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"
34 /* If there are three fractional bits, the smallest screen size that will scale
35 * properly is 28x22. If you have a smaller screen increase the fractional
36 * precision. If you have a precision of 4 the smallest screen size would be
37 * 14x11. Note though that this will decrease the maximum resolution due to
38 * the line intersection tests. These defines are used for all of the fixed
39 * point calculations/conversions.
41 #define FIXED3(x) ((x)<<3)
42 #define FIXED3_MUL(x, y) ((long long)((x)*(y))>>3)
43 #define FIXED3_DIV(x, y) (((x)<<3)/(y))
44 #define INT3(x) ((x)>>3)
46 #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
47 (CONFIG_KEYPAD == IRIVER_H300_PAD)
48 #define CONTINUE_TEXT "Press NAVI To Continue"
49 #define QUIT BUTTON_OFF
50 #define LEFT BUTTON_LEFT
51 #define RIGHT BUTTON_RIGHT
52 #define SELECT BUTTON_SELECT
54 #define DOWN BUTTON_DOWN
55 #define RC_QUIT BUTTON_RC_STOP
57 #elif CONFIG_KEYPAD == ONDIO_PAD
58 #define CONTINUE_TEXT "MENU To Continue"
59 #define QUIT BUTTON_OFF
60 #define LEFT BUTTON_LEFT
61 #define RIGHT BUTTON_RIGHT
62 #define SELECT BUTTON_MENU
64 #define DOWN BUTTON_DOWN
66 #elif CONFIG_KEYPAD == RECORDER_PAD
67 #define QUIT BUTTON_OFF
68 #define LEFT BUTTON_LEFT
69 #define RIGHT BUTTON_RIGHT
70 #define SELECT BUTTON_PLAY
72 #define DOWN BUTTON_DOWN
74 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
75 #define QUIT BUTTON_OFF
76 #define LEFT BUTTON_LEFT
77 #define RIGHT BUTTON_RIGHT
78 #define SELECT BUTTON_SELECT
80 #define DOWN BUTTON_DOWN
82 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
83 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
84 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
85 #define QUIT BUTTON_MENU
86 #define LEFT BUTTON_LEFT
87 #define RIGHT BUTTON_RIGHT
88 #define SELECT BUTTON_SELECT
89 #define UP BUTTON_SCROLL_BACK
90 #define DOWN BUTTON_SCROLL_FWD
91 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
92 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
94 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
95 #define QUIT BUTTON_POWER
96 #define LEFT BUTTON_LEFT
97 #define RIGHT BUTTON_RIGHT
98 #define SELECT BUTTON_SELECT
100 #define DOWN BUTTON_DOWN
102 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
103 #define QUIT BUTTON_POWER
104 #define LEFT BUTTON_LEFT
105 #define RIGHT BUTTON_RIGHT
106 #define SELECT BUTTON_PLAY
108 #define DOWN BUTTON_DOWN
110 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
111 #define QUIT BUTTON_POWER
112 #define LEFT BUTTON_LEFT
113 #define RIGHT BUTTON_RIGHT
114 #define SELECT BUTTON_SELECT
116 #define DOWN BUTTON_DOWN
117 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
118 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
121 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
122 #define QUIT (BUTTON_HOME|BUTTON_REPEAT)
123 #define LEFT BUTTON_LEFT
124 #define RIGHT BUTTON_RIGHT
125 #define SELECT BUTTON_SELECT
127 #define DOWN BUTTON_DOWN
129 #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD)
130 #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK)
133 #elif CONFIG_KEYPAD == SANSA_C200_PAD || \
134 CONFIG_KEYPAD == SANSA_CLIP_PAD || \
135 CONFIG_KEYPAD == SANSA_M200_PAD
136 #define QUIT BUTTON_POWER
137 #define LEFT BUTTON_LEFT
138 #define RIGHT BUTTON_RIGHT
139 #define ALTLEFT BUTTON_VOL_DOWN
140 #define ALTRIGHT BUTTON_VOL_UP
141 #define SELECT BUTTON_SELECT
143 #define DOWN BUTTON_DOWN
145 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
146 #define QUIT BUTTON_POWER
147 #define LEFT BUTTON_LEFT
148 #define RIGHT BUTTON_RIGHT
149 #define SELECT BUTTON_PLAY
150 #define UP BUTTON_SCROLL_UP
151 #define DOWN BUTTON_SCROLL_DOWN
153 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
154 #define QUIT BUTTON_BACK
155 #define LEFT BUTTON_LEFT
156 #define RIGHT BUTTON_RIGHT
157 #define SELECT BUTTON_SELECT
159 #define DOWN BUTTON_DOWN
161 #elif (CONFIG_KEYPAD == MROBE100_PAD)
162 #define QUIT BUTTON_POWER
163 #define LEFT BUTTON_LEFT
164 #define RIGHT BUTTON_RIGHT
165 #define SELECT BUTTON_SELECT
167 #define DOWN BUTTON_DOWN
169 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
170 #define CONTINUE_TEXT "PLAY To Continue"
171 #define QUIT BUTTON_RC_REC
172 #define LEFT BUTTON_RC_REW
173 #define RIGHT BUTTON_RC_FF
174 #define SELECT BUTTON_RC_PLAY
175 #define UP BUTTON_RC_VOL_UP
176 #define DOWN BUTTON_RC_VOL_DOWN
177 #define RC_QUIT BUTTON_REC
179 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
180 #define QUIT BUTTON_BACK
181 #define LEFT BUTTON_LEFT
182 #define RIGHT BUTTON_RIGHT
183 #define SELECT BUTTON_SELECT
185 #define DOWN BUTTON_DOWN
187 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
188 #define QUIT BUTTON_POWER
189 #define LEFT BUTTON_LEFT
190 #define RIGHT BUTTON_RIGHT
191 #define SELECT BUTTON_SELECT
193 #define DOWN BUTTON_DOWN
195 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
196 #define QUIT BUTTON_POWER
197 #define LEFT BUTTON_PREV
198 #define RIGHT BUTTON_NEXT
199 #define SELECT BUTTON_PLAY
201 #define DOWN BUTTON_DOWN
203 #elif CONFIG_KEYPAD == COWON_D2_PAD
204 #define QUIT BUTTON_POWER
206 #elif CONFIG_KEYPAD == ONDAVX747_PAD
207 #define QUIT BUTTON_POWER
208 #define LEFT BUTTON_VOL_DOWN
209 #define RIGHT BUTTON_VOL_UP
210 #define SELECT BUTTON_MENU
211 #elif CONFIG_KEYPAD == ONDAVX777_PAD
212 #define QUIT BUTTON_POWER
214 #elif CONFIG_KEYPAD == MROBE500_PAD
215 #define QUIT BUTTON_POWER
217 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
218 #define QUIT BUTTON_FFWD
219 #define SELECT BUTTON_PLAY
220 #define LEFT BUTTON_LEFT
221 #define RIGHT BUTTON_RIGHT
223 #define DOWN BUTTON_DOWN
227 #error No keymap defined!
230 #ifdef HAVE_TOUCHSCREEN
232 #define LEFT BUTTON_BOTTOMLEFT
235 #define RIGHT BUTTON_BOTTOMRIGHT
238 #define SELECT BUTTON_CENTER
241 #define UP BUTTON_TOPMIDDLE
244 #define DOWN BUTTON_BOTTOMMIDDLE
248 /* Continue text is used as a string later when the game is paused. This allows
249 * targets to specify their own text if needed.
251 #if !defined(CONTINUE_TEXT)
252 #define CONTINUE_TEXT "Press SELECT To Continue"
255 #ifndef SCROLL_FWD /* targets without scroll wheel*/
256 #define SCROLL_FWD(x) (0)
257 #define SCROLL_BACK(x) (0)
260 #include "pluginbitmaps/brickmania_pads.h"
261 #include "pluginbitmaps/brickmania_short_pads.h"
262 #include "pluginbitmaps/brickmania_long_pads.h"
263 #include "pluginbitmaps/brickmania_bricks.h"
264 #include "pluginbitmaps/brickmania_powerups.h"
265 #include "pluginbitmaps/brickmania_ball.h"
266 #include "pluginbitmaps/brickmania_gameover.h"
268 #define GAMESCREEN_WIDTH FIXED3(LCD_WIDTH)
269 #define GAMESCREEN_HEIGHT FIXED3(LCD_HEIGHT)
271 #define PAD_WIDTH FIXED3(BMPWIDTH_brickmania_pads)
272 #define PAD_HEIGHT FIXED3(BMPHEIGHT_brickmania_pads/3)
273 #define SHORT_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_short_pads)
274 #define LONG_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_long_pads)
275 #define BRICK_HEIGHT FIXED3(BMPHEIGHT_brickmania_bricks/7)
276 #define BRICK_WIDTH FIXED3(BMPWIDTH_brickmania_bricks)
277 #define LEFTMARGIN ((GAMESCREEN_WIDTH-10*BRICK_WIDTH)/2)
278 #define NUMBER_OF_POWERUPS 9
279 #define POWERUP_HEIGHT FIXED3(BMPHEIGHT_brickmania_powerups/NUMBER_OF_POWERUPS)
280 #define POWERUP_WIDTH FIXED3(BMPWIDTH_brickmania_powerups)
281 #define BALL FIXED3(BMPHEIGHT_brickmania_ball)
282 #define HALFBALL (BALL / 2)
284 #define GAMEOVER_WIDTH FIXED3(BMPWIDTH_brickmania_gameover)
285 #define GAMEOVER_HEIGHT FIXED3(BMPHEIGHT_brickmania_gameover)
287 #ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */
288 #include "pluginbitmaps/brickmania_break.h"
291 /* The time (in ms) for one iteration through the game loop - decrease this
292 * to speed up the game - note that current_tick is (currently) only accurate
297 #define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8))
299 #define STRINGPOS_FINISH (GAMESCREEN_HEIGHT - (GAMESCREEN_HEIGHT / 6))
300 #define STRINGPOS_CONGRATS (STRINGPOS_FINISH - 20)
301 #define STRINGPOS_NAVI (STRINGPOS_FINISH - 10)
302 #define STRINGPOS_FLIP (STRINGPOS_FINISH - 10)
304 /* Brickmania was originally designed for the H300, other targets should scale
305 * the speed up/down as needed based on the screen height.
307 #define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
308 #define SPEED_SCALE_W(x) FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
310 /* These are all used as ball speeds depending on where the ball hit the
313 * Note that all of these speeds (including pad, power, and fire)
314 * could be made variable and could be raised to be much higher to add
315 * additional difficulty to the game. The line intersection tests allow this
316 * to be drastically increased without the collision detection failing
319 #define SPEED_1Q_X SPEED_SCALE_W( 6)
320 #define SPEED_1Q_Y SPEED_SCALE_H(-2)
322 #define SPEED_2Q_X SPEED_SCALE_W( 4)
323 #define SPEED_2Q_Y SPEED_SCALE_H(-3)
325 #define SPEED_3Q_X SPEED_SCALE_W( 3)
326 #define SPEED_3Q_Y SPEED_SCALE_H(-4)
328 #define SPEED_4Q_X SPEED_SCALE_W( 2)
329 #define SPEED_4Q_Y SPEED_SCALE_H(-4)
331 /* This is used to determine the speed of the paddle */
332 #define SPEED_PAD SPEED_SCALE_W( 8)
334 /* This defines the speed that the powerups drop */
335 #define SPEED_POWER SPEED_SCALE_H( 2)
337 /* This defines the speed that the shot moves */
338 #define SPEED_FIRE SPEED_SCALE_H( 4)
339 #define FIRE_LENGTH SPEED_SCALE_H( 7)
341 /*calculate paddle y-position */
342 #define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1)
344 /* change to however many levels there are, i.e. how many arrays there are total */
347 /* change the first number in [ ] to however many levels there are (levels_num) */
348 static unsigned char levels
[40][8][10] =
349 /* You can set up new levels with the level editor
350 ( http://plugbox.rockbox-lounge.com/brickmania.htm ).
351 With 0x1, it refers to the first brick in the bitmap, 0x2 would refer to the
352 second, ect., 0x0 leaves a empty space. If you add a 2 before the 2nd number,
353 it will take two hits to break, and 3 hits if you add a 3. That is 0x24, will
354 result with the fourth brick being displayed and having take 2 hits to break.
355 You could do the same with the 3, just replace the 2 with a 3 for it to take
356 three hits to break it apart. */
359 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
360 {0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2},
361 {0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0},
362 {0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0},
363 {0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0},
364 {0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7},
365 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
366 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
369 {0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0},
370 {0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0},
371 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
372 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
373 {0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1},
374 {0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1},
375 {0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0},
376 {0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0}
379 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
380 {0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2},
381 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
382 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
383 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
384 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6},
385 {0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6},
386 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}
389 {0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0},
390 {0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0},
391 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
392 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
393 {0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26},
394 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
395 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
396 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}
399 {0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4},
400 {0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0},
401 {0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5},
402 {0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5},
403 {0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0},
404 {0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36},
405 {0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36},
406 {0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0}
409 {0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0},
410 {0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3},
411 {0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3},
412 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0},
413 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
414 {0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5},
415 {0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0},
416 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
419 {0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0},
420 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
421 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
422 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
423 {0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6},
424 {0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0},
425 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
426 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
429 {0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0},
430 {0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0},
431 {0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6},
432 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
433 {0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0},
434 {0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0},
435 {0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0},
436 {0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5}
439 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
440 {0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2},
441 {0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2},
442 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
443 {0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2},
444 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
445 {0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2},
446 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
449 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
450 {0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5},
451 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
452 {0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0},
453 {0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0},
454 {0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0},
455 {0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0},
456 {0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1}
459 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3},
460 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2},
461 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
462 {0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2},
463 {0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2},
464 {0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0},
465 {0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0},
466 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}
469 {0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2},
470 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
471 {0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1},
472 {0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0},
473 {0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0},
474 {0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1},
475 {0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1},
476 {0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2}
479 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
480 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
481 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2},
482 {0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2},
483 {0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2},
484 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
485 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
486 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
489 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
490 {0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4},
491 {0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4},
492 {0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4},
493 {0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4},
494 {0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4},
495 {0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4},
496 {0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4}
499 {0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3},
500 {0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0},
501 {0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0},
502 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0},
503 {0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0},
504 {0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0},
505 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0},
506 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
508 {/* level 16 (Rockbox) by ts-x */
509 {0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
510 {0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0},
511 {0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
512 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
513 {0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
514 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0},
515 {0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0},
516 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}
518 {/* level 17 (Alien) by ts-x */
519 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
520 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
521 {0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1},
522 {0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2},
523 {0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1},
524 {0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2},
525 {0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2},
526 {0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2}
528 {/* level 18 (Tetris) by ts-x */
529 {0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
530 {0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
531 {0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2},
532 {0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2},
533 {0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
534 {0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
535 {0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5},
536 {0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5}
538 { /* level 19 (Stalactites) by ts-x */
539 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
540 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
541 {0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2},
542 {0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2},
543 {0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0},
544 {0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2},
545 {0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0},
546 {0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0}
548 { /* level 20 (Maze) by ts-x */
549 {0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21},
550 {0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1},
551 {0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1},
552 {0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2},
553 {0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0},
554 {0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0},
555 {0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2},
556 {0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21}
558 { /* level 21 (Dentist) by ts-x */
559 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
560 {0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2},
561 {0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2},
562 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2},
563 {0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2},
564 {0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2},
565 {0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2},
566 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}
568 { /* level 22 (Spider) by ts-x */
569 {0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31},
570 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
571 {0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33},
572 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
573 {0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0},
574 {0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21},
575 {0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0},
576 {0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3}
578 { /* level 23 (Pool) by ts-x */
579 {0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0},
580 {0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0},
581 {0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7},
582 {0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7},
583 {0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7},
584 {0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7},
585 {0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
586 {0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0}
588 { /* level 24 (Vorbis Fish) by ts-x */
589 {0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5},
590 {0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5},
591 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5},
592 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5},
593 {0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0},
594 {0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5},
595 {0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5},
596 {0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5}
598 {/* level 25 (Rainbow) by ts-x */
599 {0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0},
600 {0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24},
601 {0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21},
602 {0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3},
603 {0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5},
604 {0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6},
605 {0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7},
606 {0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32}
608 { /* level 26 (Bowtie) by ts-x */
609 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5},
610 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
611 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
612 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
613 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
614 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
615 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
616 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}
618 { /* level 27 (Frog) by ts-x */
619 {0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0},
620 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
621 {0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25},
622 {0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5},
623 {0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5},
624 {0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5},
625 {0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5},
626 {0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0}
628 { /* level 28 (DigDug) by ts-x */
629 {0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35},
630 {0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6},
631 {0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7},
632 {0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7},
633 {0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4},
634 {0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4},
635 {0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4},
636 {0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1}
638 { /* level 29 UK Flag by Seth Opgenorth */
639 {0x32,0x0,0x3,0x3,0x2,0x2,0x3,0x3,0x0,0x32},
640 {0x0,0x2,0x0,0x3,0x32,0x22,0x33,0x0,0x32,0x0},
641 {0x33,0x0,0x22,0x0,0x2,0x2,0x0,0x2,0x0,0x33},
642 {0x22,0x32,0x2,0x2,0x2,0x2,0x2,0x2,0x22,0x2},
643 {0x3,0x0,0x0,0x32,0x22,0x2,0x2,0x0,0x0,0x3},
644 {0x23,0x0,0x32,0x0,0x32,0x2,0x0,0x2,0x0,0x3},
645 {0x0,0x2,0x0,0x3,0x2,0x2,0x3,0x0,0x22,0x0},
646 {0x32,0x0,0x3,0x23,0x2,0x2,0x23,0x33,0x0,0x32}
648 { /* level 30 Win-Logo by Seth Opgenorth */
649 {0x0,0x0,0x0,0x22,0x0,0x0,0x0,0x0,0x0,0x0},
650 {0x0,0x0,0x32,0x2,0x2,0x25,0x0,0x5,0x0,0x0},
651 {0x0,0x0,0x2,0x22,0x2,0x5,0x5,0x35,0x0,0x0},
652 {0x0,0x0,0x2,0x1,0x2,0x5,0x5,0x25,0x0,0x0},
653 {0x0,0x0,0x21,0x1,0x1,0x36,0x7,0x26,0x0,0x0},
654 {0x0,0x0,0x1,0x1,0x1,0x6,0x6,0x6,0x0,0x0},
655 {0x0,0x0,0x21,0x0,0x21,0x6,0x6,0x26,0x0,0x0},
656 {0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x0,0x0}
658 { /* level 31 Color wave/V by Seth Opgenorth */
659 {0x25,0x34,0x2,0x31,0x33,0x23,0x1,0x2,0x34,0x5},
660 {0x3,0x5,0x24,0x2,0x1,0x1,0x2,0x4,0x5,0x3},
661 {0x1,0x3,0x5,0x4,0x2,0x2,0x4,0x5,0x3,0x1},
662 {0x2,0x1,0x33,0x35,0x4,0x4,0x5,0x33,0x1,0x22},
663 {0x31,0x22,0x1,0x3,0x5,0x25,0x3,0x1,0x2,0x31},
664 {0x3,0x1,0x2,0x1,0x3,0x3,0x1,0x2,0x21,0x3},
665 {0x5,0x23,0x1,0x32,0x1,0x1,0x2,0x1,0x3,0x5},
666 {0x4,0x35,0x3,0x1,0x2,0x22,0x31,0x3,0x5,0x4}
668 { /* level 32 Sweedish Flag by Seth Opgenorth */
669 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
670 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
671 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
672 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
673 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
674 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
675 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
676 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}
678 { /* level 33 Color Pyramid by Seth Opgenorth */
679 {0x0,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x0},
680 {0x0,0x0,0x0,0x4,0x24,0x4,0x24,0x0,0x0,0x0},
681 {0x0,0x0,0x23,0x3,0x3,0x3,0x23,0x3,0x0,0x0},
682 {0x0,0x0,0x25,0x5,0x25,0x35,0x5,0x35,0x0,0x0},
683 {0x0,0x36,0x6,0x6,0x6,0x6,0x26,0x6,0x6,0x0},
684 {0x0,0x7,0x7,0x7,0x7,0x25,0x27,0x7,0x27,0x0},
685 {0x2,0x2,0x22,0x2,0x2,0x2,0x22,0x2,0x2,0x2},
686 {0x21,0x1,0x1,0x31,0x1,0x21,0x1,0x1,0x31,0x1}
688 { /* level 34 Rhombus by Seth Opgenorth */
689 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0},
690 {0x0,0x0,0x0,0x3,0x32,0x22,0x23,0x0,0x0,0x0},
691 {0x0,0x0,0x3,0x2,0x24,0x4,0x2,0x23,0x0,0x0},
692 {0x26,0x3,0x2,0x4,0x5,0x5,0x4,0x22,0x3,0x6},
693 {0x36,0x3,0x2,0x34,0x5,0x5,0x4,0x2,0x3,0x36},
694 {0x0,0x0,0x3,0x2,0x4,0x34,0x2,0x23,0x0,0x0},
695 {0x0,0x0,0x0,0x23,0x2,0x2,0x3,0x0,0x0,0x0},
696 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0}
698 { /* level 35 PacMan Ghost by Seth Opgenorth */
699 {0x0,0x0,0x0,0x0,0x2,0x32,0x2,0x0,0x0,0x0},
700 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
701 {0x0,0x0,0x2,0x24,0x4,0x2,0x4,0x4,0x32,0x0},
702 {0x0,0x0,0x2,0x24,0x0,0x22,0x24,0x0,0x22,0x0},
703 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
704 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
705 {0x0,0x0,0x2,0x32,0x2,0x2,0x22,0x2,0x32,0x0},
706 {0x0,0x0,0x0,0x22,0x0,0x32,0x0,0x22,0x0,0x0}
708 { /* level 36 Star by Seth Opgenorth */
709 {0x3,0x4,0x3,0x4,0x6,0x24,0x3,0x24,0x3,0x0},
710 {0x24,0x0,0x0,0x6,0x6,0x6,0x0,0x0,0x4,0x0},
711 {0x3,0x26,0x6,0x2,0x6,0x2,0x6,0x26,0x23,0x0},
712 {0x4,0x0,0x6,0x6,0x36,0x6,0x6,0x0,0x4,0x0},
713 {0x3,0x0,0x0,0x26,0x6,0x26,0x0,0x0,0x33,0x0},
714 {0x34,0x0,0x6,0x6,0x0,0x6,0x6,0x0,0x4,0x0},
715 {0x3,0x26,0x6,0x0,0x0,0x0,0x6,0x6,0x3,0x0},
716 {0x4,0x3,0x4,0x23,0x24,0x3,0x4,0x33,0x4,0x0}
718 { /* level 37 It's 8-Bit by Seth Opgenorth */
719 {0x26,0x26,0x6,0x6,0x5,0x6,0x26,0x6,0x26,0x6},
720 {0x2,0x2,0x22,0x3,0x3,0x0,0x0,0x0,0x4,0x0},
721 {0x2,0x0,0x2,0x33,0x3,0x3,0x5,0x0,0x24,0x0},
722 {0x32,0x2,0x2,0x33,0x0,0x23,0x0,0x4,0x4,0x4},
723 {0x2,0x22,0x2,0x3,0x3,0x0,0x5,0x4,0x4,0x24},
724 {0x2,0x0,0x2,0x23,0x0,0x3,0x25,0x0,0x4,0x0},
725 {0x22,0x2,0x2,0x3,0x23,0x0,0x5,0x0,0x4,0x0},
726 {0x6,0x26,0x6,0x36,0x6,0x36,0x6,0x6,0x6,0x6}
728 { /* level 38 Linux by Seth Opgenorth */
729 {0x27,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
730 {0x7,0x0,0x0,0x0,0x33,0x0,0x23,0x0,0x0,0x0},
731 {0x7,0x32,0x0,0x0,0x3,0x0,0x23,0x6,0x0,0x6},
732 {0x37,0x0,0x0,0x0,0x23,0x0,0x3,0x6,0x0,0x26},
733 {0x7,0x22,0x24,0x0,0x3,0x33,0x3,0x0,0x26,0x0},
734 {0x37,0x22,0x24,0x24,0x4,0x0,0x0,0x0,0x26,0x0},
735 {0x7,0x2,0x4,0x0,0x4,0x0,0x0,0x6,0x0,0x26},
736 {0x7,0x27,0x4,0x0,0x34,0x0,0x0,0x6,0x0,0x26}
738 { /* level 39 Colorful Squares by Seth Opgenorth*/
739 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0},
740 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
741 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
742 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
743 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
744 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
745 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
746 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0}
749 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
750 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
751 {0x32,0x0,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
752 {0x32,0x32,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
753 {0x32,0x32,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
754 {0x32,0x0,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
755 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
756 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
762 enum difficulty_options
{
768 enum { ST_READY
, ST_START
, ST_PAUSE
} game_state
= ST_READY
;
776 int score
=0,vscore
=0;
777 bool flip_sides
=false;
779 int brick_on_board
=0;
781 int difficulty
= NORMAL
;
785 bool resume_file
= false;
789 int powertop
; /* Stores the powerup Y top pos, it is a fixed point num */
790 int power
; /* What powerup is in the brick? */
791 bool poweruse
; /* Stores whether a powerup is falling or not */
792 bool used
; /* Is the brick still in play? */
794 int hits
; /* How many hits can this brick take? */
801 /* pos_x and y store the current position of the ball */
804 /* Tempx and tempy store an absolute position the ball should be in. If
805 * they are equal to 0, they are not used when positioning the ball.
809 /* x and y store the current speed of the ball */
812 bool glue
; /* Is the ball stuck to the paddle? */
815 balls ball
[MAX_BALLS
];
817 typedef struct sfire
{
818 int top
; /* This stores the fire y position, it is a fixed point num */
819 int x_pos
; /* This stores the fire x position, it is a whole number */
823 #define CONFIG_FILE_NAME "brickmania.cfg"
824 #define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save"
825 #define HIGH_SCORE PLUGIN_GAMES_DIR "/brickmania.score"
828 static struct configdata config
[] = {
829 {TYPE_INT
, 0, 1, { .int_p
= &difficulty
}, "difficulty", NULL
},
832 struct highscore highest
[NUM_SCORES
];
848 * This is based off an explanation and expanded math presented by Paul Bourke:
849 * http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
851 * It takes two lines as inputs and returns 1 if they intersect, 0 if they do
852 * not. hitp returns the point where the two lines intersected.
854 * This function expects fixed point inputs with a precision of 3. When a
855 * collision occurs hitp is updated with a fixed point location (precision 3)
856 * where the collision happened. The internal calculations are fixed
857 * point with a 7 bit fractional precision.
859 * If you choose 10 bits of precision a screen size of about 640x480 is the
860 * largest this can go. 7 bits allows for an accurate intersection calculation
861 * with a line length of about 64 and a rougher line lenght of 128 which is
862 * larger than any target currently needs (the pad is the longest line and it
863 * only needs an accuracy of 2^4 at most to figure out which section of the pad
864 * the ball hit). A precision of 7 gives breathing room for larger screens.
865 * Longer line sizes that need accurate intersection points will need more
866 * precision, but will decrease the maximum screen resolution.
870 int check_lines(line
*line1
, line
*line2
, point
*hitp
)
873 * This code is based on the solution of these two input equations:
874 * Pa = P1 + ua (P2-P1)
875 * Pb = P3 + ub (P4-P3)
877 * Where line one is composed of points P1 and P2 and line two is composed
878 * of points P3 and P4.
880 * ua/b is the fractional value you can multiply the x and y legs of the
881 * triangle formed by each line to find a point on the line.
883 * The two equations can be expanded to their x/y components:
884 * Pa.x = p1.x + ua(p2.x - p1.x)
885 * Pa.y = p1.y + ua(p2.y - p1.y)
887 * Pb.x = p3.x + ub(p4.x - p3.x)
888 * Pb.y = p3.y + ub(p4.y - p3.y)
890 * When Pa.x == Pb.x and Pa.y == Pb.y the lines intersect so you can come
891 * up with two equations (one for x and one for y):
893 * p1.x + ua(p2.x - p1.x) = p3.x + ub(p4.x - p3.x)
894 * p1.y + ua(p2.y - p1.y) = p3.y + ub(p4.y - p3.y)
896 * ua and ub can then be individually solved for. This results in the
897 * equations used in the following code.
900 /* Denominator for ua and ub are the same so store this calculation */
901 int d
= FIXED3_MUL((line2
->p2
.y
- line2
->p1
.y
),(line1
->p2
.x
-line1
->p1
.x
))
902 -FIXED3_MUL((line2
->p2
.x
- line2
->p1
.x
),(line1
->p2
.y
-line1
->p1
.y
));
904 /* n_a and n_b are calculated as seperate values for readability */
905 int n_a
= FIXED3_MUL((line2
->p2
.x
- line2
->p1
.x
),(line1
->p1
.y
-line2
->p1
.y
))
906 -FIXED3_MUL((line2
->p2
.y
- line2
->p1
.y
),(line1
->p1
.x
-line2
->p1
.x
));
908 int n_b
= FIXED3_MUL((line1
->p2
.x
- line1
->p1
.x
),(line1
->p1
.y
-line2
->p1
.y
))
909 -FIXED3_MUL((line1
->p2
.y
- line1
->p1
.y
),(line1
->p1
.x
-line2
->p1
.x
));
911 /* Make sure there is not a division by zero - this also indicates that
912 * the lines are parallel.
914 * If n_a and n_b were both equal to zero the lines would be on top of each
915 * other (coincidental). This check is not done because it is not
916 * necessary for this implementation (the parallel check accounts for this).
921 /* Calculate the intermediate fractional point that the lines potentially
924 int ua
= (n_a
<< LINE_PREC
)/d
;
925 int ub
= (n_b
<< LINE_PREC
)/d
;
927 /* The fractional point will be between 0 and 1 inclusive if the lines
928 * intersect. If the fractional calculation is larger than 1 or smaller
929 * than 0 the lines would need to be longer to intersect.
931 if(ua
>=0 && ua
<= (1<<LINE_PREC
) && ub
>= 0 && ub
<= (1<<LINE_PREC
))
933 hitp
->x
= line1
->p1
.x
+ ((ua
* (line1
->p2
.x
- line1
->p1
.x
))>>LINE_PREC
);
934 hitp
->y
= line1
->p1
.y
+ ((ua
* (line1
->p2
.y
- line1
->p1
.y
))>>LINE_PREC
);
940 static void brickmania_init_game(bool new_game
)
944 pad_pos_x
= GAMESCREEN_WIDTH
/2 - PAD_WIDTH
/2;
946 for(i
=0;i
<MAX_BALLS
;i
++)
952 ball
[i
].pos_y
= PAD_POS_Y
- BALL
;
953 ball
[i
].pos_x
= GAMESCREEN_WIDTH
/2 - HALFBALL
;
954 ball
[i
].glue
= false;
958 game_state
= ST_READY
;
960 pad_width
= PAD_WIDTH
;
966 /* add one life per achieved level */
967 if (difficulty
==EASY
&& life
<2) {
974 /* No fire should be active */
981 brick
[bnum
].poweruse
= false;
983 brick
[bnum
].power
=rb
->rand()%25;
984 /* +8 make the game with less powerups */
986 brick
[bnum
].hits
=levels
[level
][i
][j
]>=10?
987 levels
[level
][i
][j
]/16-1:0;
988 brick
[bnum
].hiteffect
=0;
989 brick
[bnum
].powertop
= TOPMARGIN
+ i
*BRICK_HEIGHT
;
990 brick
[bnum
].used
=!(levels
[level
][i
][j
]==0);
991 brick
[bnum
].color
=(levels
[level
][i
][j
]>=10?
992 levels
[level
][i
][j
]%16:
993 levels
[level
][i
][j
])-1;
994 if (levels
[level
][i
][j
]!=0)
1001 static void brickmania_loadgame(void)
1007 /* open game file */
1008 fd
= rb
->open(SAVE_FILE
, O_RDONLY
);
1011 /* read in saved game */
1013 if(rb
->read(fd
, &pad_pos_x
, sizeof(pad_pos_x
)) <= 0) break;
1014 if(rb
->read(fd
, &life
, sizeof(life
)) <= 0) break;
1015 if(rb
->read(fd
, &game_state
, sizeof(game_state
)) <= 0) break;
1016 if(rb
->read(fd
, &pad_type
, sizeof(pad_type
)) <= 0) break;
1017 if(rb
->read(fd
, &score
, sizeof(score
)) <= 0) break;
1018 if(rb
->read(fd
, &flip_sides
, sizeof(flip_sides
)) <= 0) break;
1019 if(rb
->read(fd
, &level
, sizeof(level
)) <= 0) break;
1020 if(rb
->read(fd
, &brick_on_board
, sizeof(brick_on_board
)) <= 0) break;
1021 if(rb
->read(fd
, &used_balls
, sizeof(used_balls
)) <= 0) break;
1022 if(rb
->read(fd
, &pad_width
, sizeof(pad_width
)) <= 0) break;
1023 if(rb
->read(fd
, &num_count
, sizeof(num_count
)) <= 0) break;
1024 if(rb
->read(fd
, &brick
, sizeof(brick
)) <= 0) break;
1025 if(rb
->read(fd
, &ball
, sizeof(ball
)) <= 0) break;
1026 if(rb
->read(fd
, &fire
, sizeof(fire
)) <= 0) break;
1037 static void brickmania_savegame(void)
1041 /* write out the game state to the save file */
1042 fd
= rb
->open(SAVE_FILE
, O_WRONLY
|O_CREAT
);
1045 rb
->write(fd
, &pad_pos_x
, sizeof(pad_pos_x
));
1046 rb
->write(fd
, &life
, sizeof(life
));
1047 rb
->write(fd
, &game_state
, sizeof(game_state
));
1048 rb
->write(fd
, &pad_type
, sizeof(pad_type
));
1049 rb
->write(fd
, &score
, sizeof(score
));
1050 rb
->write(fd
, &flip_sides
, sizeof(flip_sides
));
1051 rb
->write(fd
, &level
, sizeof(level
));
1052 rb
->write(fd
, &brick_on_board
, sizeof(brick_on_board
));
1053 rb
->write(fd
, &used_balls
, sizeof(used_balls
));
1054 rb
->write(fd
, &pad_width
, sizeof(pad_width
));
1055 rb
->write(fd
, &num_count
, sizeof(num_count
));
1056 rb
->write(fd
, &brick
, sizeof(brick
));
1057 rb
->write(fd
, &ball
, sizeof(ball
));
1058 rb
->write(fd
, &fire
, sizeof(fire
));
1062 /* brickmania_sleep timer counting the score */
1063 static void brickmania_sleep(int secs
)
1073 count
= *rb
->current_tick
+ HZ
*secs
;
1074 if ( (TIME_AFTER(*rb
->current_tick
, count
)) && (vscore
== score
) )
1083 rb
->snprintf(s
, sizeof(s
), "%d", vscore
);
1084 rb
->lcd_getstringsize(s
, &sw
, &w
);
1085 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, 0, s
);
1086 rb
->lcd_update_rect(0,0,LCD_WIDTH
,w
+2);
1092 static int brickmania_help(void)
1094 #define WORDS (sizeof help_text / sizeof (char*))
1095 static char *help_text
[] = {
1096 "Brickmania", "", "Aim", "",
1097 "Destroy", "all", "the", "bricks", "by", "bouncing",
1098 "the", "ball", "of", "them", "using", "the", "paddle.", "", "",
1100 "< & >", "Moves", "the", "paddle", "",
1101 #if CONFIG_KEYPAD == ONDIO_PAD
1103 #elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD)
1105 #elif CONFIG_KEYPAD == IRIVER_H300_PAD
1110 "Releases", "the", "ball/Fire!", "",
1111 #if CONFIG_KEYPAD == IAUDIO_M3_PAD
1113 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \
1114 (CONFIG_KEYPAD == CREATIVEZVM_PAD)
1116 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
1117 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
1118 (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
1119 (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1121 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
1122 (CONFIG_KEYPAD == IRIVER_H300_PAD) || \
1123 (CONFIG_KEYPAD == ONDIO_PAD) || \
1124 (CONFIG_KEYPAD == RECORDER_PAD) || \
1125 (CONFIG_KEYPAD == ARCHOS_AV300_PAD)
1130 "Returns", "to", "menu", "", "",
1132 "N", "Normal:", "returns", "paddle", "to", "normal", "",
1133 "D", "DIE!:", "loses", "a", "life", "",
1134 "L", "Life:", "gains", "a", "life/power", "up", "",
1135 "F", "Fire:", "allows", "you", "to", "shoot", "bricks", "",
1136 "G", "Glue:", "ball", "sticks", "to", "paddle", "",
1137 "B", "Ball:", "generates", "another", "ball", "",
1138 "FL", "Flip:", "flips", "left / right", "movement", "",
1139 "<->", "or", "<E>:", "enlarges", "the", "paddle", "",
1140 ">-<", "or", ">S<:", "shrinks", "the", "paddle", "",
1142 static struct style_text formation
[]={
1143 { 0, TEXT_CENTER
|TEXT_UNDERLINE
},
1158 rb
->lcd_setfont(FONT_UI
);
1159 #ifdef HAVE_LCD_COLOR
1160 rb
->lcd_set_background(LCD_BLACK
);
1161 rb
->lcd_set_foreground(LCD_WHITE
);
1164 if (display_text(WORDS
, help_text
, formation
, NULL
))
1167 button
= rb
->button_get(true);
1168 if (rb
->default_event_handler(button
) == SYS_USB_CONNECTED
) {
1171 } while( ( button
== BUTTON_NONE
)
1172 || ( button
& (BUTTON_REL
|BUTTON_REPEAT
) ) );
1173 rb
->lcd_setfont(FONT_SYSFIXED
);
1177 static int brickmania_menu_cb(int action
, const struct menu_item_ex
*this_item
)
1179 int i
= ((intptr_t)this_item
);
1180 if(action
== ACTION_REQUEST_MENUITEM
1181 && !resume
&& (i
==0 || i
==6))
1182 return ACTION_EXIT_MENUITEM
;
1186 static int brickmania_menu(void)
1190 static struct opt_items options
[] = {
1195 #ifdef HAVE_TOUCHSCREEN
1196 /* Entering Menu, set the touchscreen to the global setting */
1197 rb
->touchscreen_set_mode(rb
->global_settings
->touch_mode
);
1200 MENUITEM_STRINGLIST(main_menu
, "Brickmania Menu", brickmania_menu_cb
,
1201 "Resume Game", "Start New Game",
1202 "Difficulty", "Help", "High Scores",
1204 "Quit without Saving", "Quit");
1206 rb
->button_clear_queue();
1208 switch (rb
->do_menu(&main_menu
, &selected
, NULL
, false)) {
1210 if(game_state
!=ST_READY
)
1211 game_state
= ST_PAUSE
;
1213 rb
->remove(SAVE_FILE
);
1220 brickmania_init_game(true);
1223 rb
->set_option("Difficulty", &difficulty
, INT
,
1227 if (brickmania_help())
1231 highscore_show(NUM_SCORES
, highest
, NUM_SCORES
, true);
1234 if (playback_control(NULL
))
1241 rb
->splash(HZ
*1, "Saving game ...");
1242 brickmania_savegame();
1245 case MENU_ATTACHED_USB
:
1251 #ifdef HAVE_TOUCHSCREEN
1252 rb
->touchscreen_set_mode(TOUCHSCREEN_POINT
);
1256 /* Find an unused fire position */
1257 static int brickmania_find_empty_fire(void)
1261 if (fire
[t
].top
< 0)
1267 void brick_hit(int brick_number
)
1269 if(!brick
[brick_number
].used
)
1272 /* if this is a crackable brick hits starts as
1275 if (brick
[brick_number
].hits
> 0) {
1276 brick
[brick_number
].hits
--;
1277 brick
[brick_number
].hiteffect
++;
1281 brick
[brick_number
].used
=false;
1282 /* Was there a powerup on the brick? */
1283 if (brick
[brick_number
].power
<NUMBER_OF_POWERUPS
) {
1284 /* Activate the powerup */
1285 brick
[brick_number
].poweruse
= true;
1292 static int brickmania_game_loop(void)
1300 /* pad_line used for powerup/ball checks */
1302 /* This is used for various lines that are checked (ball and powerup) */
1305 /* This stores the point that the two lines intersected in a test */
1308 if (brickmania_menu()) {
1312 resume_file
= false;
1314 #ifdef HAVE_LCD_COLOR
1315 rb
->lcd_set_background(LCD_BLACK
);
1316 rb
->lcd_set_foreground(LCD_WHITE
);
1317 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1318 rb
->lcd_clear_display();
1322 /* Convert CYCLETIME (in ms) to HZ */
1323 end
= *rb
->current_tick
+ (CYCLETIME
* HZ
) / 1000;
1326 rb
->lcd_clear_display();
1330 if (TIME_AFTER(*rb
->current_tick
, sec_count
))
1332 sec_count
=*rb
->current_tick
+HZ
;
1338 rb
->snprintf(s
, sizeof(s
), "%d", num_count
);
1339 rb
->lcd_getstringsize(s
, &sw
, NULL
);
1340 rb
->lcd_putsxy(LCD_WIDTH
/2-2, INT3(STRINGPOS_FLIP
), s
);
1343 /* write life num */
1344 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1345 rb
->snprintf(s
, sizeof(s
), "L:%d", life
);
1347 rb
->snprintf(s
, sizeof(s
), "Life: %d", life
);
1349 rb
->lcd_putsxy(0, 0, s
);
1351 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1352 rb
->snprintf(s
, sizeof(s
), "L%d", level
+1);
1354 rb
->snprintf(s
, sizeof(s
), "Level %d", level
+1);
1357 rb
->lcd_getstringsize(s
, &sw
, NULL
);
1358 rb
->lcd_putsxy(LCD_WIDTH
-sw
, 0, s
);
1360 if (vscore
<score
) vscore
++;
1361 rb
->snprintf(s
, sizeof(s
), "%d", vscore
);
1362 rb
->lcd_getstringsize(s
, &sw
, NULL
);
1363 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, 0, s
);
1366 if (game_state
== ST_PAUSE
)
1368 rb
->snprintf(s
, sizeof(s
), CONTINUE_TEXT
);
1369 rb
->lcd_getstringsize(s
, &sw
, NULL
);
1370 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, INT3(STRINGPOS_NAVI
), s
);
1372 sec_count
=*rb
->current_tick
+HZ
;
1376 for(i
=0;i
<used_balls
;i
++)
1377 rb
->lcd_bitmap(brickmania_ball
,
1378 INT3(ball
[i
].pos_x
), INT3(ball
[i
].pos_y
), INT3(BALL
), INT3(BALL
));
1380 if (brick_on_board
==0)
1383 /* if the pad is fire */
1386 /* If the projectile is active (>0 inactive) */
1387 if (fire
[i
].top
>= 0)
1389 if (game_state
!=ST_PAUSE
)
1390 fire
[i
].top
-= SPEED_FIRE
;
1391 /* Draw the projectile */
1392 rb
->lcd_vline( INT3(fire
[i
].x_pos
), INT3(fire
[i
].top
),
1393 INT3(fire
[i
].top
+ FIRE_LENGTH
));
1397 /* Setup the pad line-later used in intersection test */
1398 pad_line
.p1
.x
= pad_pos_x
;
1399 pad_line
.p1
.y
= PAD_POS_Y
;
1401 pad_line
.p2
.x
= pad_pos_x
+ pad_width
;
1402 pad_line
.p2
.y
= PAD_POS_Y
;
1404 /* handle all of the bricks */
1405 for (i
=0; i
<=7; i
++)
1407 for (j
=0; j
<=9 ;j
++)
1412 /* This brick is not really a brick, it is a powerup if
1413 * poweruse is set. Perform appropriate powerup checks.
1415 if(brick
[bnum
].poweruse
)
1417 brickx
= LEFTMARGIN
+ j
*BRICK_WIDTH
+
1418 (BRICK_WIDTH
- POWERUP_WIDTH
) / 2;
1420 /* Update powertop if the game is not paused */
1421 if (game_state
!=ST_PAUSE
)
1422 brick
[bnum
].powertop
+=SPEED_POWER
;
1424 /* Draw the powerup */
1425 rb
->lcd_bitmap_part(brickmania_powerups
,0,
1426 INT3(POWERUP_HEIGHT
)*brick
[bnum
].power
,
1427 STRIDE( SCREEN_MAIN
,
1428 BMPWIDTH_brickmania_powerups
,
1429 BMPHEIGHT_brickmania_powerups
),
1431 INT3(brick
[bnum
].powertop
),
1432 INT3(POWERUP_WIDTH
),
1433 INT3(POWERUP_HEIGHT
) );
1435 /* Use misc_line to check if the center of the powerup
1438 misc_line
.p1
.x
= brickx
+ (POWERUP_WIDTH
>> 1);
1439 misc_line
.p1
.y
= brick
[bnum
].powertop
+ POWERUP_HEIGHT
;
1441 misc_line
.p2
.x
= brickx
+ (POWERUP_WIDTH
>> 1);
1442 misc_line
.p2
.y
= SPEED_POWER
+ brick
[bnum
].powertop
+
1445 /* Check if the powerup will hit the paddle */
1446 if ( check_lines(&misc_line
, &pad_line
, &pt_hit
) )
1448 switch(brick
[bnum
].power
) {
1449 case 0: /* Extra Life */
1453 case 1: /* Loose a life */
1457 brickmania_init_game(false);
1458 brickmania_sleep(2);
1461 case 2: /* Make the paddle sticky */
1465 case 3: /* Give the paddle shooter */
1468 for(k
=0;k
<used_balls
;k
++)
1471 case 4: /* Normal brick */
1474 for(k
=0;k
<used_balls
;k
++)
1478 pad_pos_x
+= (pad_width
-PAD_WIDTH
)/2;
1479 pad_width
= PAD_WIDTH
;
1481 case 5: /* Flip the paddle */
1483 sec_count
= *rb
->current_tick
+HZ
;
1487 case 6: /* Extra Ball */
1489 if(used_balls
<MAX_BALLS
)
1492 if(rb
->rand()%2 == 0)
1493 ball
[used_balls
].speedx
=-SPEED_4Q_X
;
1495 ball
[used_balls
].speedx
= SPEED_4Q_X
;
1497 ball
[used_balls
].speedy
= SPEED_4Q_Y
;
1499 /* Ball is not glued */
1500 ball
[used_balls
].glue
= false;
1504 case 7: /* Long paddle */
1506 if (pad_width
==PAD_WIDTH
)
1508 pad_width
= LONG_PAD_WIDTH
;
1509 pad_pos_x
-= (LONG_PAD_WIDTH
-
1512 else if (pad_width
==SHORT_PAD_WIDTH
)
1514 pad_width
= PAD_WIDTH
;
1515 pad_pos_x
-=(PAD_WIDTH
-
1521 else if(pad_pos_x
+ pad_width
>
1523 pad_pos_x
= GAMESCREEN_WIDTH
-pad_width
;
1525 case 8: /* Short Paddle */
1526 if (pad_width
==PAD_WIDTH
)
1528 pad_width
=SHORT_PAD_WIDTH
;
1529 pad_pos_x
+=(PAD_WIDTH
-
1532 else if (pad_width
==LONG_PAD_WIDTH
)
1534 pad_width
=PAD_WIDTH
;
1535 pad_pos_x
+=(LONG_PAD_WIDTH
-PAD_WIDTH
)/2;
1539 /* Disable the powerup (it was picked up) */
1540 brick
[bnum
].poweruse
= false;
1543 if (brick
[bnum
].powertop
>PAD_POS_Y
)
1545 /* Disable the powerup (it was missed) */
1546 brick
[bnum
].poweruse
= false;
1549 /* The brick is a brick, but it may or may not be in use */
1550 else if(brick
[bnum
].used
)
1552 /* these lines are used to describe the brick */
1553 line bot_brick
, top_brick
, left_brick
, rght_brick
;
1554 brickx
= LEFTMARGIN
+ j
*BRICK_WIDTH
;
1556 /* Describe the brick for later collision checks */
1557 /* Setup the bottom of the brick */
1558 bot_brick
.p1
.x
= brickx
;
1559 bot_brick
.p1
.y
= brick
[bnum
].powertop
+ BRICK_HEIGHT
;
1561 bot_brick
.p2
.x
= brickx
+ BRICK_WIDTH
;
1562 bot_brick
.p2
.y
= brick
[bnum
].powertop
+ BRICK_HEIGHT
;
1564 /* Setup the top of the brick */
1565 top_brick
.p1
.x
= brickx
;
1566 top_brick
.p1
.y
= brick
[bnum
].powertop
;
1568 top_brick
.p2
.x
= brickx
+ BRICK_WIDTH
;
1569 top_brick
.p2
.y
= brick
[bnum
].powertop
;
1571 /* Setup the left of the brick */
1572 left_brick
.p1
.x
= brickx
;
1573 left_brick
.p1
.y
= brick
[bnum
].powertop
;
1575 left_brick
.p2
.x
= brickx
;
1576 left_brick
.p2
.y
= brick
[bnum
].powertop
+ BRICK_HEIGHT
;
1578 /* Setup the right of the brick */
1579 rght_brick
.p1
.x
= brickx
+ BRICK_WIDTH
;
1580 rght_brick
.p1
.y
= brick
[bnum
].powertop
;
1582 rght_brick
.p2
.x
= brickx
+ BRICK_WIDTH
;
1583 rght_brick
.p2
.y
= brick
[bnum
].powertop
+ BRICK_HEIGHT
;
1585 /* Check if any of the active fires hit a brick */
1590 /* Use misc_line to check if fire hit brick */
1591 misc_line
.p1
.x
= fire
[k
].x_pos
;
1592 misc_line
.p1
.y
= fire
[k
].top
;
1594 misc_line
.p2
.x
= fire
[k
].x_pos
;
1595 misc_line
.p2
.y
= fire
[k
].top
+ SPEED_FIRE
;
1597 /* If the fire hit the brick take care of it */
1598 if (check_lines(&misc_line
, &bot_brick
,
1602 /* De-activate the fire */
1609 /* Draw the brick */
1610 rb
->lcd_bitmap_part(brickmania_bricks
,0,
1611 INT3(BRICK_HEIGHT
)*brick
[bnum
].color
,
1612 STRIDE( SCREEN_MAIN
,
1613 BMPWIDTH_brickmania_bricks
,
1614 BMPHEIGHT_brickmania_bricks
),
1616 INT3(brick
[bnum
].powertop
),
1617 INT3(BRICK_WIDTH
), INT3(BRICK_HEIGHT
) );
1619 #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
1620 if (brick
[bnum
].hiteffect
> 0)
1621 rb
->lcd_bitmap_transparent_part(brickmania_break
,0,
1622 INT3(BRICK_HEIGHT
)*brick
[bnum
].hiteffect
,
1623 STRIDE( SCREEN_MAIN
,
1624 BMPWIDTH_brickmania_break
,
1625 BMPHEIGHT_brickmania_break
),
1627 INT3(brick
[bnum
].powertop
),
1628 INT3(BRICK_WIDTH
), INT3(BRICK_HEIGHT
) );
1631 /* Check if any balls collided with the brick */
1632 for(k
=0; k
<used_balls
; k
++)
1634 /* Setup the ball path to describe the current ball
1635 * position and the line it makes to its next
1638 misc_line
.p1
.x
= ball
[k
].pos_x
+ HALFBALL
;
1639 misc_line
.p1
.y
= ball
[k
].pos_y
+ HALFBALL
;
1641 misc_line
.p2
.x
= ball
[k
].pos_x
+ ball
[k
].speedx
1643 misc_line
.p2
.y
= ball
[k
].pos_y
+ ball
[k
].speedy
1646 /* Check to see if the ball and the bottom hit. If
1647 * the ball is moving down we don't want to
1648 * include the bottom line intersection.
1650 * The order that the sides are checked matters.
1652 * Note that tempx/tempy store the next position
1653 * that the ball should be drawn.
1655 if(ball
[k
].speedy
<= 0 &&
1656 check_lines(&misc_line
, &bot_brick
, &pt_hit
))
1658 ball
[k
].speedy
= -ball
[k
].speedy
;
1659 ball
[k
].tempy
= pt_hit
.y
+ HALFBALL
;
1660 ball
[k
].tempx
= pt_hit
.x
- HALFBALL
;
1663 /* Check the top, if the ball is moving up dont
1664 * count it as a hit.
1666 else if(ball
[k
].speedy
> 0 &&
1667 check_lines(&misc_line
, &top_brick
, &pt_hit
))
1669 ball
[k
].speedy
= -ball
[k
].speedy
;
1670 ball
[k
].tempy
= pt_hit
.y
- HALFBALL
;
1671 ball
[k
].tempx
= pt_hit
.x
- HALFBALL
;
1674 /* Check the left side of the brick */
1676 check_lines(&misc_line
, &left_brick
, &pt_hit
))
1678 ball
[k
].speedx
= -ball
[k
].speedx
;
1679 ball
[k
].tempy
= pt_hit
.y
- HALFBALL
;
1680 ball
[k
].tempx
= pt_hit
.x
- HALFBALL
;
1683 /* Check the right side of the brick */
1685 check_lines(&misc_line
, &rght_brick
, &pt_hit
))
1687 ball
[k
].speedx
= -ball
[k
].speedx
;
1688 ball
[k
].tempy
= pt_hit
.y
- HALFBALL
;
1689 ball
[k
].tempx
= pt_hit
.x
+ HALFBALL
;
1698 /* draw the paddle according to the PAD_WIDTH */
1699 if( pad_width
== PAD_WIDTH
) /* Normal width */
1701 rb
->lcd_bitmap_part(
1703 0, pad_type
*INT3(PAD_HEIGHT
),
1704 STRIDE( SCREEN_MAIN
, BMPWIDTH_brickmania_pads
,
1705 BMPHEIGHT_brickmania_pads
),
1706 INT3(pad_pos_x
), INT3(PAD_POS_Y
),
1707 INT3(pad_width
), INT3(PAD_HEIGHT
) );
1709 else if( pad_width
== LONG_PAD_WIDTH
) /* Long Pad */
1711 rb
->lcd_bitmap_part(
1712 brickmania_long_pads
,
1713 0,pad_type
*INT3(PAD_HEIGHT
),
1714 STRIDE( SCREEN_MAIN
, BMPWIDTH_brickmania_long_pads
,
1715 BMPHEIGHT_brickmania_long_pads
),
1716 INT3(pad_pos_x
), INT3(PAD_POS_Y
),
1717 INT3(pad_width
), INT3(PAD_HEIGHT
) );
1719 else /* Short pad */
1721 rb
->lcd_bitmap_part(
1722 brickmania_short_pads
,
1723 0,pad_type
*INT3(PAD_HEIGHT
),
1724 STRIDE( SCREEN_MAIN
, BMPWIDTH_brickmania_short_pads
,
1725 BMPHEIGHT_brickmania_short_pads
),
1726 INT3(pad_pos_x
), INT3(PAD_POS_Y
),
1727 INT3(pad_width
), INT3(PAD_HEIGHT
) );
1730 /* If the game is not paused continue */
1731 if (game_state
!=ST_PAUSE
)
1733 /* Loop through all of the balls in play */
1734 for(k
=0;k
<used_balls
;k
++)
1738 /* Describe the ball movement for the edge collision detection */
1739 misc_line
.p1
.x
= ball
[k
].pos_x
+ HALFBALL
;
1740 misc_line
.p1
.y
= ball
[k
].pos_y
+ HALFBALL
;
1742 misc_line
.p2
.x
= ball
[k
].pos_x
+ ball
[k
].speedx
+ HALFBALL
;
1743 misc_line
.p2
.y
= ball
[k
].pos_y
+ ball
[k
].speedy
+ HALFBALL
;
1745 /* Did the Ball hit the top of the screen? */
1746 screen_edge
.p1
.x
= 0;
1747 screen_edge
.p1
.y
= 0;
1749 screen_edge
.p2
.x
= FIXED3(LCD_WIDTH
);
1750 screen_edge
.p2
.y
= 0;
1751 if (check_lines(&misc_line
, &screen_edge
, &pt_hit
))
1753 ball
[k
].tempy
= pt_hit
.y
- HALFBALL
+ 1;
1754 ball
[k
].tempx
= pt_hit
.x
- HALFBALL
;
1755 /* Reverse the direction */
1756 ball
[k
].speedy
= -ball
[k
].speedy
;
1759 /* Player missed the ball and hit bottom of screen */
1760 if (ball
[k
].pos_y
+HALFBALL
>= GAMESCREEN_HEIGHT
)
1762 /* Player had balls to spare, so handle the removal */
1765 /* decrease number of balls in play */
1767 /* Replace removed ball with the last ball */
1768 ball
[k
].pos_x
= ball
[used_balls
].pos_x
;
1769 ball
[k
].pos_y
= ball
[used_balls
].pos_y
;
1770 ball
[k
].speedy
= ball
[used_balls
].speedy
;
1771 ball
[k
].tempy
= ball
[used_balls
].tempy
;
1772 ball
[k
].speedx
= ball
[used_balls
].speedx
;
1773 ball
[k
].tempx
= ball
[used_balls
].tempx
;
1774 ball
[k
].glue
= ball
[used_balls
].glue
;
1776 /* Reset the last ball that was removed */
1777 ball
[used_balls
].speedx
=0;
1778 ball
[used_balls
].speedy
=0;
1779 ball
[used_balls
].tempy
=0;
1780 ball
[used_balls
].tempx
=0;
1781 ball
[used_balls
].pos_y
=PAD_POS_Y
-BALL
;
1782 ball
[used_balls
].pos_x
=pad_pos_x
+(pad_width
/2)-2;
1789 /* Player lost a life */
1793 /* No lives left reset game */
1794 brickmania_init_game(false);
1795 brickmania_sleep(2);
1796 rb
->button_clear_queue();
1801 /* Check if the ball hit the left side */
1802 screen_edge
.p1
.x
= 0;
1803 screen_edge
.p1
.y
= 0;
1805 screen_edge
.p2
.x
= 0;
1806 screen_edge
.p2
.y
= FIXED3(LCD_HEIGHT
);
1807 if ( check_lines(&misc_line
, &screen_edge
, &pt_hit
))
1809 /* Reverse direction */
1810 ball
[k
].speedx
= -ball
[k
].speedx
;
1812 /* Re-position ball in gameboard */
1813 ball
[k
].tempy
= pt_hit
.y
- HALFBALL
;
1814 ball
[k
].tempx
= pt_hit
.x
- HALFBALL
+ 1;
1817 /* Check if the ball hit the right side */
1818 screen_edge
.p1
.x
= FIXED3(LCD_WIDTH
);
1819 screen_edge
.p1
.y
= 0;
1821 screen_edge
.p2
.x
= FIXED3(LCD_WIDTH
);
1822 screen_edge
.p2
.y
= FIXED3(LCD_HEIGHT
);
1823 if ( check_lines(&misc_line
, &screen_edge
, &pt_hit
))
1825 /* Reverse direction */
1826 ball
[k
].speedx
= -ball
[k
].speedx
;
1828 /* Re-position ball in gameboard */
1829 ball
[k
].tempy
= pt_hit
.y
- HALFBALL
;
1830 ball
[k
].tempx
= pt_hit
.x
- HALFBALL
- 1;
1833 /* Did the ball hit the paddle? Depending on where the ball
1834 * Hit set the x/y speed appropriately.
1836 if( game_state
!=ST_READY
&& !ball
[k
].glue
&&
1837 check_lines(&misc_line
, &pad_line
, &pt_hit
) )
1839 /* Re-position ball based on collision */
1840 ball
[k
].tempy
= pt_hit
.y
- HALFBALL
- 1;
1841 ball
[k
].tempx
= pt_hit
.x
- HALFBALL
;
1843 /* Calculate the ball position relative to the paddle width */
1844 int ball_repos
= pt_hit
.x
- pad_pos_x
;
1845 /* If the ball hits the right half of paddle, x speed
1846 * should be positive, if it hits the left half it
1847 * should be negative.
1849 int x_direction
= -1;
1851 /* Comparisons are done with respect to 1/2 pad_width */
1852 if(ball_repos
> pad_width
/2)
1854 /* flip the relative position */
1855 ball_repos
-= ((ball_repos
- pad_width
/2) << 1);
1856 /* Ball hit the right half so X speed calculations
1857 * should be positive.
1862 /* Figure out where the ball hit relative to 1/2 pad
1863 * and in divisions of 4.
1865 ball_repos
= ball_repos
/ (pad_width
/2/4);
1869 /* Ball hit the outer edge of the paddle */
1871 ball
[k
].speedy
= SPEED_1Q_Y
;
1872 ball
[k
].speedx
= SPEED_1Q_X
* x_direction
;
1874 /* Ball hit the next fourth of the paddle */
1876 ball
[k
].speedy
= SPEED_2Q_Y
;
1877 ball
[k
].speedx
= SPEED_2Q_X
* x_direction
;
1879 /* Ball hit the third fourth of the paddle */
1881 ball
[k
].speedy
= SPEED_3Q_Y
;
1882 ball
[k
].speedx
= SPEED_3Q_X
* x_direction
;
1884 /* Ball hit the fourth fourth of the paddle or dead
1889 ball
[k
].speedy
= SPEED_4Q_Y
;
1890 /* Since this is the middle we don't want to
1891 * force the ball in a different direction.
1892 * Just keep it going in the same direction
1893 * with a specific speed.
1895 if(ball
[k
].speedx
> 0)
1897 ball
[k
].speedx
= SPEED_4Q_X
;
1901 ball
[k
].speedx
= -SPEED_4Q_X
;
1906 ball
[k
].speedy
= SPEED_4Q_Y
;
1910 if(pad_type
== STICKY
)
1912 ball
[k
].speedy
= -ball
[k
].speedy
;
1915 /* X location should not be forced since that is moved with the paddle. The Y
1916 * position should be forced to keep the ball at the paddle.
1919 ball
[k
].tempy
= pt_hit
.y
- BALL
;
1923 /* Update the ball position */
1927 ball
[k
].pos_x
= ball
[k
].tempx
;
1929 ball
[k
].pos_x
+= ball
[k
].speedx
;
1932 ball
[k
].pos_y
= ball
[k
].tempy
;
1934 ball
[k
].pos_y
+= ball
[k
].speedy
;
1944 if (brick_on_board
< 0)
1946 if (level
+1<levels_num
)
1949 if (difficulty
==NORMAL
)
1951 brickmania_init_game(true);
1952 brickmania_sleep(2);
1953 rb
->button_clear_queue();
1957 rb
->lcd_getstringsize("Congratulations!", &sw
, NULL
);
1958 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, INT3(STRINGPOS_CONGRATS
),
1959 "Congratulations!");
1960 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1961 rb
->lcd_getstringsize("No more levels", &sw
, NULL
);
1962 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, INT3(STRINGPOS_FINISH
),
1965 rb
->lcd_getstringsize("You have finished the game!",
1967 rb
->lcd_putsxy(LCD_WIDTH
/2-sw
/2, INT3(STRINGPOS_FINISH
),
1968 "You have finished the game!");
1972 brickmania_sleep(2);
1977 int button
=rb
->button_get(false);
1978 int move_button
= rb
->button_status();
1980 #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
1981 /* FIXME: Should probably check remote hold here */
1982 if (rb
->button_hold())
1986 #ifdef HAVE_TOUCHSCREEN
1987 if( move_button
& BUTTON_TOUCHSCREEN
)
1990 short touch_x
, touch_y
;
1991 rb
->button_status_wdata(&data
);
1992 touch_x
= FIXED3(data
>> 16);
1993 touch_y
= FIXED3(data
& 0xffff);
1997 pad_pos_x
= GAMESCREEN_WIDTH
- (touch_x
+ pad_width
/2);
2001 pad_pos_x
= (touch_x
- pad_width
/2);
2006 else if(pad_pos_x
+ pad_width
> GAMESCREEN_WIDTH
)
2007 pad_pos_x
= GAMESCREEN_WIDTH
-pad_width
;
2008 for(k
=0; k
<used_balls
; k
++)
2009 if (game_state
==ST_READY
|| ball
[k
].glue
)
2010 ball
[k
].pos_x
= pad_pos_x
+ pad_width
/2 - HALFBALL
;
2015 int button_right
, button_left
;
2017 button_right
= move_button
& (RIGHT
| ALTRIGHT
);
2018 button_left
= move_button
& (LEFT
| ALTLEFT
);
2020 button_right
=((move_button
& RIGHT
)|| SCROLL_FWD(button
));
2021 button_left
=((move_button
& LEFT
) ||SCROLL_BACK(button
));
2023 if ((game_state
==ST_PAUSE
) && (button_right
|| button_left
))
2025 if ((button_right
&& !flip_sides
) ||
2026 (button_left
&& flip_sides
))
2028 if (pad_pos_x
+SPEED_PAD
+pad_width
> GAMESCREEN_WIDTH
)
2030 for(k
=0;k
<used_balls
;k
++)
2031 if (game_state
==ST_READY
|| ball
[k
].glue
)
2032 ball
[k
].pos_x
+= GAMESCREEN_WIDTH
-pad_pos_x
-
2034 pad_pos_x
+= GAMESCREEN_WIDTH
- pad_pos_x
- pad_width
;
2037 for(k
=0;k
<used_balls
;k
++)
2038 if ((game_state
==ST_READY
|| ball
[k
].glue
))
2039 ball
[k
].pos_x
+=SPEED_PAD
;
2040 pad_pos_x
+=SPEED_PAD
;
2043 else if ((button_left
&& !flip_sides
) ||
2044 (button_right
&& flip_sides
))
2046 if (pad_pos_x
-SPEED_PAD
< 0)
2048 for(k
=0;k
<used_balls
;k
++)
2049 if (game_state
==ST_READY
|| ball
[k
].glue
)
2050 ball
[k
].pos_x
-=pad_pos_x
;
2051 pad_pos_x
-= pad_pos_x
;
2055 for(k
=0;k
<used_balls
;k
++)
2056 if (game_state
==ST_READY
|| ball
[k
].glue
)
2057 ball
[k
].pos_x
-=SPEED_PAD
;
2058 pad_pos_x
-=SPEED_PAD
;
2065 #if defined(HAVE_TOUCHSCREEN)
2066 case (BUTTON_REL
| BUTTON_TOUCHSCREEN
):
2070 if (game_state
==ST_READY
)
2072 /* Initialize used balls starting speed */
2073 for(k
=0 ; k
< used_balls
; k
++)
2075 ball
[k
].speedy
= SPEED_4Q_Y
;
2076 if(pad_pos_x
+ (pad_width
/2) >= GAMESCREEN_WIDTH
/2)
2078 ball
[k
].speedx
= SPEED_4Q_X
;
2082 ball
[k
].speedx
= -SPEED_4Q_X
;
2085 game_state
=ST_START
;
2087 else if (game_state
==ST_PAUSE
)
2089 game_state
=ST_START
;
2091 else if (pad_type
== STICKY
)
2093 for(k
=0;k
<used_balls
;k
++)
2098 ball
[k
].speedy
= -ball
[k
].speedy
;
2102 else if (pad_type
== SHOOTER
)
2104 k
=brickmania_find_empty_fire();
2105 fire
[k
].top
=PAD_POS_Y
- FIRE_LENGTH
;
2106 fire
[k
].x_pos
= pad_pos_x
+ 1; /* Add 1 for edge */
2108 k
=brickmania_find_empty_fire();
2109 fire
[k
].top
=PAD_POS_Y
- FIRE_LENGTH
;
2110 fire
[k
].x_pos
= pad_pos_x
+ pad_width
-1; /* Sub1 edge*/
2122 if(rb
->default_event_handler(button
) == SYS_USB_CONNECTED
)
2129 #ifdef HAVE_LCD_COLOR
2130 rb
->lcd_bitmap_transparent(brickmania_gameover
,
2131 (LCD_WIDTH
- INT3(GAMEOVER_WIDTH
))/2,
2132 INT3(GAMESCREEN_HEIGHT
- GAMEOVER_HEIGHT
)/2,
2133 INT3(GAMEOVER_WIDTH
),INT3(GAMEOVER_HEIGHT
));
2134 #else /* greyscale and mono */
2135 rb
->lcd_bitmap(brickmania_gameover
,(LCD_WIDTH
-
2136 INT3(GAMEOVER_WIDTH
))/2,
2137 INT3(GAMESCREEN_HEIGHT
- GAMEOVER_HEIGHT
)/2,
2138 INT3(GAMEOVER_WIDTH
),INT3(GAMEOVER_HEIGHT
) );
2141 brickmania_sleep(2);
2145 /* Game always needs to yield for other threads */
2148 /* Sleep for a bit if there is time to spare */
2149 if (TIME_BEFORE(*rb
->current_tick
, end
))
2150 rb
->sleep(end
-*rb
->current_tick
);
2155 /* this is the plugin entry point */
2156 enum plugin_status
plugin_start(const void* parameter
)
2159 int last_difficulty
;
2161 highscore_load(HIGH_SCORE
,highest
,NUM_SCORES
);
2162 configfile_load(CONFIG_FILE_NAME
,config
,1,0);
2163 last_difficulty
= difficulty
;
2165 #ifdef HAVE_TOUCHSCREEN
2166 rb
->touchscreen_set_mode(TOUCHSCREEN_POINT
);
2169 rb
->lcd_setfont(FONT_SYSFIXED
);
2171 rb
->lcd_set_backdrop(NULL
);
2173 /* Turn off backlight timeout */
2174 backlight_force_on(); /* backlight control in lib/helper.c */
2176 /* now go ahead and have fun! */
2177 rb
->srand( *rb
->current_tick
);
2178 brickmania_loadgame();
2179 resume_file
= resume
;
2180 while(!brickmania_game_loop())
2184 int position
= highscore_update(score
, level
+1, "", highest
,
2188 rb
->splash(HZ
*2, "New High Score");
2193 highscore_show(position
, highest
, NUM_SCORES
, true);
2197 brickmania_sleep(3);
2202 highscore_save(HIGH_SCORE
,highest
,NUM_SCORES
);
2203 if(last_difficulty
!= difficulty
)
2204 configfile_save(CONFIG_FILE_NAME
,config
,1,0);
2205 /* Restore user's original backlight setting */
2206 rb
->lcd_setfont(FONT_UI
);
2207 /* Turn on backlight timeout (revert to settings) */
2208 backlight_use_settings(); /* backlight control in lib/helper.c */