Add a browse (remote) custom statusbar item in the theme settings.
[kugel-rb.git] / apps / plugins / brickmania.c
blob9bf4cf2b06a178510c1ed0f57842212f4dcf1674
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
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 ****************************************************************************/
25 #include "plugin.h"
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 PLUGIN_HEADER
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
53 #define UP BUTTON_UP
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
63 #define UP BUTTON_UP
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
71 #define UP BUTTON_UP
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
79 #define UP BUTTON_UP
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
99 #define UP BUTTON_UP
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
107 #define UP BUTTON_UP
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
115 #define UP BUTTON_UP
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
126 #define UP BUTTON_UP
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
142 #define UP BUTTON_UP
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
158 #define UP BUTTON_UP
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
166 #define UP BUTTON_UP
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
184 #define UP BUTTON_UP
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
192 #define UP BUTTON_UP
193 #define DOWN BUTTON_DOWN
195 #elif CONFIG_KEYPAD == COWOND2_PAD
196 #define QUIT BUTTON_POWER
198 #elif CONFIG_KEYPAD == ONDAVX747_PAD
199 #define QUIT BUTTON_POWER
200 #define LEFT BUTTON_VOL_DOWN
201 #define RIGHT BUTTON_VOL_UP
202 #define SELECT BUTTON_MENU
203 #elif CONFIG_KEYPAD == ONDAVX777_PAD
204 #define QUIT BUTTON_POWER
206 #elif CONFIG_KEYPAD == MROBE500_PAD
207 #define QUIT BUTTON_POWER
209 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
210 #define QUIT BUTTON_FFWD
211 #define SELECT BUTTON_PLAY
212 #define LEFT BUTTON_LEFT
213 #define RIGHT BUTTON_RIGHT
214 #define UP BUTTON_UP
215 #define DOWN BUTTON_DOWN
218 #else
219 #error No keymap defined!
220 #endif
222 #ifdef HAVE_TOUCHSCREEN
223 #ifndef LEFT
224 #define LEFT BUTTON_BOTTOMLEFT
225 #endif
226 #ifndef RIGHT
227 #define RIGHT BUTTON_BOTTOMRIGHT
228 #endif
229 #ifndef SELECT
230 #define SELECT BUTTON_CENTER
231 #endif
232 #ifndef UP
233 #define UP BUTTON_TOPMIDDLE
234 #endif
235 #ifndef DOWN
236 #define DOWN BUTTON_BOTTOMMIDDLE
237 #endif
238 #endif
240 /* Continue text is used as a string later when the game is paused. This allows
241 * targets to specify their own text if needed.
243 #if !defined(CONTINUE_TEXT)
244 #define CONTINUE_TEXT "Press SELECT To Continue"
245 #endif
247 #ifndef SCROLL_FWD /* targets without scroll wheel*/
248 #define SCROLL_FWD(x) (0)
249 #define SCROLL_BACK(x) (0)
250 #endif
252 #include "pluginbitmaps/brickmania_pads.h"
253 #include "pluginbitmaps/brickmania_short_pads.h"
254 #include "pluginbitmaps/brickmania_long_pads.h"
255 #include "pluginbitmaps/brickmania_bricks.h"
256 #include "pluginbitmaps/brickmania_powerups.h"
257 #include "pluginbitmaps/brickmania_ball.h"
258 #include "pluginbitmaps/brickmania_gameover.h"
260 #define GAMESCREEN_WIDTH FIXED3(LCD_WIDTH)
262 #if LCD_WIDTH<=LCD_HEIGHT
263 /* Maintain a 4/3 ratio (width/height) */
264 #define GAMESCREEN_HEIGHT (GAMESCREEN_WIDTH * 3 / 4)
265 #else
266 #define GAMESCREEN_HEIGHT FIXED3(LCD_HEIGHT)
267 #endif
269 #define PAD_WIDTH FIXED3(BMPWIDTH_brickmania_pads)
270 #define PAD_HEIGHT FIXED3(BMPHEIGHT_brickmania_pads/3)
271 #define SHORT_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_short_pads)
272 #define LONG_PAD_WIDTH FIXED3(BMPWIDTH_brickmania_long_pads)
273 #define BRICK_HEIGHT FIXED3(BMPHEIGHT_brickmania_bricks/7)
274 #define BRICK_WIDTH FIXED3(BMPWIDTH_brickmania_bricks)
275 #define LEFTMARGIN ((GAMESCREEN_WIDTH-10*BRICK_WIDTH)/2)
276 #define NUMBER_OF_POWERUPS 9
277 #define POWERUP_HEIGHT FIXED3(BMPHEIGHT_brickmania_powerups/NUMBER_OF_POWERUPS)
278 #define POWERUP_WIDTH FIXED3(BMPWIDTH_brickmania_powerups)
279 #define BALL FIXED3(BMPHEIGHT_brickmania_ball)
280 #define HALFBALL (BALL / 2)
282 #define GAMEOVER_WIDTH FIXED3(BMPWIDTH_brickmania_gameover)
283 #define GAMEOVER_HEIGHT FIXED3(BMPHEIGHT_brickmania_gameover)
285 #ifdef HAVE_LCD_COLOR /* currently no transparency for non-colour */
286 #include "pluginbitmaps/brickmania_break.h"
287 #endif
289 /* The time (in ms) for one iteration through the game loop - decrease this
290 * to speed up the game - note that current_tick is (currently) only accurate
291 * to 10ms.
293 #define CYCLETIME 30
295 #define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8))
297 #define STRINGPOS_FINISH (GAMESCREEN_HEIGHT - (GAMESCREEN_HEIGHT / 6))
298 #define STRINGPOS_CONGRATS (STRINGPOS_FINISH - 20)
299 #define STRINGPOS_NAVI (STRINGPOS_FINISH - 10)
300 #define STRINGPOS_FLIP (STRINGPOS_FINISH - 10)
302 /* Brickmania was originally designed for the H300, other targets should scale
303 * the speed up/down as needed based on the screen height.
305 #define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
306 #define SPEED_SCALE_W(x) FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
308 /* These are all used as ball speeds depending on where the ball hit the
309 * paddle.
311 * Note that all of these speeds (including pad, power, and fire)
312 * could be made variable and could be raised to be much higher to add
313 * additional difficulty to the game. The line intersection tests allow this
314 * to be drastically increased without the collision detection failing
315 * (ideally).
317 #define SPEED_1Q_X SPEED_SCALE_W( 6)
318 #define SPEED_1Q_Y SPEED_SCALE_H(-2)
320 #define SPEED_2Q_X SPEED_SCALE_W( 4)
321 #define SPEED_2Q_Y SPEED_SCALE_H(-3)
323 #define SPEED_3Q_X SPEED_SCALE_W( 3)
324 #define SPEED_3Q_Y SPEED_SCALE_H(-4)
326 #define SPEED_4Q_X SPEED_SCALE_W( 2)
327 #define SPEED_4Q_Y SPEED_SCALE_H(-4)
329 /* This is used to determine the speed of the paddle */
330 #define SPEED_PAD SPEED_SCALE_W( 8)
332 /* This defines the speed that the powerups drop */
333 #define SPEED_POWER SPEED_SCALE_H( 2)
335 /* This defines the speed that the shot moves */
336 #define SPEED_FIRE SPEED_SCALE_H( 4)
337 #define FIRE_LENGTH SPEED_SCALE_H( 7)
339 /*calculate paddle y-position */
340 #define PAD_POS_Y (GAMESCREEN_HEIGHT - PAD_HEIGHT - 1)
342 /* change to however many levels there are, i.e. how many arrays there are total */
343 int levels_num = 40;
345 /* change the first number in [ ] to however many levels there are (levels_num) */
346 static unsigned char levels[40][8][10] =
347 /* You can set up new levels with the level editor
348 ( http://plugbox.rockbox-lounge.com/brickmania.htm ).
349 With 0x1, it refers to the first brick in the bitmap, 0x2 would refer to the
350 second, ect., 0x0 leaves a empty space. If you add a 2 before the 2nd number,
351 it will take two hits to break, and 3 hits if you add a 3. That is 0x24, will
352 result with the fourth brick being displayed and having take 2 hits to break.
353 You could do the same with the 3, just replace the 2 with a 3 for it to take
354 three hits to break it apart. */
356 { /* level1 */
357 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
358 {0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2},
359 {0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0},
360 {0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0},
361 {0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0},
362 {0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7},
363 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
364 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
366 { /* level2 */
367 {0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0},
368 {0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0},
369 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
370 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
371 {0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1},
372 {0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1},
373 {0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0},
374 {0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0}
376 { /* level3 */
377 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
378 {0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2},
379 {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2},
380 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
381 {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0},
382 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6},
383 {0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6},
384 {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}
386 { /* level4 */
387 {0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0},
388 {0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0},
389 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
390 {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22},
391 {0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26},
392 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
393 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
394 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}
396 { /* level5 */
397 {0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4},
398 {0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0},
399 {0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5},
400 {0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5},
401 {0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0},
402 {0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36},
403 {0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36},
404 {0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0}
406 { /* level6 */
407 {0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0},
408 {0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3},
409 {0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3},
410 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0},
411 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
412 {0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5},
413 {0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0},
414 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
416 { /* level7 */
417 {0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0},
418 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
419 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
420 {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6},
421 {0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6},
422 {0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0},
423 {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0},
424 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
426 { /* level8 */
427 {0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0},
428 {0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0},
429 {0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6},
430 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
431 {0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0},
432 {0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0},
433 {0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0},
434 {0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5}
436 { /* level9 */
437 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
438 {0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2},
439 {0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2},
440 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
441 {0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2},
442 {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2},
443 {0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2},
444 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
446 { /* level10 */
447 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
448 {0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5},
449 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
450 {0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0},
451 {0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0},
452 {0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0},
453 {0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0},
454 {0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1}
456 { /* level11 */
457 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3},
458 {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2},
459 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
460 {0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2},
461 {0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2},
462 {0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0},
463 {0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0},
464 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}
466 { /* level 12 */
467 {0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2},
468 {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1},
469 {0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1},
470 {0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0},
471 {0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0},
472 {0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1},
473 {0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1},
474 {0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2}
476 {/* levell13 */
477 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
478 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
479 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2},
480 {0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2},
481 {0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2},
482 {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2},
483 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
484 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
486 {/* level14 */
487 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
488 {0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4},
489 {0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4},
490 {0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4},
491 {0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4},
492 {0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4},
493 {0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4},
494 {0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4}
496 {/* level 15 */
497 {0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3},
498 {0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0},
499 {0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0},
500 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0},
501 {0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0},
502 {0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0},
503 {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0},
504 {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}
506 {/* level 16 (Rockbox) by ts-x */
507 {0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
508 {0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0},
509 {0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5},
510 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
511 {0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
512 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0},
513 {0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0},
514 {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}
516 {/* level 17 (Alien) by ts-x */
517 {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1},
518 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2},
519 {0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1},
520 {0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2},
521 {0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1},
522 {0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2},
523 {0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2},
524 {0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2}
526 {/* level 18 (Tetris) by ts-x */
527 {0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
528 {0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0},
529 {0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2},
530 {0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2},
531 {0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
532 {0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5},
533 {0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5},
534 {0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5}
536 { /* level 19 (Stalactites) by ts-x */
537 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
538 {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2},
539 {0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2},
540 {0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2},
541 {0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0},
542 {0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2},
543 {0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0},
544 {0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0}
546 { /* level 20 (Maze) by ts-x */
547 {0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21},
548 {0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1},
549 {0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1},
550 {0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2},
551 {0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0},
552 {0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0},
553 {0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2},
554 {0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21}
556 { /* level 21 (Dentist) by ts-x */
557 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
558 {0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2},
559 {0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2},
560 {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2},
561 {0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2},
562 {0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2},
563 {0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2},
564 {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}
566 { /* level 22 (Spider) by ts-x */
567 {0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31},
568 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
569 {0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33},
570 {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0},
571 {0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0},
572 {0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21},
573 {0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0},
574 {0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3}
576 { /* level 23 (Pool) by ts-x */
577 {0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0},
578 {0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0},
579 {0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7},
580 {0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7},
581 {0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7},
582 {0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7},
583 {0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
584 {0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0}
586 { /* level 24 (Vorbis Fish) by ts-x */
587 {0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5},
588 {0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5},
589 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5},
590 {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5},
591 {0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0},
592 {0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5},
593 {0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5},
594 {0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5}
596 {/* level 25 (Rainbow) by ts-x */
597 {0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0},
598 {0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24},
599 {0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21},
600 {0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3},
601 {0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5},
602 {0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6},
603 {0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7},
604 {0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32}
606 { /* level 26 (Bowtie) by ts-x */
607 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5},
608 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
609 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
610 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
611 {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1},
612 {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5},
613 {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1},
614 {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}
616 { /* level 27 (Frog) by ts-x */
617 {0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0},
618 {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5},
619 {0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25},
620 {0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5},
621 {0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5},
622 {0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5},
623 {0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5},
624 {0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0}
626 { /* level 28 (DigDug) by ts-x */
627 {0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35},
628 {0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6},
629 {0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7},
630 {0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7},
631 {0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4},
632 {0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4},
633 {0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4},
634 {0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1}
636 { /* level 29 UK Flag by Seth Opgenorth */
637 {0x32,0x0,0x3,0x3,0x2,0x2,0x3,0x3,0x0,0x32},
638 {0x0,0x2,0x0,0x3,0x32,0x22,0x33,0x0,0x32,0x0},
639 {0x33,0x0,0x22,0x0,0x2,0x2,0x0,0x2,0x0,0x33},
640 {0x22,0x32,0x2,0x2,0x2,0x2,0x2,0x2,0x22,0x2},
641 {0x3,0x0,0x0,0x32,0x22,0x2,0x2,0x0,0x0,0x3},
642 {0x23,0x0,0x32,0x0,0x32,0x2,0x0,0x2,0x0,0x3},
643 {0x0,0x2,0x0,0x3,0x2,0x2,0x3,0x0,0x22,0x0},
644 {0x32,0x0,0x3,0x23,0x2,0x2,0x23,0x33,0x0,0x32}
646 { /* level 30 Win-Logo by Seth Opgenorth */
647 {0x0,0x0,0x0,0x22,0x0,0x0,0x0,0x0,0x0,0x0},
648 {0x0,0x0,0x32,0x2,0x2,0x25,0x0,0x5,0x0,0x0},
649 {0x0,0x0,0x2,0x22,0x2,0x5,0x5,0x35,0x0,0x0},
650 {0x0,0x0,0x2,0x1,0x2,0x5,0x5,0x25,0x0,0x0},
651 {0x0,0x0,0x21,0x1,0x1,0x36,0x7,0x26,0x0,0x0},
652 {0x0,0x0,0x1,0x1,0x1,0x6,0x6,0x6,0x0,0x0},
653 {0x0,0x0,0x21,0x0,0x21,0x6,0x6,0x26,0x0,0x0},
654 {0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x0,0x0}
656 { /* level 31 Color wave/V by Seth Opgenorth */
657 {0x25,0x34,0x2,0x31,0x33,0x23,0x1,0x2,0x34,0x5},
658 {0x3,0x5,0x24,0x2,0x1,0x1,0x2,0x4,0x5,0x3},
659 {0x1,0x3,0x5,0x4,0x2,0x2,0x4,0x5,0x3,0x1},
660 {0x2,0x1,0x33,0x35,0x4,0x4,0x5,0x33,0x1,0x22},
661 {0x31,0x22,0x1,0x3,0x5,0x25,0x3,0x1,0x2,0x31},
662 {0x3,0x1,0x2,0x1,0x3,0x3,0x1,0x2,0x21,0x3},
663 {0x5,0x23,0x1,0x32,0x1,0x1,0x2,0x1,0x3,0x5},
664 {0x4,0x35,0x3,0x1,0x2,0x22,0x31,0x3,0x5,0x4}
666 { /* level 32 Sweedish Flag by Seth Opgenorth */
667 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
668 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
669 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
670 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
671 {0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36,0x36},
672 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
673 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3},
674 {0x3,0x3,0x3,0x36,0x3,0x3,0x3,0x3,0x3,0x3}
676 { /* level 33 Color Pyramid by Seth Opgenorth */
677 {0x0,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x0},
678 {0x0,0x0,0x0,0x4,0x24,0x4,0x24,0x0,0x0,0x0},
679 {0x0,0x0,0x23,0x3,0x3,0x3,0x23,0x3,0x0,0x0},
680 {0x0,0x0,0x25,0x5,0x25,0x35,0x5,0x35,0x0,0x0},
681 {0x0,0x36,0x6,0x6,0x6,0x6,0x26,0x6,0x6,0x0},
682 {0x0,0x7,0x7,0x7,0x7,0x25,0x27,0x7,0x27,0x0},
683 {0x2,0x2,0x22,0x2,0x2,0x2,0x22,0x2,0x2,0x2},
684 {0x21,0x1,0x1,0x31,0x1,0x21,0x1,0x1,0x31,0x1}
686 { /* level 34 Rhombus by Seth Opgenorth */
687 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0},
688 {0x0,0x0,0x0,0x3,0x32,0x22,0x23,0x0,0x0,0x0},
689 {0x0,0x0,0x3,0x2,0x24,0x4,0x2,0x23,0x0,0x0},
690 {0x26,0x3,0x2,0x4,0x5,0x5,0x4,0x22,0x3,0x6},
691 {0x36,0x3,0x2,0x34,0x5,0x5,0x4,0x2,0x3,0x36},
692 {0x0,0x0,0x3,0x2,0x4,0x34,0x2,0x23,0x0,0x0},
693 {0x0,0x0,0x0,0x23,0x2,0x2,0x3,0x0,0x0,0x0},
694 {0x0,0x0,0x0,0x0,0x3,0x33,0x0,0x0,0x0,0x0}
696 { /* level 35 PacMan Ghost by Seth Opgenorth */
697 {0x0,0x0,0x0,0x0,0x2,0x32,0x2,0x0,0x0,0x0},
698 {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x0,0x0},
699 {0x0,0x0,0x2,0x24,0x4,0x2,0x4,0x4,0x32,0x0},
700 {0x0,0x0,0x2,0x24,0x0,0x22,0x24,0x0,0x22,0x0},
701 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
702 {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0},
703 {0x0,0x0,0x2,0x32,0x2,0x2,0x22,0x2,0x32,0x0},
704 {0x0,0x0,0x0,0x22,0x0,0x32,0x0,0x22,0x0,0x0}
706 { /* level 36 Star by Seth Opgenorth */
707 {0x3,0x4,0x3,0x4,0x6,0x24,0x3,0x24,0x3,0x0},
708 {0x24,0x0,0x0,0x6,0x6,0x6,0x0,0x0,0x4,0x0},
709 {0x3,0x26,0x6,0x2,0x6,0x2,0x6,0x26,0x23,0x0},
710 {0x4,0x0,0x6,0x6,0x36,0x6,0x6,0x0,0x4,0x0},
711 {0x3,0x0,0x0,0x26,0x6,0x26,0x0,0x0,0x33,0x0},
712 {0x34,0x0,0x6,0x6,0x0,0x6,0x6,0x0,0x4,0x0},
713 {0x3,0x26,0x6,0x0,0x0,0x0,0x6,0x6,0x3,0x0},
714 {0x4,0x3,0x4,0x23,0x24,0x3,0x4,0x33,0x4,0x0}
716 { /* level 37 It's 8-Bit by Seth Opgenorth */
717 {0x26,0x26,0x6,0x6,0x5,0x6,0x26,0x6,0x26,0x6},
718 {0x2,0x2,0x22,0x3,0x3,0x0,0x0,0x0,0x4,0x0},
719 {0x2,0x0,0x2,0x33,0x3,0x3,0x5,0x0,0x24,0x0},
720 {0x32,0x2,0x2,0x33,0x0,0x23,0x0,0x4,0x4,0x4},
721 {0x2,0x22,0x2,0x3,0x3,0x0,0x5,0x4,0x4,0x24},
722 {0x2,0x0,0x2,0x23,0x0,0x3,0x25,0x0,0x4,0x0},
723 {0x22,0x2,0x2,0x3,0x23,0x0,0x5,0x0,0x4,0x0},
724 {0x6,0x26,0x6,0x36,0x6,0x36,0x6,0x6,0x6,0x6}
726 { /* level 38 Linux by Seth Opgenorth */
727 {0x27,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
728 {0x7,0x0,0x0,0x0,0x33,0x0,0x23,0x0,0x0,0x0},
729 {0x7,0x32,0x0,0x0,0x3,0x0,0x23,0x6,0x0,0x6},
730 {0x37,0x0,0x0,0x0,0x23,0x0,0x3,0x6,0x0,0x26},
731 {0x7,0x22,0x24,0x0,0x3,0x33,0x3,0x0,0x26,0x0},
732 {0x37,0x22,0x24,0x24,0x4,0x0,0x0,0x0,0x26,0x0},
733 {0x7,0x2,0x4,0x0,0x4,0x0,0x0,0x6,0x0,0x26},
734 {0x7,0x27,0x4,0x0,0x34,0x0,0x0,0x6,0x0,0x26}
736 { /* level 39 Colorful Squares by Seth Opgenorth*/
737 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0},
738 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
739 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
740 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
741 {0x0,0x4,0x5,0x3,0x4,0x4,0x3,0x5,0x4,0x0},
742 {0x0,0x4,0x5,0x3,0x3,0x3,0x3,0x5,0x4,0x0},
743 {0x0,0x4,0x5,0x5,0x5,0x5,0x5,0x5,0x4,0x0},
744 {0x0,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x4,0x0}
746 { /* TheEnd */
747 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0},
748 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
749 {0x32,0x0,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
750 {0x32,0x32,0x36,0x36,0x0,0x36,0x34,0x0,0x34,0x0},
751 {0x32,0x32,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
752 {0x32,0x0,0x36,0x0,0x36,0x36,0x34,0x0,0x34,0x0},
753 {0x32,0x32,0x36,0x0,0x0,0x36,0x34,0x34,0x0,0x0},
754 {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}
758 #define MAX_BALLS 10
760 enum difficulty_options {
761 EASY, NORMAL
764 int pad_pos_x;
765 int life;
766 enum { ST_READY, ST_START, ST_PAUSE } game_state = ST_READY;
768 enum {
769 PLAIN = 0,
770 STICKY = 1,
771 SHOOTER = 2
772 } pad_type;
774 int score=0,vscore=0;
775 bool flip_sides=false;
776 int level=0;
777 int brick_on_board=0;
778 int used_balls=1;
779 int difficulty = NORMAL;
780 int pad_width;
781 int num_count;
782 bool resume = false;
783 bool resume_file = false;
785 typedef struct cube
787 int powertop; /* Stores the powerup Y top pos, it is a fixed point num */
788 int power; /* What powerup is in the brick? */
789 bool poweruse; /* Stores whether a powerup is falling or not */
790 bool used; /* Is the brick still in play? */
791 int color;
792 int hits; /* How many hits can this brick take? */
793 int hiteffect;
794 } cube;
795 cube brick[80];
797 typedef struct balls
799 /* pos_x and y store the current position of the ball */
800 int pos_x;
801 int pos_y;
802 /* Tempx and tempy store an absolute position the ball should be in. If
803 * they are equal to 0, they are not used when positioning the ball.
805 int tempx;
806 int tempy;
807 /* x and y store the current speed of the ball */
808 int speedx;
809 int speedy;
810 bool glue; /* Is the ball stuck to the paddle? */
811 } balls;
813 balls ball[MAX_BALLS];
815 typedef struct sfire {
816 int top; /* This stores the fire y position, it is a fixed point num */
817 int x_pos; /* This stores the fire x position, it is a whole number */
818 } sfire;
819 sfire fire[30];
821 #define CONFIG_FILE_NAME "brickmania.cfg"
822 #define SAVE_FILE PLUGIN_GAMES_DIR "/brickmania.save"
823 #define HIGH_SCORE PLUGIN_GAMES_DIR "/brickmania.score"
824 #define NUM_SCORES 5
826 static struct configdata config[] = {
827 {TYPE_INT, 0, 1, { .int_p = &difficulty }, "difficulty", NULL},
830 struct highscore highest[NUM_SCORES];
832 typedef struct point
834 int x;
835 int y;
836 } point;
838 typedef struct line
840 point p1;
841 point p2;
842 } line;
845 * check_lines:
846 * This is based off an explanation and expanded math presented by Paul Bourke:
847 * http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
849 * It takes two lines as inputs and returns 1 if they intersect, 0 if they do
850 * not. hitp returns the point where the two lines intersected.
852 * This function expects fixed point inputs with a precision of 3. When a
853 * collision occurs hitp is updated with a fixed point location (precision 3)
854 * where the collision happened. The internal calculations are fixed
855 * point with a 7 bit fractional precision.
857 * If you choose 10 bits of precision a screen size of about 640x480 is the
858 * largest this can go. 7 bits allows for an accurate intersection calculation
859 * with a line length of about 64 and a rougher line lenght of 128 which is
860 * larger than any target currently needs (the pad is the longest line and it
861 * only needs an accuracy of 2^4 at most to figure out which section of the pad
862 * the ball hit). A precision of 7 gives breathing room for larger screens.
863 * Longer line sizes that need accurate intersection points will need more
864 * precision, but will decrease the maximum screen resolution.
867 #define LINE_PREC 7
868 int check_lines(line *line1, line *line2, point *hitp)
870 /* Introduction:
871 * This code is based on the solution of these two input equations:
872 * Pa = P1 + ua (P2-P1)
873 * Pb = P3 + ub (P4-P3)
875 * Where line one is composed of points P1 and P2 and line two is composed
876 * of points P3 and P4.
878 * ua/b is the fractional value you can multiply the x and y legs of the
879 * triangle formed by each line to find a point on the line.
881 * The two equations can be expanded to their x/y components:
882 * Pa.x = p1.x + ua(p2.x - p1.x)
883 * Pa.y = p1.y + ua(p2.y - p1.y)
885 * Pb.x = p3.x + ub(p4.x - p3.x)
886 * Pb.y = p3.y + ub(p4.y - p3.y)
888 * When Pa.x == Pb.x and Pa.y == Pb.y the lines intersect so you can come
889 * up with two equations (one for x and one for y):
891 * p1.x + ua(p2.x - p1.x) = p3.x + ub(p4.x - p3.x)
892 * p1.y + ua(p2.y - p1.y) = p3.y + ub(p4.y - p3.y)
894 * ua and ub can then be individually solved for. This results in the
895 * equations used in the following code.
898 /* Denominator for ua and ub are the same so store this calculation */
899 int d = FIXED3_MUL((line2->p2.y - line2->p1.y),(line1->p2.x-line1->p1.x))
900 -FIXED3_MUL((line2->p2.x - line2->p1.x),(line1->p2.y-line1->p1.y));
902 /* n_a and n_b are calculated as seperate values for readability */
903 int n_a = FIXED3_MUL((line2->p2.x - line2->p1.x),(line1->p1.y-line2->p1.y))
904 -FIXED3_MUL((line2->p2.y - line2->p1.y),(line1->p1.x-line2->p1.x));
906 int n_b = FIXED3_MUL((line1->p2.x - line1->p1.x),(line1->p1.y-line2->p1.y))
907 -FIXED3_MUL((line1->p2.y - line1->p1.y),(line1->p1.x-line2->p1.x));
909 /* Make sure there is not a division by zero - this also indicates that
910 * the lines are parallel.
912 * If n_a and n_b were both equal to zero the lines would be on top of each
913 * other (coincidental). This check is not done because it is not
914 * necessary for this implementation (the parallel check accounts for this).
916 if(d == 0)
917 return 0;
919 /* Calculate the intermediate fractional point that the lines potentially
920 * intersect.
922 int ua = (n_a << LINE_PREC)/d;
923 int ub = (n_b << LINE_PREC)/d;
925 /* The fractional point will be between 0 and 1 inclusive if the lines
926 * intersect. If the fractional calculation is larger than 1 or smaller
927 * than 0 the lines would need to be longer to intersect.
929 if(ua >=0 && ua <= (1<<LINE_PREC) && ub >= 0 && ub <= (1<<LINE_PREC))
931 hitp->x = line1->p1.x + ((ua * (line1->p2.x - line1->p1.x))>>LINE_PREC);
932 hitp->y = line1->p1.y + ((ua * (line1->p2.y - line1->p1.y))>>LINE_PREC);
933 return 1;
935 return 0;
938 static void brickmania_init_game(bool new_game)
940 int i,j;
942 pad_pos_x = GAMESCREEN_WIDTH/2 - PAD_WIDTH/2;
944 for(i=0;i<MAX_BALLS;i++)
946 ball[i].speedx = 0;
947 ball[i].speedy = 0;
948 ball[i].tempy = 0;
949 ball[i].tempx = 0;
950 ball[i].pos_y = PAD_POS_Y - BALL;
951 ball[i].pos_x = GAMESCREEN_WIDTH/2 - HALFBALL;
952 ball[i].glue = false;
955 used_balls = 1;
956 game_state = ST_READY;
957 pad_type = PLAIN;
958 pad_width = PAD_WIDTH;
959 flip_sides = false;
960 num_count = 10;
962 if (new_game) {
963 brick_on_board=0;
964 /* add one life per achieved level */
965 if (difficulty==EASY && life<2) {
966 score-=100;
967 life++;
971 for(i=0;i<30;i++) {
972 /* No fire should be active */
973 fire[i].top=-1;
976 for(i=0;i<=7;i++) {
977 for(j=0;j<=9;j++) {
978 int bnum = i*10+j;
979 brick[bnum].poweruse = false;
980 if (new_game) {
981 brick[bnum].power=rb->rand()%25;
982 /* +8 make the game with less powerups */
984 brick[bnum].hits=levels[level][i][j]>=10?
985 levels[level][i][j]/16-1:0;
986 brick[bnum].hiteffect=0;
987 brick[bnum].powertop = TOPMARGIN + i*BRICK_HEIGHT;
988 brick[bnum].used=!(levels[level][i][j]==0);
989 brick[bnum].color=(levels[level][i][j]>=10?
990 levels[level][i][j]%16:
991 levels[level][i][j])-1;
992 if (levels[level][i][j]!=0)
993 brick_on_board++;
999 static void brickmania_loadgame(void)
1001 int fd;
1003 resume = false;
1005 /* open game file */
1006 fd = rb->open(SAVE_FILE, O_RDONLY);
1007 if(fd < 0) return;
1009 /* read in saved game */
1010 while(true) {
1011 if(rb->read(fd, &pad_pos_x, sizeof(pad_pos_x)) <= 0) break;
1012 if(rb->read(fd, &life, sizeof(life)) <= 0) break;
1013 if(rb->read(fd, &game_state, sizeof(game_state)) <= 0) break;
1014 if(rb->read(fd, &pad_type, sizeof(pad_type)) <= 0) break;
1015 if(rb->read(fd, &score, sizeof(score)) <= 0) break;
1016 if(rb->read(fd, &flip_sides, sizeof(flip_sides)) <= 0) break;
1017 if(rb->read(fd, &level, sizeof(level)) <= 0) break;
1018 if(rb->read(fd, &brick_on_board, sizeof(brick_on_board)) <= 0) break;
1019 if(rb->read(fd, &used_balls, sizeof(used_balls)) <= 0) break;
1020 if(rb->read(fd, &pad_width, sizeof(pad_width)) <= 0) break;
1021 if(rb->read(fd, &num_count, sizeof(num_count)) <= 0) break;
1022 if(rb->read(fd, &brick, sizeof(brick)) <= 0) break;
1023 if(rb->read(fd, &ball, sizeof(ball)) <= 0) break;
1024 if(rb->read(fd, &fire, sizeof(fire)) <= 0) break;
1025 vscore = score;
1026 resume = true;
1027 break;
1030 rb->close(fd);
1032 return;
1035 static void brickmania_savegame(void)
1037 int fd;
1039 /* write out the game state to the save file */
1040 fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
1041 rb->write(fd, &pad_pos_x, sizeof(pad_pos_x));
1042 rb->write(fd, &life, sizeof(life));
1043 rb->write(fd, &game_state, sizeof(game_state));
1044 rb->write(fd, &pad_type, sizeof(pad_type));
1045 rb->write(fd, &score, sizeof(score));
1046 rb->write(fd, &flip_sides, sizeof(flip_sides));
1047 rb->write(fd, &level, sizeof(level));
1048 rb->write(fd, &brick_on_board, sizeof(brick_on_board));
1049 rb->write(fd, &used_balls, sizeof(used_balls));
1050 rb->write(fd, &pad_width, sizeof(pad_width));
1051 rb->write(fd, &num_count, sizeof(num_count));
1052 rb->write(fd, &brick, sizeof(brick));
1053 rb->write(fd, &ball, sizeof(ball));
1054 rb->write(fd, &fire, sizeof(fire));
1055 rb->close(fd);
1058 /* brickmania_sleep timer counting the score */
1059 static void brickmania_sleep(int secs)
1061 bool done=false;
1062 char s[20];
1063 int count=0;
1064 int sw, w;
1066 while (!done)
1068 if (count == 0)
1069 count = *rb->current_tick + HZ*secs;
1070 if ( (TIME_AFTER(*rb->current_tick, count)) && (vscore == score) )
1071 done = true;
1073 if(vscore != score)
1075 if (vscore<score)
1076 vscore++;
1077 if (vscore>score)
1078 vscore--;
1079 rb->snprintf(s, sizeof(s), "%d", vscore);
1080 rb->lcd_getstringsize(s, &sw, &w);
1081 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
1082 rb->lcd_update_rect(0,0,LCD_WIDTH,w+2);
1084 rb->yield();
1088 static int brickmania_help(void)
1090 #define WORDS (sizeof help_text / sizeof (char*))
1091 static char *help_text[] = {
1092 "Brickmania", "", "Aim", "",
1093 "Destroy", "all", "the", "bricks", "by", "bouncing",
1094 "the", "ball", "of", "them", "using", "the", "paddle.", "", "",
1095 "Controls", "",
1096 "< & >", "Moves", "the", "paddle", "",
1097 #if CONFIG_KEYPAD == ONDIO_PAD
1098 "MENU:",
1099 #elif (CONFIG_KEYPAD == RECORDER_PAD) || (CONFIG_KEYPAD == IAUDIO_M3_PAD)
1100 "PLAY:",
1101 #elif CONFIG_KEYPAD == IRIVER_H300_PAD
1102 "NAVI:",
1103 #else
1104 "SELECT:",
1105 #endif
1106 "Releases", "the", "ball/Fire!", "",
1107 #if CONFIG_KEYPAD == IAUDIO_M3_PAD
1108 "REC:",
1109 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \
1110 (CONFIG_KEYPAD == CREATIVEZVM_PAD)
1111 "BACK:",
1112 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
1113 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
1114 (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
1115 (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1116 "MENU:",
1117 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
1118 (CONFIG_KEYPAD == IRIVER_H300_PAD) || \
1119 (CONFIG_KEYPAD == ONDIO_PAD) || \
1120 (CONFIG_KEYPAD == RECORDER_PAD) || \
1121 (CONFIG_KEYPAD == ARCHOS_AV300_PAD)
1122 "STOP:",
1123 #else
1124 "POWER:",
1125 #endif
1126 "Returns", "to", "menu", "", "",
1127 "Specials", "",
1128 "N", "Normal:", "returns", "paddle", "to", "normal", "",
1129 "D", "DIE!:", "loses", "a", "life", "",
1130 "L", "Life:", "gains", "a", "life/power", "up", "",
1131 "F", "Fire:", "allows", "you", "to", "shoot", "bricks", "",
1132 "G", "Glue:", "ball", "sticks", "to", "paddle", "",
1133 "B", "Ball:", "generates", "another", "ball", "",
1134 "FL", "Flip:", "flips", "left / right", "movement", "",
1135 "<->", "or", "<E>:", "enlarges", "the", "paddle", "",
1136 ">-<", "or", ">S<:", "shrinks", "the", "paddle", "",
1138 static struct style_text formation[]={
1139 { 0, TEXT_CENTER|TEXT_UNDERLINE },
1140 { 2, C_RED },
1141 { 19, C_RED },
1142 { 37, C_RED },
1143 { 39, C_BLUE },
1144 { 46, C_RED },
1145 { 52, C_GREEN },
1146 { 59, C_ORANGE },
1147 { 67, C_GREEN },
1148 { 74, C_YELLOW },
1149 { 80, C_RED },
1150 { -1, 0 }
1152 int button;
1154 rb->lcd_setfont(FONT_UI);
1155 #ifdef HAVE_LCD_COLOR
1156 rb->lcd_set_background(LCD_BLACK);
1157 rb->lcd_set_foreground(LCD_WHITE);
1158 #endif
1160 if (display_text(WORDS, help_text, formation, NULL))
1161 return 1;
1162 do {
1163 button = rb->button_get(true);
1164 if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
1165 return 1;
1167 } while( ( button == BUTTON_NONE )
1168 || ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
1169 rb->lcd_setfont(FONT_SYSFIXED);
1170 return 0;
1173 static int brickmania_menu_cb(int action, const struct menu_item_ex *this_item)
1175 int i = ((intptr_t)this_item);
1176 if(action == ACTION_REQUEST_MENUITEM
1177 && !resume && (i==0 || i==6))
1178 return ACTION_EXIT_MENUITEM;
1179 return action;
1182 static int brickmania_menu(void)
1184 int selected = 0;
1186 static struct opt_items options[] = {
1187 { "Easy", -1 },
1188 { "Normal", -1 },
1191 #ifdef HAVE_TOUCHSCREEN
1192 /* Entering Menu, set the touchscreen to the global setting */
1193 rb->touchscreen_set_mode(rb->global_settings->touch_mode);
1194 #endif
1196 MENUITEM_STRINGLIST(main_menu, "Brickmania Menu", brickmania_menu_cb,
1197 "Resume Game", "Start New Game",
1198 "Difficulty", "Help", "High Scores",
1199 "Playback Control",
1200 "Quit without Saving", "Quit");
1202 rb->button_clear_queue();
1203 while (true) {
1204 switch (rb->do_menu(&main_menu, &selected, NULL, false)) {
1205 case 0:
1206 if(game_state!=ST_READY)
1207 game_state = ST_PAUSE;
1208 if(resume_file)
1209 rb->remove(SAVE_FILE);
1210 return 0;
1211 case 1:
1212 score=0;
1213 vscore=0;
1214 life=2;
1215 level=0;
1216 brickmania_init_game(true);
1217 return 0;
1218 case 2:
1219 rb->set_option("Difficulty", &difficulty, INT,
1220 options, 2, NULL);
1221 break;
1222 case 3:
1223 if (brickmania_help())
1224 return 1;
1225 break;
1226 case 4:
1227 highscore_show(NUM_SCORES, highest, NUM_SCORES, true);
1228 break;
1229 case 5:
1230 if (playback_control(NULL))
1231 return 1;
1232 break;
1233 case 6:
1234 return 1;
1235 case 7:
1236 if (resume) {
1237 rb->splash(HZ*1, "Saving game ...");
1238 brickmania_savegame();
1240 return 1;
1241 case MENU_ATTACHED_USB:
1242 return 1;
1243 default:
1244 break;
1247 #ifdef HAVE_TOUCHSCREEN
1248 rb->touchscreen_set_mode(TOUCHSCREEN_POINT);
1249 #endif
1252 /* Find an unused fire position */
1253 static int brickmania_find_empty_fire(void)
1255 int t;
1256 for(t=0;t<30;t++)
1257 if (fire[t].top < 0)
1258 return t;
1260 return 0;
1263 void brick_hit(int brick_number)
1265 if(!brick[brick_number].used)
1266 return;
1268 /* if this is a crackable brick hits starts as
1269 * greater than 0.
1271 if (brick[brick_number].hits > 0) {
1272 brick[brick_number].hits--;
1273 brick[brick_number].hiteffect++;
1274 score+=2;
1276 else {
1277 brick[brick_number].used=false;
1278 /* Was there a powerup on the brick? */
1279 if (brick[brick_number].power<NUMBER_OF_POWERUPS) {
1280 /* Activate the powerup */
1281 brick[brick_number].poweruse = true;
1283 brick_on_board--;
1284 score+=8;
1288 static int brickmania_game_loop(void)
1290 int j,i,k;
1291 int sw;
1292 char s[30];
1293 int sec_count=0;
1294 int end;
1296 /* pad_line used for powerup/ball checks */
1297 line pad_line;
1298 /* This is used for various lines that are checked (ball and powerup) */
1299 line misc_line;
1301 /* This stores the point that the two lines intersected in a test */
1302 point pt_hit;
1304 if (brickmania_menu()) {
1305 return 1;
1307 resume = false;
1308 resume_file = false;
1310 #ifdef HAVE_LCD_COLOR
1311 rb->lcd_set_background(LCD_BLACK);
1312 rb->lcd_set_foreground(LCD_WHITE);
1313 rb->lcd_set_drawmode(DRMODE_SOLID);
1314 rb->lcd_clear_display();
1315 #endif
1317 while(true) {
1318 /* Convert CYCLETIME (in ms) to HZ */
1319 end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
1321 if (life >= 0) {
1322 rb->lcd_clear_display();
1324 if (flip_sides)
1326 if (TIME_AFTER(*rb->current_tick, sec_count))
1328 sec_count=*rb->current_tick+HZ;
1329 if (num_count!=0)
1330 num_count--;
1331 else
1332 flip_sides=false;
1334 rb->snprintf(s, sizeof(s), "%d", num_count);
1335 rb->lcd_getstringsize(s, &sw, NULL);
1336 rb->lcd_putsxy(LCD_WIDTH/2-2, INT3(STRINGPOS_FLIP), s);
1339 /* write life num */
1340 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1341 rb->snprintf(s, sizeof(s), "L:%d", life);
1342 #else
1343 rb->snprintf(s, sizeof(s), "Life: %d", life);
1344 #endif
1345 rb->lcd_putsxy(0, 0, s);
1347 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1348 rb->snprintf(s, sizeof(s), "L%d", level+1);
1349 #else
1350 rb->snprintf(s, sizeof(s), "Level %d", level+1);
1351 #endif
1353 rb->lcd_getstringsize(s, &sw, NULL);
1354 rb->lcd_putsxy(LCD_WIDTH-sw, 0, s);
1356 if (vscore<score) vscore++;
1357 rb->snprintf(s, sizeof(s), "%d", vscore);
1358 rb->lcd_getstringsize(s, &sw, NULL);
1359 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 0, s);
1361 /* continue game */
1362 if (game_state == ST_PAUSE)
1364 rb->snprintf(s, sizeof(s), CONTINUE_TEXT);
1365 rb->lcd_getstringsize(s, &sw, NULL);
1366 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_NAVI), s);
1368 sec_count=*rb->current_tick+HZ;
1371 /* draw the ball */
1372 for(i=0;i<used_balls;i++)
1373 rb->lcd_bitmap(brickmania_ball, INT3(ball[i].pos_x),
1374 INT3(ball[i].pos_y), INT3(BALL), INT3(BALL));
1376 if (brick_on_board==0)
1377 brick_on_board--;
1379 /* if the pad is fire */
1380 for(i=0; i<30; i++)
1382 /* If the projectile is active (>0 inactive) */
1383 if (fire[i].top >= 0)
1385 if (game_state!=ST_PAUSE)
1386 fire[i].top -= SPEED_FIRE;
1387 /* Draw the projectile */
1388 rb->lcd_vline( INT3(fire[i].x_pos), INT3(fire[i].top),
1389 INT3(fire[i].top + FIRE_LENGTH));
1393 /* Setup the pad line-later used in intersection test */
1394 pad_line.p1.x = pad_pos_x;
1395 pad_line.p1.y = PAD_POS_Y;
1397 pad_line.p2.x = pad_pos_x + pad_width;
1398 pad_line.p2.y = PAD_POS_Y;
1400 /* handle all of the bricks */
1401 for (i=0; i<=7; i++)
1403 for (j=0; j<=9 ;j++)
1405 int brickx;
1406 int bnum = i*10+j;
1408 /* This brick is not really a brick, it is a powerup if
1409 * poweruse is set. Perform appropriate powerup checks.
1411 if(brick[bnum].poweruse)
1413 brickx = LEFTMARGIN + j*BRICK_WIDTH +
1414 (BRICK_WIDTH - POWERUP_WIDTH) / 2;
1416 /* Update powertop if the game is not paused */
1417 if (game_state!=ST_PAUSE)
1418 brick[bnum].powertop+=SPEED_POWER;
1420 /* Draw the powerup */
1421 rb->lcd_bitmap_part(brickmania_powerups,0,
1422 INT3(POWERUP_HEIGHT)*brick[bnum].power,
1423 STRIDE( SCREEN_MAIN,
1424 BMPWIDTH_brickmania_powerups,
1425 BMPHEIGHT_brickmania_powerups),
1426 INT3(brickx),
1427 INT3(brick[bnum].powertop),
1428 INT3(POWERUP_WIDTH),
1429 INT3(POWERUP_HEIGHT) );
1431 /* Use misc_line to check if the center of the powerup
1432 * hit the paddle.
1434 misc_line.p1.x = brickx + (POWERUP_WIDTH >> 1);
1435 misc_line.p1.y = brick[bnum].powertop + POWERUP_HEIGHT;
1437 misc_line.p2.x = brickx + (POWERUP_WIDTH >> 1);
1438 misc_line.p2.y = SPEED_POWER + brick[bnum].powertop +
1439 POWERUP_HEIGHT;
1441 /* Check if the powerup will hit the paddle */
1442 if ( check_lines(&misc_line, &pad_line, &pt_hit) )
1444 switch(brick[bnum].power) {
1445 case 0: /* Extra Life */
1446 life++;
1447 score += 50;
1448 break;
1449 case 1: /* Loose a life */
1450 life--;
1451 if (life>=0)
1453 brickmania_init_game(false);
1454 brickmania_sleep(2);
1456 break;
1457 case 2: /* Make the paddle sticky */
1458 score += 34;
1459 pad_type = STICKY;
1460 break;
1461 case 3: /* Give the paddle shooter */
1462 score += 47;
1463 pad_type = SHOOTER;
1464 for(k=0;k<used_balls;k++)
1465 ball[k].glue=false;
1466 break;
1467 case 4: /* Normal brick */
1468 score += 23;
1469 pad_type = PLAIN;
1470 for(k=0;k<used_balls;k++)
1471 ball[k].glue=false;
1472 flip_sides=false;
1474 pad_pos_x += (pad_width-PAD_WIDTH)/2;
1475 pad_width = PAD_WIDTH;
1476 break;
1477 case 5: /* Flip the paddle */
1478 score += 23;
1479 sec_count = *rb->current_tick+HZ;
1480 num_count = 10;
1481 flip_sides = true;
1482 break;
1483 case 6: /* Extra Ball */
1484 score += 23;
1485 if(used_balls<MAX_BALLS)
1487 /* Set the speed */
1488 if(rb->rand()%2 == 0)
1489 ball[used_balls].speedx=-SPEED_4Q_X;
1490 else
1491 ball[used_balls].speedx= SPEED_4Q_X;
1493 ball[used_balls].speedy= SPEED_4Q_Y;
1495 /* Ball is not glued */
1496 ball[used_balls].glue= false;
1497 used_balls++;
1499 break;
1500 case 7: /* Long paddle */
1501 score+=23;
1502 if (pad_width==PAD_WIDTH)
1504 pad_width = LONG_PAD_WIDTH;
1505 pad_pos_x -= (LONG_PAD_WIDTH -
1506 PAD_WIDTH)/2;
1508 else if (pad_width==SHORT_PAD_WIDTH)
1510 pad_width = PAD_WIDTH;
1511 pad_pos_x-=(PAD_WIDTH-
1512 SHORT_PAD_WIDTH)/2;
1515 if (pad_pos_x < 0)
1516 pad_pos_x = 0;
1517 else if(pad_pos_x + pad_width >
1518 GAMESCREEN_WIDTH)
1519 pad_pos_x = GAMESCREEN_WIDTH-pad_width;
1520 break;
1521 case 8: /* Short Paddle */
1522 if (pad_width==PAD_WIDTH)
1524 pad_width=SHORT_PAD_WIDTH;
1525 pad_pos_x+=(PAD_WIDTH-
1526 SHORT_PAD_WIDTH)/2;
1528 else if (pad_width==LONG_PAD_WIDTH)
1530 pad_width=PAD_WIDTH;
1531 pad_pos_x+=(LONG_PAD_WIDTH-PAD_WIDTH)/2;
1533 break;
1535 /* Disable the powerup (it was picked up) */
1536 brick[bnum].poweruse = false;
1539 if (brick[bnum].powertop>PAD_POS_Y)
1541 /* Disable the powerup (it was missed) */
1542 brick[bnum].poweruse = false;
1545 /* The brick is a brick, but it may or may not be in use */
1546 else if(brick[bnum].used)
1548 /* these lines are used to describe the brick */
1549 line bot_brick, top_brick, left_brick, rght_brick;
1550 brickx = LEFTMARGIN + j*BRICK_WIDTH;
1552 /* Describe the brick for later collision checks */
1553 /* Setup the bottom of the brick */
1554 bot_brick.p1.x = brickx;
1555 bot_brick.p1.y = brick[bnum].powertop + BRICK_HEIGHT;
1557 bot_brick.p2.x = brickx + BRICK_WIDTH;
1558 bot_brick.p2.y = brick[bnum].powertop + BRICK_HEIGHT;
1560 /* Setup the top of the brick */
1561 top_brick.p1.x = brickx;
1562 top_brick.p1.y = brick[bnum].powertop;
1564 top_brick.p2.x = brickx + BRICK_WIDTH;
1565 top_brick.p2.y = brick[bnum].powertop;
1567 /* Setup the left of the brick */
1568 left_brick.p1.x = brickx;
1569 left_brick.p1.y = brick[bnum].powertop;
1571 left_brick.p2.x = brickx;
1572 left_brick.p2.y = brick[bnum].powertop + BRICK_HEIGHT;
1574 /* Setup the right of the brick */
1575 rght_brick.p1.x = brickx + BRICK_WIDTH;
1576 rght_brick.p1.y = brick[bnum].powertop;
1578 rght_brick.p2.x = brickx + BRICK_WIDTH;
1579 rght_brick.p2.y = brick[bnum].powertop + BRICK_HEIGHT;
1581 /* Check if any of the active fires hit a brick */
1582 if (pad_type == SHOOTER)
1584 for (k=0;k<30;k++)
1586 /* Use misc_line to check if fire hit brick */
1587 misc_line.p1.x = fire[k].x_pos;
1588 misc_line.p1.y = fire[k].top;
1590 misc_line.p2.x = fire[k].x_pos;
1591 misc_line.p2.y = fire[k].top + SPEED_FIRE;
1593 /* If the fire hit the brick take care of it */
1594 if (fire[k].top > 0 &&
1595 check_lines(&misc_line, &bot_brick,
1596 &pt_hit))
1598 score+=13;
1599 /* De-activate the fire */
1600 fire[k].top=-1;
1601 brick_hit(bnum);
1606 /* Draw the brick */
1607 rb->lcd_bitmap_part(brickmania_bricks,0,
1608 INT3(BRICK_HEIGHT)*brick[bnum].color,
1609 STRIDE( SCREEN_MAIN,
1610 BMPWIDTH_brickmania_bricks,
1611 BMPHEIGHT_brickmania_bricks),
1612 INT3(brickx),
1613 INT3(brick[bnum].powertop),
1614 INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
1616 #ifdef HAVE_LCD_COLOR /* No transparent effect for greyscale lcds for now */
1617 if (brick[bnum].hiteffect > 0)
1618 rb->lcd_bitmap_transparent_part(brickmania_break,0,
1619 INT3(BRICK_HEIGHT)*brick[bnum].hiteffect,
1620 STRIDE( SCREEN_MAIN,
1621 BMPWIDTH_brickmania_break,
1622 BMPHEIGHT_brickmania_break),
1623 INT3(brickx),
1624 INT3(brick[bnum].powertop),
1625 INT3(BRICK_WIDTH), INT3(BRICK_HEIGHT) );
1626 #endif
1628 /* Check if any balls collided with the brick */
1629 for(k=0; k<used_balls; k++)
1631 /* Setup the ball path to describe the current ball
1632 * position and the line it makes to its next
1633 * position.
1635 misc_line.p1.x = ball[k].pos_x + HALFBALL;
1636 misc_line.p1.y = ball[k].pos_y + HALFBALL;
1638 misc_line.p2.x = ball[k].pos_x + ball[k].speedx
1639 + HALFBALL;
1640 misc_line.p2.y = ball[k].pos_y + ball[k].speedy
1641 + HALFBALL;
1643 /* Check to see if the ball and the bottom hit. If
1644 * the ball is moving down we don't want to
1645 * include the bottom line intersection.
1647 * The order that the sides are checked matters.
1649 * Note that tempx/tempy store the next position
1650 * that the ball should be drawn.
1652 if(ball[k].speedy <= 0 &&
1653 check_lines(&misc_line, &bot_brick, &pt_hit))
1655 ball[k].speedy = -ball[k].speedy;
1656 ball[k].tempy = pt_hit.y + HALFBALL;
1657 ball[k].tempx = pt_hit.x - HALFBALL;
1658 brick_hit(bnum);
1660 /* Check the top, if the ball is moving up dont
1661 * count it as a hit.
1663 else if(ball[k].speedy > 0 &&
1664 check_lines(&misc_line, &top_brick, &pt_hit))
1666 ball[k].speedy = -ball[k].speedy;
1667 ball[k].tempy = pt_hit.y - HALFBALL;
1668 ball[k].tempx = pt_hit.x - HALFBALL;
1669 brick_hit(bnum);
1671 /* Check the left side of the brick */
1672 else if(
1673 check_lines(&misc_line, &left_brick, &pt_hit))
1675 ball[k].speedx = -ball[k].speedx;
1676 ball[k].tempy = pt_hit.y - HALFBALL;
1677 ball[k].tempx = pt_hit.x - HALFBALL;
1678 brick_hit(bnum);
1680 /* Check the right side of the brick */
1681 else if(
1682 check_lines(&misc_line, &rght_brick, &pt_hit))
1684 ball[k].speedx = -ball[k].speedx;
1685 ball[k].tempy = pt_hit.y - HALFBALL;
1686 ball[k].tempx = pt_hit.x + HALFBALL;
1687 brick_hit(bnum);
1689 } /* for k */
1690 } /* if(used) */
1692 } /* for j */
1693 } /* for i */
1695 /* draw the paddle according to the PAD_WIDTH */
1696 if( pad_width == PAD_WIDTH ) /* Normal width */
1698 rb->lcd_bitmap_part(
1699 brickmania_pads,
1700 0, pad_type*INT3(PAD_HEIGHT),
1701 STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_pads,
1702 BMPHEIGHT_brickmania_pads),
1703 INT3(pad_pos_x), INT3(PAD_POS_Y),
1704 INT3(pad_width), INT3(PAD_HEIGHT) );
1706 else if( pad_width == LONG_PAD_WIDTH ) /* Long Pad */
1708 rb->lcd_bitmap_part(
1709 brickmania_long_pads,
1710 0,pad_type*INT3(PAD_HEIGHT),
1711 STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_long_pads,
1712 BMPHEIGHT_brickmania_long_pads),
1713 INT3(pad_pos_x), INT3(PAD_POS_Y),
1714 INT3(pad_width), INT3(PAD_HEIGHT) );
1716 else /* Short pad */
1718 rb->lcd_bitmap_part(
1719 brickmania_short_pads,
1720 0,pad_type*INT3(PAD_HEIGHT),
1721 STRIDE( SCREEN_MAIN, BMPWIDTH_brickmania_short_pads,
1722 BMPHEIGHT_brickmania_short_pads),
1723 INT3(pad_pos_x), INT3(PAD_POS_Y),
1724 INT3(pad_width), INT3(PAD_HEIGHT) );
1727 /* If the game is not paused continue */
1728 if (game_state!=ST_PAUSE)
1730 /* Loop through all of the balls in play */
1731 for(k=0;k<used_balls;k++)
1733 /* Did the Ball hit the top of the screen? */
1734 if (ball[k].pos_y<= 0)
1736 /* Reverse the direction */
1737 ball[k].speedy = -ball[k].speedy;
1739 /* Player missed the ball and hit bottom of screen */
1740 else if (ball[k].pos_y+HALFBALL >= GAMESCREEN_HEIGHT)
1742 /* Player had balls to spare, so handle the removal */
1743 if (used_balls>1)
1745 /* decrease number of balls in play */
1746 used_balls--;
1747 /* Replace removed ball with the last ball */
1748 ball[k].pos_x = ball[used_balls].pos_x;
1749 ball[k].pos_y = ball[used_balls].pos_y;
1750 ball[k].speedy = ball[used_balls].speedy;
1751 ball[k].tempy = ball[used_balls].tempy;
1752 ball[k].speedx = ball[used_balls].speedx;
1753 ball[k].tempx = ball[used_balls].tempx;
1754 ball[k].glue = ball[used_balls].glue;
1756 /* Reset the last ball that was removed */
1757 ball[used_balls].speedx=0;
1758 ball[used_balls].speedy=0;
1759 ball[used_balls].tempy=0;
1760 ball[used_balls].tempx=0;
1761 ball[used_balls].pos_y=PAD_POS_Y-BALL;
1762 ball[used_balls].pos_x=pad_pos_x+(pad_width/2)-2;
1764 k--;
1765 continue;
1767 else
1769 /* Player lost a life */
1770 life--;
1771 if (life>=0)
1773 /* No lives left reset game */
1774 brickmania_init_game(false);
1775 brickmania_sleep(2);
1776 rb->button_clear_queue();
1781 /* Check if the ball hit the left or right side */
1782 if ( (ball[k].pos_x < 0) ||
1783 (ball[k].pos_x+BALL > GAMESCREEN_WIDTH) )
1785 /* Reverse direction */
1786 ball[k].speedx = -ball[k].speedx;
1787 /* Re-position ball in gameboard */
1788 if(ball[k].pos_x <= 0)
1790 ball[k].pos_x = 0;
1792 else
1794 ball[k].pos_x = GAMESCREEN_WIDTH-BALL;
1798 /* Setup the ball path to describe the current ball
1799 * position and the line it makes to its next
1800 * position. */
1801 misc_line.p1.x = ball[k].pos_x + HALFBALL;
1802 misc_line.p1.y = ball[k].pos_y + HALFBALL;
1804 misc_line.p2.x = ball[k].pos_x + ball[k].speedx + HALFBALL;
1805 misc_line.p2.y = ball[k].pos_y + ball[k].speedy + HALFBALL;
1807 /* Did the ball hit the paddle? Depending on where the ball
1808 * Hit set the x/y speed appropriately.
1810 if( game_state!=ST_READY && !ball[k].glue &&
1811 check_lines(&misc_line, &pad_line, &pt_hit) )
1813 /* Position the ball relative to the paddle width */
1814 int ball_repos = pt_hit.x - pad_pos_x;
1815 /* If the ball hits the right half of paddle, x speed
1816 * should be positive, if it hits the left half it
1817 * should be negative.
1819 int x_direction = -1;
1821 /* Comparisons are done with respect to 1/2 pad_width */
1822 if(ball_repos > pad_width/2)
1824 /* flip the relative position */
1825 ball_repos -= ((ball_repos - pad_width/2) << 1);
1826 /* Ball hit the right half so X speed calculations
1827 * should be positive.
1829 x_direction = 1;
1832 /* Figure out where the ball hit relative to 1/2 pad
1833 * and in divisions of 4.
1835 ball_repos = ball_repos / (pad_width/2/4);
1837 switch(ball_repos)
1839 /* Ball hit the outer edge of the paddle */
1840 case 0:
1841 ball[k].speedy = SPEED_1Q_Y;
1842 ball[k].speedx = SPEED_1Q_X * x_direction;
1843 break;
1844 /* Ball hit the next fourth of the paddle */
1845 case 1:
1846 ball[k].speedy = SPEED_2Q_Y;
1847 ball[k].speedx = SPEED_2Q_X * x_direction;
1848 break;
1849 /* Ball hit the third fourth of the paddle */
1850 case 2:
1851 ball[k].speedy = SPEED_3Q_Y;
1852 ball[k].speedx = SPEED_3Q_X * x_direction;
1853 break;
1854 /* Ball hit the fourth fourth of the paddle or dead
1855 * center.
1857 case 3:
1858 case 4:
1859 ball[k].speedy = SPEED_4Q_Y;
1860 /* Since this is the middle we don't want to
1861 * force the ball in a different direction.
1862 * Just keep it going in the same direction
1863 * with a specific speed.
1865 if(ball[k].speedx > 0)
1867 ball[k].speedx = SPEED_4Q_X;
1869 else
1871 ball[k].speedx = -SPEED_4Q_X;
1873 break;
1875 default:
1876 ball[k].speedy = SPEED_4Q_Y;
1877 break;
1880 if(pad_type == STICKY)
1882 ball[k].speedy = -ball[k].speedy;
1883 ball[k].glue=true;
1884 ball[k].tempy = pt_hit.y - BALL;
1888 /* Update the ball position */
1889 if (!ball[k].glue)
1891 if(ball[k].tempx)
1892 ball[k].pos_x = ball[k].tempx;
1893 else
1894 ball[k].pos_x += ball[k].speedx;
1896 if(ball[k].tempy)
1897 ball[k].pos_y = ball[k].tempy;
1898 else
1899 ball[k].pos_y += ball[k].speedy;
1901 ball[k].tempy=0;
1902 ball[k].tempx=0;
1904 } /* for k */
1907 rb->lcd_update();
1909 if (brick_on_board < 0)
1911 if (level+1<levels_num)
1913 level++;
1914 if (difficulty==NORMAL)
1915 score+=100;
1916 brickmania_init_game(true);
1917 brickmania_sleep(2);
1918 rb->button_clear_queue();
1920 else
1922 rb->lcd_getstringsize("Congratulations!", &sw, NULL);
1923 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_CONGRATS),
1924 "Congratulations!");
1925 #if (LCD_WIDTH == 112) && (LCD_HEIGHT == 64)
1926 rb->lcd_getstringsize("No more levels", &sw, NULL);
1927 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH),
1928 "No more levels");
1929 #else
1930 rb->lcd_getstringsize("You have finished the game!",
1931 &sw, NULL);
1932 rb->lcd_putsxy(LCD_WIDTH/2-sw/2, INT3(STRINGPOS_FINISH),
1933 "You have finished the game!");
1934 #endif
1935 vscore=score;
1936 rb->lcd_update();
1937 brickmania_sleep(2);
1938 return 0;
1942 int button=rb->button_get(false);
1943 int move_button = rb->button_status();
1945 #if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
1946 /* FIXME: Should probably check remote hold here */
1947 if (rb->button_hold())
1948 button = QUIT;
1949 #endif
1951 #ifdef HAVE_TOUCHSCREEN
1952 if( move_button & BUTTON_TOUCHSCREEN)
1954 int data;
1955 short touch_x, touch_y;
1956 rb->button_status_wdata(&data);
1957 touch_x = FIXED3(data >> 16);
1958 touch_y = FIXED3(data & 0xffff);
1960 if(flip_sides)
1962 pad_pos_x = GAMESCREEN_WIDTH - (touch_x + pad_width/2);
1964 else
1966 pad_pos_x = (touch_x - pad_width/2);
1969 if(pad_pos_x < 0)
1970 pad_pos_x = 0;
1971 else if(pad_pos_x + pad_width > GAMESCREEN_WIDTH)
1972 pad_pos_x = GAMESCREEN_WIDTH-pad_width;
1973 for(k=0; k<used_balls; k++)
1974 if (game_state==ST_READY || ball[k].glue)
1975 ball[k].pos_x = pad_pos_x + pad_width/2 - HALFBALL;
1977 else
1978 #endif
1980 int button_right, button_left;
1981 #ifdef ALTRIGHT
1982 button_right = move_button & (RIGHT | ALTRIGHT);
1983 button_left = move_button & (LEFT | ALTLEFT);
1984 #else
1985 button_right =((move_button & RIGHT)|| SCROLL_FWD(move_button));
1986 button_left =((move_button & LEFT) ||SCROLL_BACK(move_button));
1987 #endif
1988 if ((game_state==ST_PAUSE) && (button_right || button_left))
1989 continue;
1990 if ((button_right && !flip_sides) ||
1991 (button_left && flip_sides))
1993 if (pad_pos_x+SPEED_PAD+pad_width > GAMESCREEN_WIDTH)
1995 for(k=0;k<used_balls;k++)
1996 if (game_state==ST_READY || ball[k].glue)
1997 ball[k].pos_x += GAMESCREEN_WIDTH-pad_pos_x -
1998 pad_width;
1999 pad_pos_x += GAMESCREEN_WIDTH - pad_pos_x - pad_width;
2001 else {
2002 for(k=0;k<used_balls;k++)
2003 if ((game_state==ST_READY || ball[k].glue))
2004 ball[k].pos_x+=SPEED_PAD;
2005 pad_pos_x+=SPEED_PAD;
2008 else if ((button_left && !flip_sides) ||
2009 (button_right && flip_sides))
2011 if (pad_pos_x-SPEED_PAD < 0)
2013 for(k=0;k<used_balls;k++)
2014 if (game_state==ST_READY || ball[k].glue)
2015 ball[k].pos_x-=pad_pos_x;
2016 pad_pos_x -= pad_pos_x;
2018 else
2020 for(k=0;k<used_balls;k++)
2021 if (game_state==ST_READY || ball[k].glue)
2022 ball[k].pos_x-=SPEED_PAD;
2023 pad_pos_x-=SPEED_PAD;
2028 switch(button)
2030 #if defined(HAVE_TOUCHSCREEN)
2031 case (BUTTON_REL | BUTTON_TOUCHSCREEN):
2032 #endif
2033 case UP:
2034 case SELECT:
2035 if (game_state==ST_READY)
2037 /* Initialize used balls starting speed */
2038 for(k=0 ; k < used_balls ; k++)
2040 ball[k].speedy = SPEED_4Q_Y;
2041 if(pad_pos_x + (pad_width/2) >= GAMESCREEN_WIDTH/2)
2043 ball[k].speedx = SPEED_4Q_X;
2045 else
2047 ball[k].speedx = -SPEED_4Q_X;
2050 game_state=ST_START;
2052 else if (game_state==ST_PAUSE)
2054 game_state=ST_START;
2056 else if (pad_type == STICKY)
2058 for(k=0;k<used_balls;k++)
2060 if (ball[k].glue)
2062 ball[k].glue=false;
2063 ball[k].speedy = -ball[k].speedy;
2067 else if (pad_type == SHOOTER)
2069 k=brickmania_find_empty_fire();
2070 fire[k].top=PAD_POS_Y - FIRE_LENGTH;
2071 fire[k].x_pos = pad_pos_x + 1; /* Add 1 for edge */
2073 k=brickmania_find_empty_fire();
2074 fire[k].top=PAD_POS_Y - FIRE_LENGTH;
2075 fire[k].x_pos = pad_pos_x + pad_width -1; /* Sub1 edge*/
2077 break;
2078 #ifdef RC_QUIT
2079 case RC_QUIT:
2080 #endif
2081 case QUIT:
2082 resume = true;
2083 return 0;
2084 break;
2086 default:
2087 if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
2088 return 1;
2089 break;
2092 else
2094 #ifdef HAVE_LCD_COLOR
2095 rb->lcd_bitmap_transparent(brickmania_gameover,
2096 (LCD_WIDTH - INT3(GAMEOVER_WIDTH))/2,
2097 INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
2098 INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT));
2099 #else /* greyscale and mono */
2100 rb->lcd_bitmap(brickmania_gameover,(LCD_WIDTH -
2101 INT3(GAMEOVER_WIDTH))/2,
2102 INT3(GAMESCREEN_HEIGHT - GAMEOVER_HEIGHT)/2,
2103 INT3(GAMEOVER_WIDTH),INT3(GAMEOVER_HEIGHT) );
2104 #endif
2105 rb->lcd_update();
2106 brickmania_sleep(2);
2107 return 0;
2110 /* Game always needs to yield for other threads */
2111 rb->yield();
2113 /* Sleep for a bit if there is time to spare */
2114 if (TIME_BEFORE(*rb->current_tick, end))
2115 rb->sleep(end-*rb->current_tick);
2117 return 0;
2120 /* this is the plugin entry point */
2121 enum plugin_status plugin_start(const void* parameter)
2123 (void)parameter;
2124 int last_difficulty;
2126 highscore_load(HIGH_SCORE,highest,NUM_SCORES);
2127 configfile_load(CONFIG_FILE_NAME,config,1,0);
2128 last_difficulty = difficulty;
2130 #ifdef HAVE_TOUCHSCREEN
2131 rb->touchscreen_set_mode(TOUCHSCREEN_POINT);
2132 #endif
2134 rb->lcd_setfont(FONT_SYSFIXED);
2135 #if LCD_DEPTH > 1
2136 rb->lcd_set_backdrop(NULL);
2137 #endif
2138 /* Turn off backlight timeout */
2139 backlight_force_on(); /* backlight control in lib/helper.c */
2141 /* now go ahead and have fun! */
2142 rb->srand( *rb->current_tick );
2143 brickmania_loadgame();
2144 resume_file = resume;
2145 while(!brickmania_game_loop())
2147 if(!resume)
2149 int position = highscore_update(score, level+1, "", highest,
2150 NUM_SCORES);
2151 if (position == 0)
2153 rb->splash(HZ*2, "New High Score");
2156 if (position != -1)
2158 highscore_show(position, highest, NUM_SCORES, true);
2160 else
2162 brickmania_sleep(3);
2167 highscore_save(HIGH_SCORE,highest,NUM_SCORES);
2168 if(last_difficulty != difficulty)
2169 configfile_save(CONFIG_FILE_NAME,config,1,0);
2170 /* Restore user's original backlight setting */
2171 rb->lcd_setfont(FONT_UI);
2172 /* Turn on backlight timeout (revert to settings) */
2173 backlight_use_settings(); /* backlight control in lib/helper.c */
2175 return PLUGIN_OK;