DOWN BUTTON_RC_VOL_DOWN
184 #define RC_QUIT BUTTON_REC
186 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
187 #define QUIT BUTTON_BACK
188 #define LEFT BUTTON_LEFT
189 #define RIGHT BUTTON_RIGHT
190 #define SELECT BUTTON_SELECT
192 #define DOWN BUTTON_DOWN
194 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
195 #define QUIT BUTTON_POWER
196 #define LEFT BUTTON_LEFT
197 #define RIGHT BUTTON_RIGHT
198 #define SELECT BUTTON_SELECT
200 #define DOWN BUTTON_DOWN
202 #elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
203 #define QUIT BUTTON_POWER
204 #define LEFT BUTTON_LEFT
205 #define RIGHT BUTTON_RIGHT
206 #define SELECT BUTTON_PLAY
208 #define DOWN BUTTON_DOWN
210 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
211 #define QUIT BUTTON_POWER
212 #define LEFT BUTTON_PREV
213 #define RIGHT BUTTON_NEXT
214 #define SELECT BUTTON_PLAY
216 #define DOWN BUTTON_DOWN
218 #elif CONFIG_KEYPAD == COWON_D2_PAD
219 #define CONTINUE_TEXT "MENU To Continue"
220 #define QUIT BUTTON_POWER
221 #define LEFT BUTTON_MINUS
222 #define RIGHT BUTTON_PLUS
223 #define SELECT BUTTON_MENU
225 #elif CONFIG_KEYPAD == ONDAVX747_PAD
226 #define QUIT BUTTON_POWER
227 #define LEFT BUTTON_VOL_DOWN
228 #define RIGHT BUTTON_VOL_UP
229 #define SELECT BUTTON_MENU
230 #elif CONFIG_KEYPAD == ONDAVX777_PAD
231 #define QUIT BUTTON_POWER
233 #elif CONFIG_KEYPAD == MROBE500_PAD
234 #define QUIT BUTTON_POWER
236 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
237 #define QUIT BUTTON_FFWD
238 #define SELECT BUTTON_PLAY
239 #define LEFT BUTTON_LEFT
240 #define RIGHT BUTTON_RIGHT
242 #define DOWN BUTTON_DOWN
244 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
245 #define QUIT BUTTON_REC
246 #define LEFT BUTTON_PREV
247 #define RIGHT BUTTON_NEXT
248 #define ALTLEFT BUTTON_MENU
249 #define ALTRIGHT BUTTON_PLAY
250 #define SELECT BUTTON_OK
252 #define DOWN BUTTON_DOWN
254 #elif CONFIG_KEYPAD == MPIO_HD200_PAD
255 #define QUIT (BUTTON_REC|BUTTON_PLAY)
256 #define LEFT BUTTON_VOL_DOWN
257 #define RIGHT BUTTON_VOL_UP
258 #define SELECT BUTTON_FUNC
259 #define UP BUTTON_REW
260 #define DOWN BUTTON_FF
262 #elif CONFIG_KEYPAD == MPIO_HD300_PAD
263 #define QUIT (BUTTON_REC|BUTTON_REPEAT)
264 #define LEFT BUTTON_REW
265 #define RIGHT BUTTON_FF
266 #define SELECT BUTTON_ENTER
268 #define DOWN BUTTON_DOWN
271 #error No keymap defined!
274 #ifdef HAVE_TOUCHSCREEN
276 #define ALTLEFT BUTTON_BOTTOMLEFT
278 #define LEFT BUTTON_BOTTOMLEFT
281 #define ALTRIGHT BUTTON_BOTTOMRIGHT
283 #define RIGHT BUTTON_BOTTOMRIGHT
286 #define ALTSELECT BUTTON_CENTER
288 #define SELECT BUTTON_CENTER
291 #define UP BUTTON_TOPMIDDLE
294 #define DOWN BUTTON_BOTTOMMIDDLE
298 /* Continue text is used as a string later when the game is paused. This allows
299 * targets to specify their own text if needed.
301 #if !defined(CONTINUE_TEXT)
302 #define CONTINUE_TEXT "Press SELECT To Continue"
305 #ifndef SCROLL_FWD /* targets without scroll wheel*/
306 #define SCROLL_FWD(x) (0)
307 #define SCROLL_BACK(x) (0)
311 #define NUM_BRICKS_ROWS 8
312 #define NUM_BRICKS_COLS 10
316 * Geometric dimensions
320 /* If there are three fractional bits, the smallest screen size that will scale
321 * properly is 28x22. If you have a smaller screen increase the fractional
322 * precision. If you have a precision of 4 the smallest screen size would be
323 * 14x11. Note though that this will decrease the maximum resolution due to
324 * the line intersection tests. These defines are used for all of the fixed
325 * point calculations/conversions.
327 #define FIXED3(x) ((x)<<3)
328 #define FIXED3_MUL(x, y) ((long long)((x)*(y))>>3)
329 #define FIXED3_DIV(x, y) (((x)<<3)/(y))
330 #define INT3(x) ((x)>>3)
332 #define GAMESCREEN_WIDTH FIXED3(LCD_WIDTH)
333 #define GAMESCREEN_HEIGHT FIXED3(LCD_HEIGHT)
335 #define PAD_WIDTH FIXED3(BMPWIDTH_brickmania_pads)
336 #define PAD_HEIGHT FIXED3(BMPHEIGHT_brickmania_pads/3)
337 #define SHORT_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_short_pads)
338 #define LONG_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_long_pads)
339 #define BRICK_HEIGHT FIXED3(BMPHEIGHT_brickmania_bricks/7)
340 #define BRICK_WIDTH FIXED3(BMPWIDTH_brickmania_bricks)
341 #define LEFTMARGIN ((GAMESCREEN_WIDTH-NUM_BRICKS_COLS*BRICK_WIDTH)/2)
342 #define POWERUP_WIDTH FIXED3(BMPWIDTH_brickmania_powerups)
343 #define BALL FIXED3(BMPHEIGHT_brickmania_ball)
344 #define HALFBALL (BALL / 2)
345 #define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1)
346 #define ON_PAD_POS_Y (PAD_POS_Y - HALFBALL)
348 #define GAMEOVER_WIDTH FIXED3(BMPWIDTH_brickmania_gameover)
349 #define GAMEOVER_HEIGHT FIXED3(BMPHEIGHT_brickmania_gameover)
351 #define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8))
353 #define STRINGPOS_FINISH (GAMESCREEN_HEIGHT - (GAMESCREEN_HEIGHT / 6))
354 #define STRINGPOS_NAVI (STRINGPOS_FINISH - 10)
355 #define STRINGPOS_FLIP (STRINGPOS_FINISH - 10)
364 /* Brickmania was originally designed for the H300, other targets should scale
365 * the speed up/down as needed based on the screen height.
367 #define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
368 #define SPEED_SCALE_W(x) FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
370 /* These are all used as ball speeds depending on where the ball hit the
373 * Note that all of these speeds (including pad, power, and fire)
374 * could be made variable and could be raised to be much higher to add
375 * additional difficulty to the game. The line intersection tests allow this
376 * to be drastically increased without the collision detection failing
379 #define SPEED_1Q_X SPEED_SCALE_W( 6)
380 #define SPEED_1Q_Y SPEED_SCALE_H(-2)
382 #define SPEED_2Q_X SPEED_SCALE_W( 4)
383 #define SPEED_2Q_Y SPEED_SCALE_H(-3)
385 #define SPEED_3Q_X SPEED_SCALE_W( 3)
386 #define SPEED_3Q_Y SPEED_SCALE_H(-4)
388 #define SPEED_4Q_X SPEED_SCALE_W( 2)
389 #define SPEED_4Q_Y SPEED_SCALE_H(-4)
391 /* This is used to determine the speed of the paddle */
392 #define SPEED_PAD SPEED_SCALE_W( 8)
394 /* This defines the speed that the powerups drop */
395 #define SPEED_POWER SPEED_SCALE_H( 2)
397 /* This defines the speed that the shot moves */
398 #define SPEED_FIRE SPEED_SCALE_H( 4)
399 #define FIRE_LENGTH SPEED_SCALE_H( 7)
408 /* The time ms for one iteration through the game loop - decrease this to speed
409 * up the game - note that current_tick is (currently) only accurate to 10ms.
411 #define CYCLETIME 30 /* ms */
413 #define FLIP_SIDES_DELAY 10 /* seconds */
422 #define SCORE_BALL_HIT_BRICK 2
423 #define SCORE_BALL_DEMOLISHED_BRICK 8
424 #define SCORE_FIRE_HIT_BRICK 13
425 #define SCORE_LEVEL_COMPLETED 100
426 #define SCORE_POWER_LIFE_GAIN 50
427 #define SCORE_POWER_PADDLE_STICKY 34
428 #define SCORE_POWER_PADDLE_SHOOTER 47
429 #define SCORE_POWER_PADDLE_NORMAL 23
430 #define SCORE_POWER_FLIP 23
431 #define SCORE_POWER_EXTRA_BALL 23
432 #define SCORE_POWER_LONG_PADDLE 23
443 #define MAX_POWERS 10
452 #define CONFIG_FILE_NAME "brickmania.cfg"
453 #define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save"
454 #define SCORE_FILE PLUGIN_GAMES_DIR "/brickmania.score"
464 /* change to however many levels there are, i.e. how many arrays there are total */
465 #define NUM_LEVELS 40
467 /* change the first number in [ ] to however many levels there are */
468 static unsigned char levels
[NUM_LEVELS
][NUM_BRICKS_ROWS
][NUM_BRICKS_COLS
] =
469 /* You can set up new levels with the level editor
470 ( http://plugbox.rockbox-lounge.com/brickmania.htm ).
471 With 0x1, it refers to the first brick in the bitmap, 0x2 would refer to the
472 second, ect., 0x0 leaves a empty space. If you add a 2 before the 2nd number,
473 it will take two hits to break, and 3 hits if you add a 3. That is 0x24, will
474 result with the fourth brick being displayed and having take 2 hits to break.
475 You could do the same with the 3, just replace the 2 with a 3 for it to take
476 three hits to break it apart. */
479 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
480 {0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2},
481 {0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0},
482 {0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0},
483 {0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0},
484 {0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7},
485 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
486 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
489 {0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0},
490 {0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0},
491 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
492 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
493 {0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1},
494 {0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1},
495 {0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0},
496 {0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0}
499 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
500 {0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2},
501 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
502 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
503 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
504 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6},
505 {0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6},
506 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}
509 {0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0},
510 {0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0},
511 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
512 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
513 {0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26},
514 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
515 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
516 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}
519 {0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4},
520 {0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0},
521 {0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5},
522 {0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5},
523 {0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0},
524 {0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36},
525 {0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36},
526 {0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0}
529 {0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0},
530 {0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3},
531 {0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3},
532 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0},
533 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
534 {0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5},
535 {0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0},
536 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
539 {0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0},
540 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
541 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
542 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
543 {0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6},
544 {0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0},
545 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
546 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
549 {0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0},
550 {0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0},
551 {0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6},
552 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
553 {0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0},
554 {0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0},
555 {0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0},
556 {0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5}
559 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
560 {0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2},
561 {0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2},
562 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
563 {0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2},
564 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
565 {0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2},
566 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
569 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
570 {0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5},
571 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
572 {0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0},
573 {0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0},
574 {0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0},
575 {0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0},
576 {0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1}
579 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3},
580 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2},
581 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
582 {0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2},
583 {0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2},
584 {0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0},
585 {0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0},
586 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}
589 {0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2},
590 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
591 {0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1},
592 {0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0},
593 {0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0},
594 {0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1},
595 {0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1},
596 {0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2}
599 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
600 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
601 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2},
602 {0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2},
603 {0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2},
604 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
605 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
606 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
609 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
610 {0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4},
611 {0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4},
612 {0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4},
613 {0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4},
614 {0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4},
615 {0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4},
616 {0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4}
619 {0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3},
620 {0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0},
621 {0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0},
622 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0},
623 {0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0},
624 {0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0},
625 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0},
626 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
628 {/* level 16 (Rockbox) by ts-x */
629 {0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
630 {0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0},
631 {0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
632 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
633 {0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
634 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0},
635 {0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0},
636 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}
638 {/* level 17 (Alien) by ts-x */
639 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
640 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
641 {0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1},
642 {0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2},
643 {0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1},
644 {0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2},
645 {0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2},
646 {0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2}
648 {/* level 18 (Tetris) by ts-x */
649 {0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
650 {0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
651 {0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2},
652 {0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2},
653 {0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
654 {0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
655 {0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5},
656 {0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5}
658 { /* level 19 (Stalactites) by ts-x */
659 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
660 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
661 {0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2},
662 {0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2},
663 {0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0},
664 {0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2},
665 {0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0},
666 {0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0}
668 { /* level 20 (Maze) by ts-x */
669 {0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21},
670 {0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1},
671 {0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1},
672 {0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2},
673 {0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0},
674 {0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0},
675 {0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2},
676 {0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21}
678 { /* level 21 (Dentist) by ts-x */
679 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
680 {0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2},
681 {0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2},
682 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2},
683 {0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2},
684 {0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2},
685 {0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2},
686 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}
688 { /* level 22 (Spider) by ts-x */
689 {0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31},
690 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
691 {0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33},
692 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
693 {0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0},
694 {0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21},
695 {0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0},
696 {0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3}
698 { /* level 23 (Pool) by ts-x */
699 {0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0},
700 {0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0},
701 {0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7},
702 {0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7},
703 {0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7},
704 {0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7},
705 {0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
706 {0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0}
708 { /* level 24 (Vorbis Fish) by ts-x */
709 {0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5},
710 {0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5},
711 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5},
712 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5},
713 {0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0},
714 {0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5},
715 {0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5},
716 {0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5}
718 {/* level 25 (Rainbow) by ts-x */
719 {0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0},
720 {0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24},
721 {0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21},
722 {0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3},
723 {0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5},
724 {0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6},
725 {0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7},
726 {0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32}
728 { /* level 26 (Bowtie) by ts-x */
729 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5},
730 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
731 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
732 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
733 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
734 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
735 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
736 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}
738 { /* level 27 (Frog) by ts-x */
739 {0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0},
740 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
741 {0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25},
742 {0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5},
743 {0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5},
744 {0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5},
745 {0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5},
746 {0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0}
748 { /* level 28 (DigDug) by ts-x */
749 {0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35},
750 {0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6},
751 {0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7},
752 {0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7},
753 {0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4},
754 {0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4},
755 {0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4},
756 {0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1}
758 { /* level 29 UK Flag by Seth Opgenorth */
759 {0x32,0x0,0x3,0x3,0x2,0x2,0x3,0x3,0x0,0x32},
760 {0x0,0x2,0x0,0x3,0x32,0x22,0x33,0x0,0x32,0x0},
761 {0x33,0x0,0x22,0x0,0x2,0x2,0x0,0x2,0x0,0x33},
762 {0x22,0x32,0x2,0x2,0x2,0x2,0x2,0x2,0x22,0x2},
763 {0x3,0x0,0x0,0x32,0x22,0x2,0x2,0x0,0x0,0x3},
764 {0x23,0x0,0x32,0x0,0x32,0x2,0x0,0x2,0x0,0x3},
765 {0x0,0x2,0x0,0x3,0x2,0x2,0x3,0x0,0x22,0x0},
766 {0x32,0x0,0x3,0x23,0x2,0x2,0x23,0x33,0x0,0x32}
768 { /* level 30 Win-Logo by Seth Opgenorth */
769 {0x0,0x0,0x0,0x22,0x0,0x0,0x0,0x0,0x0,0x0},
770 {0x0,0x0,0x32,0x2,0x2,0x25,0x0,0x5,0x0,0x0},
771 {0x0,0x0,0x2,0x22,0x2,0x5,0x5,0x35,0x0,0x0},
772 {0x0,0x0,0x2,0x1,0x2,0x5,0x5,0x25,0x0,0x0},
773 {0x0,0x0,0x21,0x1,0x1,0x36,0x7,0x26,0x0,0x0},
774 {0x0,0x0,0x1,0x1,0x1,0x6,0x6,0x6,0x0,0x0},
775 {0x0,0x0,0x21,0x0,0x21,0x6,0x6,0x26,0x0,0x0},
776 {0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x0,0x0}
778 { /* level 31 Color wave/V by Seth Opgenorth */
779 {0x25,0x34,0x2,0x31,0x33,0x23,0x1,0x2,0x34,0x5},
780 {0x3,0x5,0x24,0x2,0x1,0x1,0x2,0x4,0x5,0x3},
781 {0x1,0x3,0x5,0x4,0x2,0x2,0x4,0x5,0x3,0x1},
782 {0x2,0x1,0x33,0x35,0x4,0x4,0x5,0x33,0x1,0x22},
783 {0x31,0x22,0x1,0x3,0x5,0x25,0x3,0x1,0x2,0x31},
784 {0x3,0x1,0x2,0x1,0x3,0x3,0x1,0x2,0x21,0x3},
785 {0x5,0x23,0x1,0x32,0x1,0x1,0x2,0x1,0x3,0x5},
786 {0x4,0x35,0x3,0x1,0x2,0x22,0x31,0x3,0x5,0x4}
788 { /* level 32 Sweedish Flag by Seth Opgenorth */
789 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
790 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
791 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
792 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
793 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
794 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
795 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
796 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}
798 { /* level 33 Color Pyramid by Seth Opgenorth */
799 {0x0,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x0},
800 {0x0,0x0,0x0,0x4,0x24,0x4,0x24,0x0,0x0,0x0},
801 {0x0,0x0,0x23,0x3,0x3,0x3,0x23,0x3,0x0,0x0},
802 {0x0,0x0,0x25,0x5,0x25,0x35,0x5,0x35,0x0,0x0},
803 {0x0,0x36,0x6,0x6,0x6,0x6,0x26,0x6,0x6,0x0},
804 {0x0,0x7,0x7,0x7,0x7,0x25,0x27,0x7,0x27,0x0},
805 {0x2,0x2,0x22,0x2,0x2,0x2,0x22,0x2,0x2,0x2},
806 {0x21,0x1,0x1,0x31,0x1,0x21,0x1,0x1,0x31,0x1}
808 { /* level 34 Rhombus by Seth Opgenorth */
809 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0},
810 {0x0,0x0,0x0,0x3,0x32,0x22,0x23,0x0,0x0,0x0},
811 {0x0,0x0,0x3,0x2,0x24,0x4,0x2,0x23,0x0,0x0},
812 {0x26,0x3,0x2,0x4,0x5,0x5,0x4,0x22,0x3,0x6},
813 {0x36,0x3,0x2,0x34,0x5,0x5,0x4,0x2,0x3,0x36},
814 {0x0,0x0,0x3,0x2,0x4,0x34,0x2,0x23,0x0,0x0},
815 {0x0,0x0,0x0,0x23,0x2,0x2,0x3,0x0,0x0,0x0},
816 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0}
818 { /* level 35 PacMan Ghost by Seth Opgenorth */
819 {0x0,0x0,0x0,0x0,0x2,0x32,0x2,0x0,0x0,0x0},
820 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
821 {0x0,0x0,0x2,0x24,0x4,0x2,0x4,0x4,0x32,0x0},
822 {0x0,0x0,0x2,0x24,0x0,0x22,0x24,0x0,0x22,0x0},
823 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
824 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
825 {0x0,0x0,0x2,0x32,0x2,0x2,0x22,0x2,0x32,0x0},
826 {0x0,0x0,0x0,0x22,0x0,0x32,0x0,0x22,0x0,0x0}
828 { /* level 36 Star by Seth Opgenorth */
829 {0x3,0x4,0x3,0x4,0x6,0x24,0x3,0x24,0x3,0x0},
830 {0x24,0x0,0x0,0x6,0x6,0x6,0x0,0x0,0x4,0x0},
831 {0x3,0x26,0x6,0x2,0x6,0x2,0x6,0x26,0x23,0x0},
832 {0x4,0x0,0x6,0x6,0x36,0x6,0x6,0x0,0x4,0x0},
833 {0x3,0x0,0x0,0x26,0x6,0x26,0x0,0x0,0x33,0x0},
834 {0x34,0x0,0x6,0x6,0x0,0x6,0x6,0x0,0x4,0x0},
835 {0x3,0x26,0x6,0x0,0x0,0x0,0x6,0x6,0x3,0x0},
836 {0x4,0x3,0x4,0x23,0x24,0x3,0x4,0x33,0x4,0x0}
838 { /* level 37 It's 8-Bit by Seth Opgenorth */
839 {0x26,0x26,0x6,0x6,0x5,0x6,0x26,0x6,0x26,0x6},
840 {0x2,0x2,0x22,0x3,0x3,0x0,0x0,0x0,0x4,0x0},
841 {0x2,0x0,0x2,0x33,0x3,0x3,0x5,0x0,0x24,0x0},
842 {0x32,0x2,0x2,0x33,0x0,0x23,0x0,0x4,0x4,0x4},
843 {0x2,0x22,0x2,0x3,0x3,0x0,0x5,0x4,0x4,0x24},
844 {0x2,0x0,0x2,0x23,0x0,0x3,0x25,0x0,0x4,0x0},
845 {0x22,0x2,0x2,0x3,0x23,0x0,0x5,0x0,0x4,0x0},
846 {0x6,0x26,0x6,0x36,0x6,0x36,0x6,0x6,0x6,0x6}
848 { /* level 38 Linux by Seth Opgenorth */
849 {0x27,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
850 {0x7,0x0,0x0,0x0,0x33,0x0,0x23,0x0,0x0,0x0},
851 {0x7,0x32,0x0,0x0,0x3,0x0,0x23,0x6,0x0,0x6},
852 {0x37,0x0,0x0,0x0,0x23,0x0,0x3,0x6,0x0,0x26},
853 {0x7,0x22,0x24,0x0,0x3,0x33,0x3,0x0,0x26,0x0},
854 {0x37,0x22,0x24,0x24,0x4,0x0,0x0,0x0,0x26,0x0},
855 {0x7,0x2,0x4,0x0,0x4,0x0,0x0,0x6,0x0,0x26},
856 {0x7,0x27,0x4,0x0,0x34,0x0,0x0,0x6,0x0,0x26}
858 { /* level 39 Colorful Squares by Seth Opgenorth*/
859 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0},
860 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
861 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
862 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
863 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
864 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
865 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
866 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0}
869 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
870 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
871 {0x32,0x0,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
872 {0x32,0x32,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
873 {0x32,0x32,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
874 {0x32,0x0,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
875 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
876 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
889 POWER_TYPE_LIFE_GAIN
= 0,
890 POWER_TYPE_LIFE_LOSS
,
891 POWER_TYPE_PADDLE_STICKY
,
892 POWER_TYPE_PADDLE_SHOOTER
,
893 POWER_TYPE_PADDLE_NORMAL
,
894 POWER_TYPE_PADDLE_FLIP
,
895 POWER_TYPE_EXTRA_BALL
,
896 POWER_TYPE_PADDLE_LONG
,
897 POWER_TYPE_PADDLE_SHORT
,
901 #define POWERUP_HEIGHT FIXED3(BMPHEIGHT_brickmania_powerups/NUMBER_OF_POWERUPS)
902 /* Increasing this value makes the game with less powerups */
903 #define POWER_RAND (NUMBER_OF_POWERUPS + 15)
905 enum difficulty_options
920 PADDLE_TYPE_NORMAL
= 0,
936 bool used
; /* Is the brick still in play? */
938 int hits
; /* How many hits can this brick take? */
944 /* pos_x and y store the current center position of the ball */
947 /* tempx and tempy store an absolute position the ball should be in. If
948 * they are equal to 0, they are not used when positioning the ball.
952 /* speedx and speedy store the current speed of the ball */
955 bool glue
; /* Is the ball stuck to the paddle? */
960 int top
; /* This stores the fire y position, it is a fixed point num */
961 int x_pos
; /* This stores the fire x position, it is a whole number */
966 int top
; /* This stores the powerup y position, it is a fixed point num */
967 int x_pos
; /* This stores the (middle of) powerup x position, it is a whole number */
968 enum power_types type
; /* This stores the powerup type */
985 struct point top_left
;
986 struct point bottom_right
;
995 static enum game_state game_state
;
996 static int pad_pos_x
;
998 static int score
,vscore
;
999 static bool flip_sides
;
1001 static int brick_on_board
;
1002 static int used_balls
;
1003 static int used_fires
;
1004 static int used_powers
;
1005 static int difficulty
= NORMAL
;
1006 static int pad_width
;
1007 static int flip_sides_delay
;
1008 static bool resume
= false;
1009 static bool resume_file
= false;
1010 static struct brick brick
[NUM_BRICKS_ROWS
][NUM_BRICKS_COLS
];
1011 static struct ball ball
[MAX_BALLS
];
1012 static struct fire fire
[MAX_FIRES
];
1013 static struct power power
[MAX_POWERS
];
1014 static enum paddle_type paddle_type
;
1016 static struct configdata config
[] =
1018 {TYPE_INT
, 0, 1, { .int_p
= &difficulty
}, "difficulty", NULL
},
1021 static struct highscore highscores
[NUM_SCORES
];
1032 * This is based off an explanation and expanded math presented by Paul Bourke:
1033 * http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
1035 * It takes two lines as inputs and returns 1 if they intersect, 0 if they do
1036 * not. hitp returns the point where the two lines intersected.
1038 * This function expects fixed point inputs with a precision of 3. When a
1039 * collision occurs hitp is updated with a fixed point location (precision 3)
1040 * where the collision happened. The internal calculations are fixed
1041 * point with a 7 bit fractional precision.
1043 * If you choose 10 bits of precision a screen size of about 640x480 is the
1044 * largest this can go. 7 bits allows for an accurate intersection calculation
1045 * with a line length of about 64 and a rougher line lenght of 128 which is
1046 * larger than any target currently needs (the pad is the longest line and it
1047 * only needs an accuracy of 2^4 at most to figure out which section of the pad
1048 * the ball hit). A precision of 7 gives breathing room for larger screens.
1049 * Longer line sizes that need accurate intersection points will need more
1050 * precision, but will decrease the maximum screen resolution.
1054 static int check_lines(struct line
*line1
, struct line
*line2
,
1058 * This code is based on the solution of these two input equations:
1059 * Pa = P1 + ua (P2-P1)
1060 * Pb = P3 + ub (P4-P3)
1062 * Where line one is composed of points P1 and P2 and line two is composed
1063 * of points P3 and P4.
1065 * ua/b is the fractional value you can multiply the x and y legs of the
1066 * triangle formed by each line to find a point on the line.
1068 * The two equations can be expanded to their x/y components:
1069 * Pa.x = p1.x + ua(p2.x - p1.x)
1070 * Pa.y = p1.y + ua(p2.y - p1.y)
1072 * Pb.x = p3.x + ub(p4.x - p3.x)
1073 * Pb.y = p3.y + ub(p4.y - p3.y)
1075 * When Pa.x == Pb.x and Pa.y == Pb.y the lines intersect so you can come
1076 * up with two equations (one for x and one for y):
1078 * p1.x + ua(p2.x - p1.x) = p3.x + ub(p4.x - p3.x)
1079 * p1.y + ua(p2.y - p1.y) = p3.y + ub(p4.y - p3.y)
1081 * ua and ub can then be individually solved for. This results in the
1082 * equations used in the following code.
1085 /* Denominator for ua and ub are the same so store this calculation */
1086 int d
= FIXED3_MUL((line2
->p2
.y
- line2
->p1
.y
),(line1
->p2
.x
-line1
->p1
.x
))
1087 -FIXED3_MUL((line2
->p2
.x
- line2
->p1
.x
),(line1
->p2
.y
-line1
->p1
.y
));
1089 /* n_a and n_b are calculated as seperate values for readability */
1090 int n_a
= FIXED3_MUL((line2
->p2
.x
- line2
->p1
.x
),(line1
->p1
.y
-line2
->p1
.y
))
1091 -FIXED3_MUL((line2
->p2
.y
- line2
->p1
.y
),(line1
->p1
.x
-line2
->p1
.x
));
1093 int n_b
= FIXED3_MUL((line1
->p2
.x
- line1
->p1
.x
),(line1
->p1
.y
-line2
->p1
.y
))
1094 -FIXED3_MUL((line1
->p2
.y
- line1
->p1
.y
),(line1
->p1
.x
-line2
->p1
.x
));
1096 /* Make sure there is not a division by zero - this also indicates that
1097 * the lines are parallel.
1099 * If n_a and n_b were both equal to zero the lines would be on top of each
1100 * other (coincidental). This check is not done because it is not
1101 * necessary for this implementation (the parallel check accounts for this).
1106 /* Calculate the intermediate fractional point that the lines potentially
1109 int ua
= (n_a
<< LINE_PREC
)/d
;
1110 int ub
= (n_b
<< LINE_PREC
)/d
;
1112 /* The fractional point will be between 0 and 1 inclusive if the lines
1113 * intersect. If the fractional calculation is larger than 1 or smaller
1114 * than 0 the lines would need to be longer to intersect.
1116 if(ua
>=0 && ua
<= (1<<LINE_PREC
) && ub
>= 0 && ub
<= (1<<LINE_PREC
))
1118 hitp
->x
= line1
->p1
.x
+ ((ua
* (line1
->p2
.x
- line1
->p1
.x
))>>LINE_PREC
);
1119 hitp
->y
= line1
->p1
.y
+ ((ua
* (line1
->p2
.y
- line1
->p1
.y
))>>LINE_PREC
);
1126 static int check_rect(struct line
*line
, struct rect
*rect
,
1127 enum intersection intersection
, struct point
*hitp
)
1131 switch (intersection
)
1133 case INTERSECTION_TOP
:
1135 edge
.p1
.x
= rect
->top_left
.x
;
1136 edge
.p1
.y
= rect
->top_left
.y
;
1138 edge
.p2
.x
= rect
->bottom_right
.x
;
1139 edge
.p2
.y
= rect
->top_left
.y
;
1143 case INTERSECTION_BOTTOM
:
1145 edge
.p1
.x
= rect
->top_left
.x
;
1146 edge
.p1
.y
= rect
->bottom_right
.y
;
1148 edge
.p2
.x
= rect
->bottom_right
.x
;
1149 edge
.p2
.y
= rect
->bottom_right
.y
;
1153 case INTERSECTION_LEFT
:
1155 edge
.p1
.x
= rect
->top_left
.x
;
1156 edge
.p1
.y
= rect
->top_left
.y
;
1158 edge
.p2
.x
= rect
->top_left
.x
;
1159 edge
.p2
.y
= rect
->bottom_right
.y
;
1163 case INTERSECTION_RIGHT
:
1165 edge
.p1
.x
= rect
->bottom_right
.x
;
1166 edge
.p1
.y
= rect
->top_left
.y
;
1168 edge
.p2
.x
= rect
->bottom_right
.x
;
1169 edge
.p2
.y
= rect
->bottom_right
.y
;
1173 case INTERSECTION_ALL
: /* Test hit on all edges */
1175 return (check_rect(line
, rect
, INTERSECTION_TOP
, hitp
) ||
1176 check_rect(line
, rect
, INTERSECTION_BOTTOM
, hitp
) ||
1177 check_rect(line
, rect
, INTERSECTION_LEFT
, hitp
) ||
1178 check_rect(line
, rect
, INTERSECTION_RIGHT
, hitp
));
1182 return check_lines(line
, &edge
, hitp
);
1185 static void brickmania_init_game(bool new_game
)
1189 pad_pos_x
= GAMESCREEN_WIDTH
/2 - PAD_WIDTH
/2;
1191 for(i
=0;i
<MAX_BALLS
;i
++)
1197 ball
[i
].pos_y
= ON_PAD_POS_Y
;
1198 ball
[i
].pos_x
= GAMESCREEN_WIDTH
/2;
1199 ball
[i
].glue
= false;
1205 game_state
= ST_READY
;
1206 paddle_type
= PADDLE_TYPE_NORMAL
;
1207 pad_width
= PAD_WIDTH
;
1209 flip_sides_delay
= FLIP_SIDES_DELAY
;
1213 /* add one life per achieved level */
1214 if (difficulty
==EASY
&& life
<2) {
1215 score
+=SCORE_LEVEL_COMPLETED
;
1220 for(i
=0;i
<NUM_BRICKS_ROWS
;i
++) {
1221 for(j
=0;j
<NUM_BRICKS_COLS
;j
++) {
1223 brick
[i
][j
].hits
=levels
[level
][i
][j
]>=10?
1224 levels
[level
][i
][j
]/16-1:0;
1225 brick
[i
][j
].hiteffect
=0;
1226 brick
[i
][j
].used
=!(levels
[level
][i
][j
]==0);
1227 brick
[i
][j
].color
=(levels
[level
][i
][j
]>=10?
1228 levels
[level
][i
][j
]%16:
1229 levels
[level
][i
][j
])-1;
1230 if (levels
[level
][i
][j
]!=0)
1237 static void brickmania_loadgame(void)
1243 /* open game file */
1244 fd
= rb
->open(SAVE_FILE
, O_RDONLY
);
1247 /* read in saved game */
1248 if((rb
->read(fd
, &pad_pos_x
, sizeof(pad_pos_x
)) <= 0) ||
1249 (rb
->read(fd
, &life
, sizeof(life
)) <= 0) ||
1250 (rb
->read(fd
, &game_state
, sizeof(game_state
)) <= 0) ||
1251 (rb
->read(fd
, &paddle_type
, sizeof(paddle_type
)) <= 0) ||
1252 (rb
->read(fd
, &score
, sizeof(score
)) <= 0) ||
1253 (rb
->read(fd
, &flip_sides
, sizeof(flip_sides
)) <= 0) ||
1254 (rb
->read(fd
, &level
, sizeof(level
)) <= 0) ||
1255 (rb
->read(fd
, &brick_on_board
, sizeof(brick_on_board
)) <= 0) ||
1256 (rb
->read(fd
, &used_balls
, sizeof(used_balls
)) <= 0) ||
1257 (rb
->read(fd
, &used_fires
, sizeof(used_fires
)) <= 0) ||
1258 (rb
->read(fd
, &used_powers
, sizeof(used_powers
)) <= 0) ||
1259 (rb
->read(fd
, &pad_width
, sizeof(pad_width
)) <= 0) ||
1260 (rb
->read(fd
, &flip_sides_delay
, sizeof(flip_sides_delay
)) <= 0) ||
1261 (rb
->read(fd
, &brick
, sizeof(brick
)) <= 0) ||
1262 (rb
->read(fd
, &ball
, sizeof(ball
)) <= 0) ||
1263 (rb
->read(fd
, &fire
, sizeof(fire
)) <= 0) ||
1264 (rb
->read(fd
, &power
, sizeof(power
)) <= 0))
1266 rb
->splash(HZ
/2, "Failed to load game");
1279 static void brickmania_savegame(void)
1283 /* write out the game state to the save file */
1284 fd
= rb
->open(SAVE_FILE
, O_WRONLY
|O_CREAT
, 0666);
1287 if ((rb
->write(fd
, &pad_pos_x
, sizeof(pad_pos_x
)) <= 0) ||
1288 (rb
->write(fd
, &life
, sizeof(life
)) <= 0) ||
1289 (rb
->write(fd
, &game_state
, sizeof(game_state
)) <= 0) ||
1290 (rb
->write(fd
, &paddle_type
, sizeof(paddle_type
)) <= 0) ||
1291 (rb
->write(fd
, &score
, sizeof(score
)) <= 0) ||
1292 (rb
->write(fd
, &flip_sides
, sizeof(flip_sides
)) <= 0) ||
1293 (rb
->write(fd
, &level
, sizeof(level
)) <= 0) ||
1294 (rb
->write(fd
, &brick_on_board
, sizeof(brick_on_board
)) <= 0) ||
1295 (rb
->write(fd
, &used_balls
, sizeof(used_balls
)) <= 0) ||
1296 (rb
->write(fd
, &used_fires
, sizeof(used_fires
)) <= 0) ||
1297 (rb
->write(fd
, &used_powers
, sizeof(used_powers
)) <= 0) ||
1298 (rb
->write(fd
, &pad_width
, sizeof(pad_width
)) <= 0) ||
1299 (rb
->write(fd
, &flip_sides_delay
, sizeof(flip_sides_delay
)) <= 0) ||
1300 (rb
->write(fd
, &brick
, sizeof(brick
)) <= 0) ||
1301 (rb
->write(fd
, &ball
, sizeof(ball
)) <= 0) ||
1302 (rb
->write(fd
, &fire
, sizeof(fire
)) <= 0) ||
1303 (rb
->write(fd
, &power
, sizeof(power
)) <= 0))
1306 rb
->remove(SAVE_FILE
);
1307 rb
->splash(HZ
/2, "Failed to save game");
1314 /* brickmania_sleep timer counting the score */
1315 static void brickmania_sleep(int secs
)
1325 count
= *rb
->current_tick
+ HZ
*secs
;
1326 if ( (TIME_AFTER(*rb
->current_tick
, count
)) && (vscore
== score
) )
1335 rb
->snprintf(s
, sizeof(s
), "%d", vscore
);
1336 rb
->lcd_getstringsize(s
, &sw
, &w
);
1337 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, 0, s
);
1338 rb
->lcd_update_rect(0,0,LCD_WIDTH
,w
+2);
1344 static int brickmania_help(void)
1346 static char *help_text
[] = {
1347 "Brickmania", "", "Aim", "",
1348 "Destroy", "all", "the", "bricks", "by", "bouncing",
1349 "the", "ball", "of", "them", "using", "the", "paddle.", "", "",
1351 #if CONFIG_KEYPAD == COWON_D2_PAD
1356 "Moves", "the", "paddle", "",
1357 #if CONFIG_KEYPAD == ONDIO_PAD
1359 #elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD)
1361 #elif CONFIG_KEYPAD == IRIVER_H300_PAD
1363 #elif CONFIG_KEYPAD == COWON_D2_PAD
1368 "Releases", "the", "ball/Fire!", "",
1369 #if CONFIG_KEYPAD == IAUDIO_M3_PAD
1371 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \
1372 (CONFIG_KEYPAD == CREATIVEZVM_PAD)
1374 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
1375 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
1376 (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
1377 (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1379 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
1380 (CONFIG_KEYPAD == IRIVER_H300_PAD) || \
1381 (CONFIG_KEYPAD == ONDIO_PAD) || \
1382 (CONFIG_KEYPAD == RECORDER_PAD) || \
1383 (CONFIG_KEYPAD == ARCHOS_AV300_PAD)
1388 "Returns", "to", "menu", "", "",
1390 "N", "Normal:", "returns", "paddle", "to", "normal", "",
1391 "D", "DIE!:", "loses", "a", "life", "",
1392 "L", "Life:", "gains", "a", "life/power", "up", "",
1393 "F", "Fire:", "allows", "you", "to", "shoot", "bricks", "",
1394 "G", "Glue:", "ball", "sticks", "to", "paddle", "",
1395 "B", "Ball:", "generates", "another", "ball", "",
1396 "FL", "Flip:", "flips", "left / right", "movement", "",
1397 "<->", "or", "<E>:", "enlarges", "the", "paddle", "",
1398 ">-<", "or", ">S<:", "shrinks", "the", "paddle", "",
1400 static struct style_text formation
[]={
1401 { 0, TEXT_CENTER
|TEXT_UNDERLINE
},
1415 rb
->lcd_setfont(FONT_UI
);
1416 #ifdef HAVE_LCD_COLOR
1417 rb
->lcd_set_background(LCD_BLACK
);
1418 rb
->lcd_set_foreground(LCD_WHITE
);
1420 if (display_text(ARRAYLEN(help_text
), help_text
, formation
, NULL
, true))
1422 rb
->lcd_setfont(FONT_SYSFIXED
);
1427 static int brickmania_menu_cb(int action
, const struct menu_item_ex
*this_item
)
1429 int i
= ((intptr_t)this_item
);
1430 if(action
== ACTION_REQUEST_MENUITEM
1431 && !resume
&& (i
==0 || i
==6))
1432 return ACTION_EXIT_MENUITEM
;
1436 static int brickmania_menu(void)
1440 static struct opt_items options
[] = {
1445 #ifdef HAVE_TOUCHSCREEN
1446 /* Entering Menu, set the touchscreen to the global setting */
1447 rb
->touchscreen_set_mode(rb
->global_settings
->touch_mode
);
1450 MENUITEM_STRINGLIST(main_menu
, "Brickmania Menu", brickmania_menu_cb
,
1451 "Resume Game", "Start New Game",
1452 "Difficulty", "Help", "High Scores",
1454 "Quit without Saving", "Quit");
1456 rb
->button_clear_queue();
1458 switch (rb
->do_menu(&main_menu
, &selected
, NULL
, false)) {
1460 if(game_state
!=ST_READY
)
1461 game_state
= ST_PAUSE
;
1463 rb
->remove(SAVE_FILE
);
1470 brickmania_init_game(true);
1473 rb
->set_option("Difficulty", &difficulty
, INT
,
1477 if (brickmania_help())
1481 highscore_show(-1, highscores
, NUM_SCORES
, true);
1484 if (playback_control(NULL
))
1491 rb
->splash(HZ
*1, "Saving game ...");
1492 brickmania_savegame();
1495 case MENU_ATTACHED_USB
:
1501 #ifdef HAVE_TOUCHSCREEN
1502 rb
->touchscreen_set_mode(TOUCHSCREEN_POINT
);
1506 static void brick_hit(int i
, int j
)
1508 if(!brick
[i
][j
].used
)
1511 /* if this is a crackable brick hits starts as
1514 if (brick
[i
][j
].hits
> 0) {
1516 brick
[i
][j
].hiteffect
++;
1517 score
+=SCORE_BALL_HIT_BRICK
;
1520 brick
[i
][j
].used
=false;
1521 if (used_powers
<MAX_POWERS
)
1523 int ran
= rb
->rand()%POWER_RAND
;
1525 if (ran
<NUMBER_OF_POWERUPS
)
1527 power
[used_powers
].top
= TOPMARGIN
+ i
*BRICK_HEIGHT
;
1528 power
[used_powers
].x_pos
= LEFTMARGIN
+ j
*BRICK_WIDTH
+
1530 power
[used_powers
].type
= ran
;
1535 score
+=SCORE_BALL_DEMOLISHED_BRICK
;
1539 static int brickmania_game_loop(void)
1547 /* pad_rect used for powerup/ball checks */
1548 struct rect pad_rect
;
1549 /* This is used for various lines that are checked (ball and powerup) */
1550 struct line misc_line
;
1552 /* This stores the point that the two lines intersected in a test */
1553 struct point pt_hit
;
1555 if (brickmania_menu()) {
1559 resume_file
= false;
1561 #ifdef HAVE_LCD_COLOR
1562 rb
->lcd_set_background(LCD_BLACK
);
1563 rb
->lcd_set_foreground(LCD_WHITE
);
1564 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1565 rb
->lcd_clear_display();
1569 /* Convert CYCLETIME (in ms) to HZ */
1570 end
= *rb
->current_tick
+ (CYCLETIME
* HZ
) / 1000;
1573 rb
->lcd_clear_display();
1577 if (TIME_AFTER(*rb
->current_tick
, sec_count
))
1579 sec_count
=*rb
->current_tick
+HZ
;
1580 if (flip_sides_delay
> 1)
1585 rb
->snprintf(s
, sizeof(s
), "%d", flip_sides_delay
);
1586 rb
->lcd_getstringsize(s
, &sw
, NULL
);
1587 rb
->lcd_putsxy(LCD_WIDTH
/2-2, INT3(STRINGPOS_FLIP
), s
);
1590 /* write life num */
1591 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1592 #define LIFE_STR "L:%d"
1594 #define LIFE_STR "Life: %d"
1596 rb
->lcd_putsxyf(0, 0, LIFE_STR
, life
);
1598 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1599 rb
->snprintf(s
, sizeof(s
), "L%d", level
+1);
1601 rb
->snprintf(s
, sizeof(s
), "Level %d", level
+1);
1604 rb
->lcd_getstringsize(s
, &sw
, NULL
);
1605 rb
->lcd_putsxy(LCD_WIDTH
-sw
, 0, s
);
1607 if (vscore
<score
) vscore
++;
1608 rb
->snprintf(s
, sizeof(s
), "%d", vscore
);
1609 rb
->lcd_getstringsize(s
, &sw
, NULL
);
1610 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, 0, s
);
1613 if (game_state
== ST_PAUSE
)
1615 rb
->snprintf(s
, sizeof(s
), CONTINUE_TEXT
);
1616 rb
->lcd_getstringsize(s
, &sw
, NULL
);
1617 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, INT3(STRINGPOS_NAVI
), s
);
1619 sec_count
=*rb
->current_tick
+HZ
;
1623 for(i
=0;i
<used_balls
;i
++)
1624 rb
->lcd_bitmap(brickmania_ball
,
1625 INT3(ball
[i
].pos_x
- HALFBALL
),
1626 INT3(ball
[i
].pos_y
- HALFBALL
),
1627 INT3(BALL
), INT3(BALL
));
1629 if (brick_on_board
==0)
1632 /* Setup the pad line-later used in intersection test */
1633 pad_rect
.top_left
.x
= pad_pos_x
;
1634 pad_rect
.top_left
.y
= PAD_POS_Y
;
1636 pad_rect
.bottom_right
.x
= pad_pos_x
+ pad_width
;
1637 pad_rect
.bottom_right
.y
= PAD_POS_Y
+ PAD_HEIGHT
;
1639 if (game_state
!=ST_PAUSE
)
1641 /* move the fires */
1642 for(k
=0;k
<used_fires
;k
++)
1644 fire
[k
].top
-= SPEED_FIRE
;
1645 if (fire
[k
].top
< 0)
1648 fire
[k
].top
= fire
[used_fires
].top
;
1649 fire
[k
].x_pos
= fire
[used_fires
].x_pos
;
1652 else if (fire
[k
].x_pos
>= LEFTMARGIN
&&
1653 fire
[k
].x_pos
< LEFTMARGIN
+ NUM_BRICKS_COLS
* BRICK_WIDTH
)
1655 j
= (fire
[k
].x_pos
- LEFTMARGIN
) / BRICK_WIDTH
;
1656 for (i
=NUM_BRICKS_ROWS
-1;i
>=0;i
--)
1658 if (TOPMARGIN
+ i
*BRICK_HEIGHT
<=fire
[k
].top
)
1660 if (brick
[i
][j
].used
)
1662 score
+= SCORE_FIRE_HIT_BRICK
;
1665 fire
[k
].top
= fire
[used_fires
].top
;
1666 fire
[k
].x_pos
= fire
[used_fires
].x_pos
;
1674 /* move and handle the powerups */
1675 for (k
=0;k
<used_powers
;k
++)
1677 int remove_power
= 0;
1679 power
[k
].top
+= SPEED_POWER
;
1681 if (power
[k
].top
> PAD_POS_Y
)
1683 /* power hit bottom */
1688 /* Use misc_line to check if the center of the powerup
1691 misc_line
.p1
.x
= power
[k
].x_pos
;
1692 misc_line
.p1
.y
= power
[k
].top
;
1694 misc_line
.p2
= misc_line
.p1
;
1695 misc_line
.p2
.y
+= SPEED_POWER
;
1697 /* Check if the powerup will hit the paddle */
1698 if (check_rect(&misc_line
, &pad_rect
, INTERSECTION_ALL
,
1702 /* power hit paddle */
1704 switch(power
[k
].type
)
1706 case POWER_TYPE_LIFE_GAIN
:
1708 score
+= SCORE_POWER_LIFE_GAIN
;
1710 case POWER_TYPE_LIFE_LOSS
:
1714 brickmania_init_game(false);
1715 brickmania_sleep(2);
1718 case POWER_TYPE_PADDLE_STICKY
:
1719 score
+= SCORE_POWER_PADDLE_STICKY
;
1720 paddle_type
= PADDLE_TYPE_STICKY
;
1722 case POWER_TYPE_PADDLE_SHOOTER
:
1723 score
+= SCORE_POWER_PADDLE_SHOOTER
;
1724 paddle_type
= PADDLE_TYPE_SHOOTER
;
1725 for(i
=0;i
<used_balls
;i
++)
1728 case POWER_TYPE_PADDLE_NORMAL
:
1729 score
+= SCORE_POWER_PADDLE_NORMAL
;
1730 paddle_type
= PADDLE_TYPE_NORMAL
;
1731 for(i
=0;i
<used_balls
;i
++)
1734 pad_pos_x
+= (pad_width
-PAD_WIDTH
)/2;
1735 pad_width
= PAD_WIDTH
;
1737 case POWER_TYPE_PADDLE_FLIP
:
1738 score
+= SCORE_POWER_FLIP
;
1739 sec_count
= *rb
->current_tick
+HZ
;
1740 flip_sides_delay
= FLIP_SIDES_DELAY
;
1743 case POWER_TYPE_EXTRA_BALL
:
1744 score
+= SCORE_POWER_EXTRA_BALL
;
1745 if(used_balls
<MAX_BALLS
)
1748 if(rb
->rand()%2 == 0)
1749 ball
[used_balls
].speedx
=-SPEED_4Q_X
;
1751 ball
[used_balls
].speedx
= SPEED_4Q_X
;
1752 ball
[used_balls
].speedy
= SPEED_4Q_Y
;
1753 /* Ball is not glued */
1754 ball
[used_balls
].glue
= false;
1758 case POWER_TYPE_PADDLE_LONG
:
1759 score
+=SCORE_POWER_LONG_PADDLE
;
1760 if (pad_width
==PAD_WIDTH
)
1762 pad_width
= LONG_PAD_WIDTH
;
1763 pad_pos_x
-= (LONG_PAD_WIDTH
-
1766 else if (pad_width
==SHORT_PAD_WIDTH
)
1768 pad_width
= PAD_WIDTH
;
1769 pad_pos_x
-=(PAD_WIDTH
-
1774 else if(pad_pos_x
+ pad_width
>
1776 pad_pos_x
= GAMESCREEN_WIDTH
-pad_width
;
1778 case POWER_TYPE_PADDLE_SHORT
:
1779 if (pad_width
==PAD_WIDTH
)
1781 pad_width
=SHORT_PAD_WIDTH
;
1782 pad_pos_x
+=(PAD_WIDTH
-
1785 else if (pad_width
==LONG_PAD_WIDTH
)
1787 pad_width
=PAD_WIDTH
;
1788 pad_pos_x
+=(LONG_PAD_WIDTH
-PAD_WIDTH
)/2;
1799 if (k
!= used_powers
)
1801 power
[k
].top
= power
[used_powers
].top
;
1802 power
[k
].x_pos
= power
[used_powers
].x_pos
;
1803 power
[k
].type
= power
[used_powers
].type
;
1811 /* draw the fires */
1812 for(k
=0;k
<used_fires
;k
++)
1814 rb
->lcd_vline(INT3(fire
[k
].x_pos
), INT3(fire
[k
].top
),
1815 INT3(fire
[k
].top
+ FIRE_LENGTH
));
1818 /* draw the powerups */
1819 for(k
=0;k
<used_powers
;k
++)
1821 rb
->lcd_bitmap_part(brickmania_powerups
,0,
1822 INT3(POWERUP_HEIGHT
)*power
[k
].type
,
1823 STRIDE(SCREEN_MAIN
, BMPWIDTH_brickmania_powerups
,
1824 BMPHEIGHT_brickmania_powerups
),
1825 INT3(power
[k
].x_pos
- (POWERUP_WIDTH
>> 1)),
1826 INT3(power
[k
].top
), INT3(POWERUP_WIDTH
),
1827 INT3(POWERUP_HEIGHT
));
1830 /* handle all of the bricks */
1831 for (i
=0; i
<NUM_BRICKS_ROWS
; i
++)
1833 for (j
=0; j
<NUM_BRICKS_COLS
;j
++)
1837 /* The brick is a brick, but it may or may not be in use */
1838 if(brick
[i
][j
].used
)
1840 struct rect brick_rect
;
1842 brickx
= LEFTMARGIN
+ j
*BRICK_WIDTH
;
1843 bricky
= TOPMARGIN
+ i
*BRICK_HEIGHT
;
1845 brick_rect
.top_left
.x
= brickx
;
1846 brick_rect
.top_left
.y
= bricky
;
1848 brick_rect
.bottom_right
.x
= brickx
+ BRICK_WIDTH
;
1849 brick_rect
.bottom_right
.y
= bricky
+ BRICK_HEIGHT
;
1851 /* Draw the brick */
1852 rb
->lcd_bitmap_part(brickmania_bricks
,0,
1853 INT3(BRICK_HEIGHT
)*brick
[i
][j
].color
,
1854 STRIDE( SCREEN_MAIN
,
1855 BMPWIDTH_brickmania_bricks
,
1856 BMPHEIGHT_brickmania_bricks
),
1859 INT3(BRICK_WIDTH
), INT3(BRICK_HEIGHT
) );
1861 #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
1862 if (brick
[i
][j
].hiteffect
> 0)
1863 rb
->lcd_bitmap_transparent_part(brickmania_break
,0,
1864 INT3(BRICK_HEIGHT
)*brick
[i
][j
].hiteffect
,
1865 STRIDE( SCREEN_MAIN
,
1866 BMPWIDTH_brickmania_break
,
1867 BMPHEIGHT_brickmania_break
),
1870 INT3(BRICK_WIDTH
), INT3(BRICK_HEIGHT
) );
1873 /* Check if any balls collided with the brick */
1874 for(k
=0; k
<used_balls
; k
++)
1878 /* Setup the ball path to describe the current ball
1879 * position and the line it makes to its next
1882 misc_line
.p1
.x
= ball
[k
].pos_x
;
1883 misc_line
.p1
.y
= ball
[k
].pos_y
;
1885 misc_line
.p2
.x
= ball
[k
].pos_x
+ ball
[k
].speedx
;
1886 misc_line
.p2
.y
= ball
[k
].pos_y
+ ball
[k
].speedy
;
1888 /* Check to see if the ball and the bottom hit. If
1889 * the ball is moving down we don't want to
1890 * include the bottom line intersection.
1892 * The order that the sides are checked matters.
1894 * Note that tempx/tempy store the next position
1895 * that the ball should be drawn.
1897 if (ball
[k
].speedy
<= 0 && check_rect(&misc_line
,
1898 &brick_rect
, INTERSECTION_BOTTOM
, &pt_hit
))
1900 ball
[k
].speedy
= -ball
[k
].speedy
;
1903 /* Check the top, if the ball is moving up dont
1904 * count it as a hit.
1906 else if (ball
[k
].speedy
> 0 && check_rect(&misc_line
,
1907 &brick_rect
, INTERSECTION_TOP
, &pt_hit
))
1909 ball
[k
].speedy
= -ball
[k
].speedy
;
1912 /* Check the left side of the brick */
1913 else if (check_rect(&misc_line
, &brick_rect
,
1914 INTERSECTION_LEFT
, &pt_hit
))
1916 ball
[k
].speedx
= -ball
[k
].speedx
;
1919 /* Check the right side of the brick */
1920 else if (check_rect(&misc_line
, &brick_rect
,
1921 INTERSECTION_RIGHT
, &pt_hit
))
1923 ball
[k
].speedx
= -ball
[k
].speedx
;
1929 ball
[k
].tempy
= pt_hit
.y
;
1930 ball
[k
].tempx
= pt_hit
.x
;
1940 /* draw the paddle according to the PAD_WIDTH */
1941 if( pad_width
== PAD_WIDTH
) /* Normal width */
1943 rb
->lcd_bitmap_part(
1945 0, paddle_type
*INT3(PAD_HEIGHT
),
1946 STRIDE( SCREEN_MAIN
, BMPWIDTH_brickmania_pads
,
1947 BMPHEIGHT_brickmania_pads
),
1948 INT3(pad_pos_x
), INT3(PAD_POS_Y
),
1949 INT3(pad_width
), INT3(PAD_HEIGHT
) );
1951 else if( pad_width
== LONG_PAD_WIDTH
) /* Long Pad */
1953 rb
->lcd_bitmap_part(
1954 brickmania_long_pads
,
1955 0,paddle_type
*INT3(PAD_HEIGHT
),
1956 STRIDE( SCREEN_MAIN
, BMPWIDTH_brickmania_long_pads
,
1957 BMPHEIGHT_brickmania_long_pads
),
1958 INT3(pad_pos_x
), INT3(PAD_POS_Y
),
1959 INT3(pad_width
), INT3(PAD_HEIGHT
) );
1961 else /* Short pad */
1963 rb
->lcd_bitmap_part(
1964 brickmania_short_pads
,
1965 0,paddle_type
*INT3(PAD_HEIGHT
),
1966 STRIDE( SCREEN_MAIN
, BMPWIDTH_brickmania_short_pads
,
1967 BMPHEIGHT_brickmania_short_pads
),
1968 INT3(pad_pos_x
), INT3(PAD_POS_Y
),
1969 INT3(pad_width
), INT3(PAD_HEIGHT
) );
1972 /* If the game is not paused continue */
1973 if (game_state
!=ST_PAUSE
)
1975 /* Loop through all of the balls in play */
1976 for(k
=0;k
<used_balls
;k
++)
1978 struct line screen_edge
;
1980 /* Describe the ball movement for the edge collision detection */
1981 misc_line
.p1
.x
= ball
[k
].pos_x
;
1982 misc_line
.p1
.y
= ball
[k
].pos_y
;
1984 misc_line
.p2
.x
= ball
[k
].pos_x
+ ball
[k
].speedx
;
1985 misc_line
.p2
.y
= ball
[k
].pos_y
+ ball
[k
].speedy
;
1987 /* Did the Ball hit the top of the screen? */
1988 screen_edge
.p1
.x
= 0;
1989 screen_edge
.p1
.y
= 0;
1991 screen_edge
.p2
.x
= GAMESCREEN_WIDTH
;
1992 screen_edge
.p2
.y
= 0;
1993 /* the test for pos_y prevents the ball from bouncing back
1994 * from _over_ the top to infinity on some rare cases */
1995 if (ball
[k
].pos_y
> 0 &&
1996 check_lines(&misc_line
, &screen_edge
, &pt_hit
))
1998 ball
[k
].tempy
= pt_hit
.y
+ 1;
1999 ball
[k
].tempx
= pt_hit
.x
;
2000 /* Reverse the direction */
2001 ball
[k
].speedy
= -ball
[k
].speedy
;
2004 /* Player missed the ball and hit bottom of screen */
2005 if (ball
[k
].pos_y
>= GAMESCREEN_HEIGHT
)
2007 /* Player had balls to spare, so handle the removal */
2010 /* decrease number of balls in play */
2012 /* Replace removed ball with the last ball */
2013 ball
[k
].pos_x
= ball
[used_balls
].pos_x
;
2014 ball
[k
].pos_y
= ball
[used_balls
].pos_y
;
2015 ball
[k
].speedy
= ball
[used_balls
].speedy
;
2016 ball
[k
].tempy
= ball
[used_balls
].tempy
;
2017 ball
[k
].speedx
= ball
[used_balls
].speedx
;
2018 ball
[k
].tempx
= ball
[used_balls
].tempx
;
2019 ball
[k
].glue
= ball
[used_balls
].glue
;
2021 /* Reset the last ball that was removed */
2022 ball
[used_balls
].speedx
=0;
2023 ball
[used_balls
].speedy
=0;
2024 ball
[used_balls
].tempy
=0;
2025 ball
[used_balls
].tempx
=0;
2026 ball
[used_balls
].pos_y
=ON_PAD_POS_Y
;
2027 ball
[used_balls
].pos_x
=pad_pos_x
+(pad_width
/2)-HALFBALL
;
2034 /* Player lost a life */
2038 /* No lives left reset game */
2039 brickmania_init_game(false);
2040 brickmania_sleep(2);
2041 rb
->button_clear_queue();
2046 if (game_state
!= ST_READY
&& !ball
[k
].glue
)
2048 /* Check if the ball hit the left side */
2049 screen_edge
.p1
.x
= 0;
2050 screen_edge
.p1
.y
= 0;
2052 screen_edge
.p2
.x
= 0;
2053 screen_edge
.p2
.y
= GAMESCREEN_HEIGHT
;
2054 if (check_lines(&misc_line
, &screen_edge
, &pt_hit
))
2056 /* Reverse direction */
2057 ball
[k
].speedx
= abs(ball
[k
].speedx
);
2059 /* Re-position ball in gameboard */
2060 ball
[k
].tempy
= pt_hit
.y
;
2064 /* Check if the ball hit the right side */
2065 screen_edge
.p1
.x
= GAMESCREEN_WIDTH
;
2066 screen_edge
.p1
.y
= 0;
2068 screen_edge
.p2
.x
= GAMESCREEN_WIDTH
;
2069 screen_edge
.p2
.y
= GAMESCREEN_HEIGHT
;
2070 if (check_lines(&misc_line
, &screen_edge
, &pt_hit
))
2072 /* Reverse direction */
2073 ball
[k
].speedx
= -abs(ball
[k
].speedx
);
2075 /* Re-position ball in gameboard */
2076 ball
[k
].tempy
= pt_hit
.y
;
2077 ball
[k
].tempx
= GAMESCREEN_WIDTH
- FIXED3(1);
2080 /* Did the ball hit the paddle? Depending on where the ball
2081 * Hit set the x/y speed appropriately.
2083 if(check_rect(&misc_line
, &pad_rect
, INTERSECTION_TOP
,
2086 /* Re-position ball based on collision */
2087 ball
[k
].tempy
= ON_PAD_POS_Y
;
2088 ball
[k
].tempx
= pt_hit
.x
;
2090 /* Calculate the ball position relative to the paddle width */
2091 int ball_repos
= pt_hit
.x
- pad_pos_x
;
2092 /* If the ball hits the right half of paddle, x speed
2093 * should be positive, if it hits the left half it
2094 * should be negative.
2096 int x_direction
= -1;
2098 /* Comparisons are done with respect to 1/2 pad_width */
2099 if(ball_repos
> pad_width
/2)
2101 /* flip the relative position */
2102 ball_repos
-= ((ball_repos
- pad_width
/2) << 1);
2103 /* Ball hit the right half so X speed calculations
2104 * should be positive.
2109 /* Figure out where the ball hit relative to 1/2 pad
2110 * and in divisions of 4.
2112 ball_repos
= ball_repos
/ (pad_width
/2/4);
2116 /* Ball hit the outer edge of the paddle */
2118 ball
[k
].speedy
= SPEED_1Q_Y
;
2119 ball
[k
].speedx
= SPEED_1Q_X
* x_direction
;
2121 /* Ball hit the next fourth of the paddle */
2123 ball
[k
].speedy
= SPEED_2Q_Y
;
2124 ball
[k
].speedx
= SPEED_2Q_X
* x_direction
;
2126 /* Ball hit the third fourth of the paddle */
2128 ball
[k
].speedy
= SPEED_3Q_Y
;
2129 ball
[k
].speedx
= SPEED_3Q_X
* x_direction
;
2131 /* Ball hit the fourth fourth of the paddle or dead
2136 ball
[k
].speedy
= SPEED_4Q_Y
;
2137 /* Since this is the middle we don't want to
2138 * force the ball in a different direction.
2139 * Just keep it going in the same direction
2140 * with a specific speed.
2142 if(ball
[k
].speedx
> 0)
2144 ball
[k
].speedx
= SPEED_4Q_X
;
2148 ball
[k
].speedx
= -SPEED_4Q_X
;
2153 ball
[k
].speedy
= SPEED_4Q_Y
;
2157 if(paddle_type
== PADDLE_TYPE_STICKY
)
2159 ball
[k
].speedy
= -ball
[k
].speedy
;
2162 /* X location should not be forced since that is moved with the paddle. The Y
2163 * position should be forced to keep the ball at the paddle.
2166 ball
[k
].tempy
= ON_PAD_POS_Y
;
2171 /* Update the ball position */
2175 ball
[k
].pos_x
= ball
[k
].tempx
;
2177 ball
[k
].pos_x
+= ball
[k
].speedx
;
2180 ball
[k
].pos_y
= ball
[k
].tempy
;
2182 ball
[k
].pos_y
+= ball
[k
].speedy
;
2192 if (brick_on_board
< 0)
2194 if (level
+1<NUM_LEVELS
)
2197 if (difficulty
==NORMAL
)
2198 score
+=SCORE_LEVEL_COMPLETED
;
2199 brickmania_init_game(true);
2200 brickmania_sleep(2);
2201 rb
->button_clear_queue();
2205 rb
->lcd_getstringsize("Congratulations!", &sw
, &sh
);
2206 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, INT3(STRINGPOS_FINISH
) - 2 * sh
,
2207 "Congratulations!");
2208 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
2209 rb
->lcd_getstringsize("No more levels", &sw
, NULL
);
2210 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, INT3(STRINGPOS_FINISH
),
2213 rb
->lcd_getstringsize("You have finished the game!",
2215 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, INT3(STRINGPOS_FINISH
),
2216 "You have finished the game!");
2220 brickmania_sleep(2);
2225 int button
=rb
->button_get(false);
2226 int move_button
= rb
->button_status();
2228 #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
2229 /* FIXME: Should probably check remote hold here */
2230 if (rb
->button_hold())
2234 #ifdef HAVE_TOUCHSCREEN
2235 if( move_button
& BUTTON_TOUCHSCREEN
)
2238 short touch_x
, touch_y
;
2239 rb
->button_status_wdata(&data
);
2240 touch_x
= FIXED3(data
>> 16);
2241 touch_y
= FIXED3(data
& 0xffff);
2245 pad_pos_x
= GAMESCREEN_WIDTH
- (touch_x
+ pad_width
/2);
2249 pad_pos_x
= (touch_x
- pad_width
/2);
2254 else if(pad_pos_x
+ pad_width
> GAMESCREEN_WIDTH
)
2255 pad_pos_x
= GAMESCREEN_WIDTH
-pad_width
;
2256 for(k
=0; k
<used_balls
; k
++)
2257 if (game_state
==ST_READY
|| ball
[k
].glue
)
2258 ball
[k
].pos_x
= pad_pos_x
+ pad_width
/2;
2263 int button_right
, button_left
;
2265 button_right
= move_button
& (RIGHT
| ALTRIGHT
);
2266 button_left
= move_button
& (LEFT
| ALTLEFT
);
2268 button_right
=((move_button
& RIGHT
)|| SCROLL_FWD(button
));
2269 button_left
=((move_button
& LEFT
) ||SCROLL_BACK(button
));
2271 if ((game_state
==ST_PAUSE
) && (button_right
|| button_left
))
2274 if (button_left
|| button_right
)
2278 if ((button_right
&& !flip_sides
) ||
2279 (button_left
&& flip_sides
))
2281 if (pad_pos_x
+SPEED_PAD
+pad_width
> GAMESCREEN_WIDTH
)
2282 dx
= GAMESCREEN_WIDTH
- pad_pos_x
- pad_width
;
2286 else if ((button_left
&& !flip_sides
) ||
2287 (button_right
&& flip_sides
))
2289 if (pad_pos_x
-SPEED_PAD
< 0)
2296 for(k
=0;k
<used_balls
;k
++)
2298 if (game_state
==ST_READY
|| ball
[k
].glue
)
2302 if (ball
[k
].pos_x
< HALFBALL
)
2303 ball
[k
].pos_x
= HALFBALL
;
2304 else if (ball
[k
].pos_x
> GAMESCREEN_WIDTH
- HALFBALL
)
2305 ball
[k
].pos_x
= GAMESCREEN_WIDTH
- HALFBALL
;
2313 #if defined(HAVE_TOUCHSCREEN)
2314 case (BUTTON_REL
| BUTTON_TOUCHSCREEN
):
2321 if (game_state
==ST_READY
)
2323 /* Initialize used balls starting speed */
2324 for(k
=0 ; k
< used_balls
; k
++)
2326 ball
[k
].speedy
= SPEED_4Q_Y
;
2327 if(pad_pos_x
+ (pad_width
/2) >= GAMESCREEN_WIDTH
/2)
2329 ball
[k
].speedx
= SPEED_4Q_X
;
2333 ball
[k
].speedx
= -SPEED_4Q_X
;
2336 game_state
=ST_START
;
2338 else if (game_state
==ST_PAUSE
)
2340 game_state
=ST_START
;
2342 else if (paddle_type
== PADDLE_TYPE_STICKY
)
2344 for(k
=0;k
<used_balls
;k
++)
2349 ball
[k
].speedy
= -ball
[k
].speedy
;
2353 else if (paddle_type
== PADDLE_TYPE_SHOOTER
)
2355 if (used_fires
< MAX_FIRES
)
2357 fire
[used_fires
].top
= PAD_POS_Y
- FIRE_LENGTH
;
2358 fire
[used_fires
].x_pos
= pad_pos_x
+ 1; /* Add 1 for edge */
2361 if (used_fires
< MAX_FIRES
)
2363 fire
[used_fires
].top
= PAD_POS_Y
- FIRE_LENGTH
;
2364 fire
[used_fires
].x_pos
= pad_pos_x
+ pad_width
- 1; /* Sub1 edge*/
2378 if(rb
->default_event_handler(button
) == SYS_USB_CONNECTED
)
2385 #ifdef HAVE_LCD_COLOR
2386 rb
->lcd_bitmap_transparent(brickmania_gameover
,
2387 (LCD_WIDTH
- INT3(GAMEOVER_WIDTH
))/2,
2388 INT3(GAMESCREEN_HEIGHT
- GAMEOVER_HEIGHT
)/2,
2389 INT3(GAMEOVER_WIDTH
),INT3(GAMEOVER_HEIGHT
));
2390 #else /* greyscale and mono */
2391 rb
->lcd_bitmap(brickmania_gameover
,(LCD_WIDTH
-
2392 INT3(GAMEOVER_WIDTH
))/2,
2393 INT3(GAMESCREEN_HEIGHT
- GAMEOVER_HEIGHT
)/2,
2394 INT3(GAMEOVER_WIDTH
),INT3(GAMEOVER_HEIGHT
) );
2397 brickmania_sleep(2);
2401 /* Game always needs to yield for other threads */
2404 /* Sleep for a bit if there is time to spare */
2405 if (TIME_BEFORE(*rb
->current_tick
, end
))
2406 rb
->sleep(end
-*rb
->current_tick
);
2411 /* this is the plugin entry point */
2412 enum plugin_status
plugin_start(const void* parameter
)
2415 int last_difficulty
;
2417 highscore_load(SCORE_FILE
, highscores
, NUM_SCORES
);
2418 configfile_load(CONFIG_FILE_NAME
,config
,1,0);
2419 last_difficulty
= difficulty
;
2421 #ifdef HAVE_TOUCHSCREEN
2422 rb
->touchscreen_set_mode(TOUCHSCREEN_POINT
);
2425 rb
->lcd_setfont(FONT_SYSFIXED
);
2427 rb
->lcd_set_backdrop(NULL
);
2429 /* Turn off backlight timeout */
2430 backlight_force_on(); /* backlight control in lib/helper.c */
2432 /* now go ahead and have fun! */
2433 rb
->srand( *rb
->current_tick
);
2434 brickmania_loadgame();
2435 resume_file
= resume
;
2436 while(!brickmania_game_loop())
2440 int position
= highscore_update(score
, level
+1, "",
2441 highscores
, NUM_SCORES
);
2445 rb
->splash(HZ
*2, "New High Score");
2446 highscore_show(position
, highscores
, NUM_SCORES
, true);
2450 brickmania_sleep(3);
2455 highscore_save(SCORE_FILE
, highscores
, NUM_SCORES
);
2456 if(last_difficulty
!= difficulty
)
2457 configfile_save(CONFIG_FILE_NAME
,config
,1,0);
2458 /* Restore user's original backlight setting */
2459 rb
->lcd_setfont(FONT_UI
);
2460 /* Turn on backlight timeout (revert to settings) */
2461 backlight_use_settings(); /* backlight control in lib/helper.c */