summaryrefslogtreecommitdiffstats
path: root/apps
diff options
context:
space:
mode:
authorTomer Shalev <shalev.tomer@gmail.com>2010-02-21 16:13:43 +0000
committerTomer Shalev <shalev.tomer@gmail.com>2010-02-21 16:13:43 +0000
commit3dc9d111b39f24ace7f8afcb3958dcb218dff8de (patch)
treeb5680d831b042bba14d2ccc16f31b07ad0d69f39 /apps
parenta3068ca8639d2fe3dd69fcfa3ee7276fc86a8735 (diff)
downloadrockbox-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.c12
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