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-rw-r--r--apps/plugins/brickmania.c15
1 files changed, 7 insertions, 8 deletions
diff --git a/apps/plugins/brickmania.c b/apps/plugins/brickmania.c
index 5e0f7fd73c..059d3c3336 100644
--- a/apps/plugins/brickmania.c
+++ b/apps/plugins/brickmania.c
@@ -276,9 +276,9 @@ CONFIG_KEYPAD == SANSA_M200_PAD
#endif
/* The time (in ms) for one iteration through the game loop - decrease this
- to speed up the game - note that current_tick is (currently) only accurate
- to 10ms.
-*/
+ * to speed up the game - note that current_tick is (currently) only accurate
+ * to 10ms.
+ */
#define CYCLETIME 30
#define TOPMARGIN MAX(BRICK_HEIGHT, FIXED3(8))
@@ -291,10 +291,8 @@ CONFIG_KEYPAD == SANSA_M200_PAD
/* Brickmania was originally designed for the H300, other targets should scale
* the speed up/down as needed based on the screen height.
*/
-#define SPEED_SCALE_H(y) \
- FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
-#define SPEED_SCALE_W(x) \
- FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
+#define SPEED_SCALE_H(y) FIXED3_DIV(GAMESCREEN_HEIGHT, FIXED3(176)/(y) )
+#define SPEED_SCALE_W(x) FIXED3_DIV(GAMESCREEN_WIDTH, FIXED3(220)/(x) )
/* These are all used as ball speeds depending on where the ball hit the
* paddle.
@@ -1368,7 +1366,8 @@ static int brickmania_game_loop(void)
for(k=0;k<used_balls;k++)
ball[k].glue=false;
flip_sides=false;
- pad_pos_x += pad_width - (PAD_WIDTH/2);
+
+ pad_pos_x += (pad_width-PAD_WIDTH)/2;
pad_width = PAD_WIDTH;
break;
case 5: /* Flip the paddle */