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author | Tomer Shalev <shalev.tomer@gmail.com> | 2010-02-21 16:13:43 +0000 |
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committer | Tomer Shalev <shalev.tomer@gmail.com> | 2010-02-21 16:13:43 +0000 |
commit | 3dc9d111b39f24ace7f8afcb3958dcb218dff8de (patch) | |
tree | b5680d831b042bba14d2ccc16f31b07ad0d69f39 /apps | |
parent | a3068ca8639d2fe3dd69fcfa3ee7276fc86a8735 (diff) | |
download | rockbox-3dc9d111b39f24ace7f8afcb3958dcb218dff8de.tar.gz rockbox-3dc9d111b39f24ace7f8afcb3958dcb218dff8de.zip |
Brickmania: Use predefined macro definition when possible
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24809 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps')
-rw-r--r-- | apps/plugins/brickmania.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c index 961a7c73fa..e8adb76738 100644 --- a/apps/plugins/brickmania.c +++ b/apps/plugins/brickmania.c @@ -1796,7 +1796,7 @@ static int brickmania_game_loop(void) screen_edge.p1.x = 0; screen_edge.p1.y = 0; - screen_edge.p2.x = FIXED3(LCD_WIDTH); + screen_edge.p2.x = GAMESCREEN_WIDTH; screen_edge.p2.y = 0; /* the test for pos_y prevents the ball from bouncing back * from _over_ the top to infinity on some rare cases */ @@ -1856,7 +1856,7 @@ static int brickmania_game_loop(void) screen_edge.p1.y = 0; screen_edge.p2.x = 0; - screen_edge.p2.y = FIXED3(LCD_HEIGHT); + screen_edge.p2.y = GAMESCREEN_HEIGHT; if ( !ball[k].glue && check_lines(&misc_line, &screen_edge, &pt_hit)) { @@ -1869,11 +1869,11 @@ static int brickmania_game_loop(void) } /* Check if the ball hit the right side */ - screen_edge.p1.x = FIXED3(LCD_WIDTH); + screen_edge.p1.x = GAMESCREEN_WIDTH; screen_edge.p1.y = 0; - screen_edge.p2.x = FIXED3(LCD_WIDTH); - screen_edge.p2.y = FIXED3(LCD_HEIGHT); + screen_edge.p2.x = GAMESCREEN_WIDTH; + screen_edge.p2.y = GAMESCREEN_HEIGHT; if ( !ball[k].glue && check_lines(&misc_line, &screen_edge, &pt_hit)) { @@ -1882,7 +1882,7 @@ static int brickmania_game_loop(void) /* Re-position ball in gameboard */ ball[k].tempy = pt_hit.y; - ball[k].tempx = FIXED3(LCD_WIDTH - 1); + ball[k].tempx = GAMESCREEN_WIDTH - FIXED3(1); } /* Did the ball hit the paddle? Depending on where the ball |