/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2005 Ben Basha (Paprica) * * All files in this archive are subject to the GNU General Public License. * See the file COPYING in the source tree root for full license agreement. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "plugin.h" #include "configfile.h" /* Part of libplugin */ PLUGIN_HEADER /* 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. */ #define CYCLETIME 30 #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD) #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN /* H100 and H300 don't have scroll events */ #define SCROLL_FWD(x) (0) #define SCROLL_BACK(x) (0) #elif (CONFIG_KEYPAD == IPOD_4G_PAD) #define QUIT BUTTON_MENU #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_SCROLL_BACK #define DOWN BUTTON_SCROLL_FWD #define SCROLL_FWD(x) ((x) & BUTTON_SCROLL_FWD) #define SCROLL_BACK(x) ((x) & BUTTON_SCROLL_BACK) #else #error Unsupported keypad #endif static struct plugin_api* rb; /* External bitmaps */ extern const fb_data brickmania_ball[]; extern const fb_data brickmania_gameover[]; extern const fb_data brickmania_help[]; extern const fb_data brickmania_menu_bg[]; extern const fb_data brickmania_no_resume[]; extern const fb_data brickmania_quit[]; extern const fb_data brickmania_resume[]; extern const fb_data brickmania_sel_help[]; extern const fb_data brickmania_sel_quit[]; extern const fb_data brickmania_sel_resume[]; extern const fb_data brickmania_sel_start[]; extern const fb_data brickmania_start[]; extern const fb_data brickmania_break[]; /* normal, glue, fire */ extern const fb_data brickmania_pads[]; /* +life, -life, glue, fire, normal */ extern const fb_data brickmania_powerups[]; /* purple, red, blue, pink, green, yellow orange */ extern const fb_data brickmania_bricks[]; /* TO DO: This needs adjusting correctly for larger than 220x176 LCDS */ #if (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176) /* Offsets for LCDS > 220x176 */ #define XOFS ((LCD_WIDTH-220)/2) #define YOFS ((LCD_HEIGHT-176)/2) #define PAD_WIDTH 40 #define PAD_HEIGHT 5 #define PAD_POS_Y LCD_HEIGHT - 7 #define BRICK_HEIGHT 8 #define BRICK_WIDTH 21 #define BALL 5 #define LEFTMARGIN 5 #define BMPHEIGHT_help 19 #define BMPWIDTH_help 37 #define BMPHEIGHT_sel_help 19 #define BMPWIDTH_sel_help 37 #define BMPHEIGHT_resume 17 #define BMPWIDTH_resume 96 #define BMPHEIGHT_no_resume 17 #define BMPWIDTH_no_resume 96 #define BMPHEIGHT_quit 19 #define BMPWIDTH_quit 33 #define BMPHEIGHT_sel_quit 19 #define BMPWIDTH_sel_quit 33 #define BMPHEIGHT_sel_resume 17 #define BMPWIDTH_sel_resume 96 #define BMPHEIGHT_sel_start 20 #define BMPWIDTH_sel_start 112 #define BMPHEIGHT_start 20 #define BMPWIDTH_start 112 #define BMPHEIGHT_powerup 6 #define BMPWIDTH_powerup 10 #define BMPXOFS_resume (62+XOFS) #define BMPYOFS_resume (100+YOFS) #define BMPXOFS_quit (93+XOFS) #define BMPYOFS_quit (138+YOFS) #define BMPXOFS_start (55+XOFS) #define BMPYOFS_start (78+YOFS) #define BMPXOFS_help (92+XOFS) #define BMPYOFS_help (118+YOFS) #define HIGHSCORE_XPOS (7+XOFS) #define HIGHSCORE_YPOS (56+YOFS) #else #error Unsupported LCD Size #endif int levels_num = 29; static unsigned char levels[29][8][10] = { { /* level1 */ {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x2,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x2}, {0x0,0x2,0x1,0x0,0x0,0x0,0x0,0x1,0x2,0x0}, {0x0,0x0,0x2,0x1,0x0,0x0,0x1,0x2,0x0,0x0}, {0x0,0x0,0x0,0x2,0x1,0x1,0x2,0x0,0x0,0x0}, {0x7,0x0,0x0,0x7,0x2,0x2,0x7,0x0,0x0,0x7}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} }, { /* level2 */ {0x0,0x0,0x7,0x7,0x1,0x1,0x7,0x7,0x0,0x0}, {0x0,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x0}, {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}, {0x1,0x1,0x2,0x1,0x0,0x0,0x1,0x2,0x1,0x1}, {0x1,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x1}, {0x0,0x1,0x2,0x0,0x0,0x0,0x0,0x2,0x1,0x0}, {0x0,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x0} }, { /* level3 */ {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2}, {0x3,0x23,0x23,0x3,0x0,0x0,0x2,0x22,0x22,0x2}, {0x3,0x3,0x3,0x3,0x0,0x0,0x2,0x2,0x2,0x2}, {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x37,0x37,0x0,0x0,0x0,0x0}, {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6}, {0x5,0x25,0x25,0x5,0x0,0x0,0x6,0x26,0x26,0x6}, {0x5,0x5,0x5,0x5,0x0,0x0,0x6,0x6,0x6,0x6} }, { /* level4 */ {0x0,0x0,0x0,0x27,0x27,0x27,0x27,0x0,0x0,0x0}, {0x0,0x0,0x0,0x27,0x7,0x7,0x27,0x0,0x0,0x0}, {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22}, {0x22,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x22}, {0x26,0x6,0x0,0x2,0x2,0x2,0x2,0x0,0x6,0x26}, {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0}, {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0}, {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1} }, { /* level5 */ {0x1,0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4}, {0x0,0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0}, {0x2,0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5}, {0x2,0x0,0x3,0x3,0x0,0x4,0x4,0x0,0x5,0x5}, {0x0,0x33,0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0}, {0x3,0x33,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x36}, {0x3,0x0,0x4,0x4,0x0,0x5,0x5,0x0,0x6,0x36}, {0x0,0x24,0x24,0x0,0x25,0x25,0x0,0x26,0x26,0x0} }, { /* level6 */ {0x0,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x0}, {0x3,0x1,0x3,0x7,0x0,0x0,0x7,0x3,0x1,0x3}, {0x3,0x1,0x3,0x7,0x7,0x7,0x7,0x3,0x1,0x3}, {0x0,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x0}, {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}, {0x5,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x5}, {0x0,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} }, { /* level7 */ {0x0,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6}, {0x6,0x0,0x0,0x2,0x2,0x2,0x2,0x0,0x0,0x6}, {0x6,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x6}, {0x0,0x0,0x0,0x1,0x1,0x1,0x1,0x0,0x0,0x0}, {0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} }, { /* level8 */ {0x0,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x7,0x0}, {0x0,0x0,0x0,0x4,0x0,0x0,0x4,0x0,0x0,0x0}, {0x6,0x6,0x0,0x2,0x32,0x32,0x2,0x0,0x6,0x6}, {0x0,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x0}, {0x0,0x6,0x6,0x0,0x0,0x0,0x0,0x6,0x6,0x0}, {0x0,0x0,0x0,0x5,0x25,0x25,0x5,0x0,0x0,0x0}, {0x0,0x5,0x5,0x25,0x5,0x5,0x25,0x5,0x5,0x0}, {0x5,0x5,0x25,0x5,0x5,0x5,0x5,0x25,0x5,0x5} }, { /* level9 */ {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}, {0x2,0x3,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x2}, {0x2,0x0,0x3,0x0,0x1,0x1,0x0,0x3,0x0,0x2}, {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2}, {0x2,0x0,0x1,0x0,0x3,0x3,0x0,0x1,0x0,0x2}, {0x2,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x2}, {0x2,0x2,0x0,0x0,0x1,0x1,0x0,0x0,0x2,0x2}, {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2} }, { /* level10 */ {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5,0x0,0x5}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x0}, {0x0,0x0,0x0,0x4,0x1,0x1,0x4,0x0,0x0,0x0}, {0x0,0x0,0x3,0x4,0x1,0x1,0x4,0x3,0x0,0x0}, {0x0,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x0}, {0x1,0x2,0x3,0x4,0x1,0x1,0x4,0x3,0x2,0x1} }, { /* level11 */ {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3}, {0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x3,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2}, {0x2,0x0,0x0,0x0,0x7,0x7,0x0,0x0,0x0,0x2}, {0x2,0x0,0x0,0x7,0x7,0x7,0x7,0x0,0x0,0x2}, {0x0,0x0,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x0}, {0x0,0x2,0x0,0x1,0x0,0x0,0x1,0x0,0x2,0x0}, {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5} }, { /* level 12 */ {0x2,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x2}, {0x1,0x1,0x1,0x1,0x0,0x0,0x1,0x1,0x1,0x1}, {0x1,0x1,0x1,0x0,0x1,0x1,0x0,0x1,0x1,0x1}, {0x0,0x1,0x0,0x1,0x6,0x6,0x1,0x0,0x1,0x0}, {0x0,0x0,0x1,0x1,0x6,0x6,0x1,0x1,0x0,0x0}, {0x1,0x1,0x1,0x7,0x0,0x0,0x7,0x1,0x1,0x1}, {0x1,0x1,0x7,0x1,0x0,0x0,0x1,0x7,0x1,0x1}, {0x2,0x2,0x0,0x2,0x2,0x2,0x2,0x0,0x2,0x2} }, {/* levell13 */ {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2}, {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x0,0x2}, {0x2,0x0,0x2,0x3,0x3,0x3,0x3,0x3,0x0,0x2}, {0x2,0x0,0x2,0x4,0x4,0x4,0x4,0x4,0x0,0x2}, {0x2,0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2} }, {/* level14 */ {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x4,0x4,0x4,0x4,0x2,0x2,0x4,0x4,0x4,0x4}, {0x4,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x4}, {0x4,0x0,0x0,0x2,0x3,0x3,0x2,0x0,0x0,0x4}, {0x4,0x0,0x2,0x23,0x3,0x3,0x23,0x2,0x0,0x4}, {0x4,0x0,0x2,0x22,0x2,0x2,0x22,0x2,0x0,0x4}, {0x4,0x0,0x6,0x21,0x5,0x5,0x21,0x6,0x0,0x4}, {0x4,0x6,0x1,0x1,0x5,0x5,0x1,0x1,0x6,0x4} }, {/* level 15 */ {0x4,0x4,0x4,0x4,0x4,0x3,0x3,0x3,0x3,0x3}, {0x2,0x2,0x1,0x1,0x1,0x1,0x1,0x5,0x0,0x0}, {0x2,0x2,0x1,0x1,0x1,0x0,0x1,0x6,0x0,0x0}, {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x5,0x0,0x0}, {0x2,0x1,0x2,0x2,0x2,0x1,0x1,0x6,0x0,0x0}, {0x2,0x1,0x2,0x2,0x2,0x1,0x3,0x5,0x3,0x0}, {0x2,0x1,0x1,0x2,0x1,0x1,0x1,0x6,0x0,0x0}, {0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2} }, {/* level 16 (Rockbox) by ts-x */ {0x2,0x2,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5}, {0x2,0x0,0x3,0x0,0x3,0x4,0x0,0x5,0x5,0x0}, {0x2,0x0,0x3,0x3,0x3,0x4,0x4,0x5,0x0,0x5}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0}, {0x7,0x0,0x7,0x1,0x0,0x1,0x0,0x2,0x0,0x0}, {0x7,0x7,0x7,0x1,0x1,0x1,0x2,0x0,0x2,0x0} }, {/* level 17 (Alien) by ts-x */ {0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2}, {0x1,0x0,0x0,0x0,0x1,0x1,0x0,0x0,0x0,0x1}, {0x2,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x2}, {0x1,0x0,0x1,0x2,0x2,0x2,0x2,0x1,0x0,0x1}, {0x2,0x0,0x0,0x1,0x2,0x2,0x1,0x0,0x0,0x2}, {0x2,0x1,0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x2}, {0x2,0x2,0x1,0x0,0x1,0x1,0x0,0x1,0x2,0x2} }, {/* level 18 (Tetris) by ts-x */ {0x0,0x2,0x0,0x0,0x3,0x4,0x0,0x2,0x2,0x0}, {0x0,0x2,0x7,0x0,0x3,0x4,0x0,0x2,0x2,0x0}, {0x2,0x2,0x7,0x0,0x3,0x4,0x0,0x6,0x2,0x2}, {0x2,0x2,0x7,0x7,0x3,0x4,0x0,0x6,0x2,0x2}, {0x2,0x1,0x7,0x7,0x3,0x4,0x4,0x6,0x5,0x5}, {0x2,0x1,0x0,0x7,0x3,0x4,0x4,0x6,0x5,0x5}, {0x1,0x1,0x1,0x7,0x3,0x0,0x6,0x6,0x5,0x5}, {0x1,0x1,0x1,0x0,0x3,0x0,0x6,0x6,0x5,0x5} }, { /* level 19 (Stalactites) by ts-x */ {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2}, {0x5,0x2,0x6,0x3,0x4,0x7,0x5,0x3,0x1,0x2}, {0x5,0x0,0x6,0x3,0x4,0x7,0x5,0x0,0x1,0x2}, {0x5,0x2,0x6,0x3,0x4,0x0,0x5,0x3,0x1,0x2}, {0x5,0x0,0x6,0x0,0x4,0x7,0x5,0x0,0x1,0x0}, {0x5,0x0,0x0,0x3,0x4,0x0,0x0,0x0,0x1,0x2}, {0x0,0x0,0x6,0x0,0x0,0x0,0x5,0x0,0x0,0x0}, {0x5,0x0,0x0,0x0,0x4,0x0,0x0,0x0,0x1,0x0} }, { /* level 20 (Maze) by ts-x */ {0x1,0x1,0x21,0x1,0x1,0x1,0x1,0x1,0x1,0x21}, {0x1,0x0,0x0,0x3,0x0,0x0,0x3,0x1,0x31,0x1}, {0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x31,0x0,0x1}, {0x21,0x0,0x21,0x3,0x0,0x3,0x0,0x3,0x0,0x2}, {0x1,0x0,0x1,0x21,0x0,0x12,0x0,0x0,0x0,0x0}, {0x31,0x0,0x1,0x0,0x0,0x1,0x0,0x0,0x3,0x0}, {0x1,0x0,0x1,0x0,0x1,0x1,0x31,0x1,0x1,0x2}, {0x22,0x0,0x2,0x1,0x1,0x1,0x1,0x1,0x1,0x21} }, { /* level 21 (Dentist) by ts-x */ {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0}, {0x2,0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x2,0x2}, {0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x2}, {0x2,0x0,0x0,0x0,0x0,0x0,0x0,0x6,0x0,0x2}, {0x2,0x0,0x6,0x0,0x6,0x0,0x0,0x0,0x0,0x2}, {0x2,0x0,0x6,0x0,0x6,0x0,0x6,0x0,0x6,0x2}, {0x2,0x2,0x6,0x0,0x6,0x0,0x6,0x0,0x2,0x2}, {0x0,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x2,0x0} }, { /* level 22 (Spider) by ts-x */ {0x31,0x3,0x1,0x1,0x0,0x0,0x1,0x1,0x3,0x31}, {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0}, {0x33,0x1,0x1,0x36,0x1,0x1,0x36,0x1,0x1,0x33}, {0x0,0x0,0x1,0x1,0x1,0x1,0x1,0x1,0x0,0x0}, {0x0,0x0,0x1,0x1,0x0,0x0,0x1,0x1,0x0,0x0}, {0x21,0x3,0x1,0x21,0x2,0x2,0x21,0x1,0x3,0x21}, {0x0,0x0,0x0,0x1,0x21,0x1,0x1,0x0,0x0,0x0}, {0x3,0x1,0x3,0x1,0x0,0x0,0x1,0x3,0x1,0x3} }, { /* level 23 (Pool) by ts-x */ {0x0,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x7,0x0}, {0x0,0x0,0x5,0x0,0x2,0x0,0x0,0x0,0x2,0x0}, {0x7,0x3,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x7}, {0x7,0x0,0x0,0x0,0x0,0x0,0x0,0x5,0x0,0x7}, {0x7,0x0,0x4,0x0,0x0,0x3,0x0,0x0,0x0,0x7}, {0x7,0x0,0x0,0x6,0x0,0x0,0x0,0x0,0x4,0x7}, {0x0,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x0,0x7,0x7,0x7,0x7,0x0,0x7,0x7,0x7,0x0} }, { /* level 24 (Vorbis Fish) by ts-x */ {0x0,0x0,0x4,0x4,0x5,0x5,0x5,0x0,0x0,0x5}, {0x0,0x4,0x6,0x4,0x4,0x5,0x5,0x5,0x0,0x5}, {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x5,0x5,0x5}, {0x5,0x6,0x0,0x6,0x4,0x4,0x4,0x4,0x5,0x5}, {0x0,0x5,0x6,0x4,0x4,0x5,0x5,0x4,0x5,0x0}, {0x5,0x5,0x4,0x4,0x5,0x5,0x5,0x4,0x5,0x5}, {0x5,0x4,0x4,0x4,0x5,0x5,0x4,0x4,0x5,0x5}, {0x0,0x0,0x4,0x4,0x4,0x4,0x4,0x5,0x0,0x5} }, {/* level 25 (Rainbow) by ts-x */ {0x0,0x4,0x1,0x0,0x0,0x0,0x0,0x1,0x4,0x0}, {0x24,0x1,0x3,0x1,0x0,0x0,0x21,0x3,0x1,0x24}, {0x1,0x23,0x5,0x3,0x1,0x21,0x3,0x5,0x3,0x21}, {0x3,0x5,0x6,0x5,0x3,0x3,0x5,0x6,0x5,0x3}, {0x5,0x6,0x7,0x6,0x5,0x5,0x6,0x7,0x6,0x5}, {0x6,0x7,0x2,0x27,0x6,0x6,0x27,0x2,0x7,0x6}, {0x7,0x2,0x0,0x2,0x27,0x27,0x2,0x0,0x2,0x7}, {0x32,0x0,0x0,0x0,0x2,0x2,0x0,0x0,0x0,0x32} }, { /* level 26 (Bowtie) by ts-x */ {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5}, {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1}, {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5}, {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1}, {0x1,0x0,0x6,0x6,0x0,0x0,0x6,0x6,0x0,0x1}, {0x5,0x0,0x6,0x0,0x1,0x1,0x0,0x6,0x0,0x5}, {0x1,0x0,0x0,0x1,0x5,0x5,0x1,0x0,0x0,0x1}, {0x5,0x1,0x5,0x1,0x0,0x0,0x1,0x5,0x1,0x5} }, { /* level 27 (Frog) by ts-x */ {0x0,0x5,0x25,0x0,0x0,0x0,0x0,0x25,0x5,0x0}, {0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5}, {0x25,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x25}, {0x5,0x0,0x3,0x0,0x6,0x6,0x0,0x3,0x0,0x5}, {0x5,0x0,0x31,0x0,0x6,0x6,0x0,0x31,0x0,0x5}, {0x5,0x0,0x0,0x5,0x6,0x6,0x5,0x0,0x0,0x5}, {0x5,0x5,0x5,0x35,0x0,0x0,0x35,0x5,0x5,0x5}, {0x0,0x25,0x5,0x0,0x4,0x4,0x0,0x5,0x25,0x0} }, { /* level 28 (DigDug) by ts-x */ {0x35,0x5,0x5,0x25,0x0,0x25,0x25,0x5,0x5,0x35}, {0x6,0x0,0x0,0x6,0x0,0x6,0x6,0x0,0x0,0x6}, {0x7,0x0,0x37,0x37,0x0,0x37,0x37,0x7,0x0,0x7}, {0x7,0x0,0x7,0x0,0x0,0x0,0x7,0x7,0x7,0x7}, {0x4,0x4,0x4,0x24,0x0,0x24,0x4,0x0,0x0,0x4}, {0x4,0x4,0x0,0x0,0x0,0x4,0x4,0x0,0x4,0x4}, {0x24,0x24,0x4,0x4,0x4,0x4,0x0,0x0,0x24,0x4}, {0x1,0x1,0x1,0x1,0x1,0x1,0x21,0x21,0x1,0x1} }, { /* TheEnd */ {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0}, {0x22,0x22,0x26,0x0,0x0,0x26,0x24,0x24,0x0,0x0}, {0x22,0x0,0x26,0x26,0x0,0x26,0x24,0x0,0x24,0x0}, {0x22,0x22,0x26,0x26,0x0,0x26,0x24,0x0,0x24,0x0}, {0x22,0x22,0x26,0x0,0x26,0x26,0x24,0x0,0x24,0x0}, {0x22,0x0,0x26,0x0,0x26,0x26,0x24,0x0,0x24,0x0}, {0x22,0x22,0x26,0x0,0x0,0x26,0x24,0x24,0x0,0x0}, {0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0} } }; int pad_pos_x,x,y; int life; int start_game,con_game; int pad_type; int score=0,vscore=0; bool flip_sides=false; int cur_level=0; int brick_on_board=0; int used_balls=1; typedef struct cube { int powertop; int power; char poweruse; char used; int color; int hits; int hiteffect; } cube; cube brick[80]; typedef struct balls { int pos_x; int pos_y; int y; int tempy; int x; int tempx; bool glue; } balls; #define MAX_BALLS 10 balls ball[MAX_BALLS]; typedef struct sfire { int top; int left; } sfire; sfire fire[30]; int highscore; #define MAX_POINTS 200000 /* i dont think it needs to be more */ static struct configdata config[] = { {TYPE_INT, 0, MAX_POINTS, &highscore, "highscore", NULL, NULL} }; void int_game(int new_game) { int i,j; pad_pos_x=LCD_WIDTH/2-PAD_WIDTH/2; for(i=0;irand()%25; /* +8 make the game with less powerups */ brick[i*10+j].hits=levels[cur_level][i][j]>=10? levels[cur_level][i][j]/16-1:0; brick[i*10+j].hiteffect=0; brick[i*10+j].powertop=30+i*10+BRICK_HEIGHT; brick[i*10+j].used=(levels[cur_level][i][j]==0?0:1); brick[i*10+j].color=(levels[cur_level][i][j]>=10? levels[cur_level][i][j]%16:levels[cur_level][i][j])-1; if (levels[cur_level][i][j]!=0) brick_on_board++; } } } } #define HIGH_SCORE "highscore.cfg" #define MENU_LENGTH 4 int sw,i,w; int game_menu(int when) { int button,cur=0; char str[10]; rb->lcd_bitmap(brickmania_menu_bg,0,0,LCD_WIDTH,LCD_HEIGHT); while (true) { for(i=0;ilcd_bitmap(brickmania_sel_start, BMPXOFS_start,BMPYOFS_start, BMPWIDTH_sel_start,BMPHEIGHT_sel_start); else rb->lcd_bitmap(brickmania_start,BMPXOFS_start,BMPYOFS_start, BMPWIDTH_start,BMPHEIGHT_start); if (when==1) { if (cur==1) rb->lcd_bitmap(brickmania_sel_resume, BMPXOFS_resume,BMPYOFS_resume, BMPWIDTH_sel_resume,BMPHEIGHT_sel_resume); else rb->lcd_bitmap(brickmania_resume, BMPXOFS_resume,BMPYOFS_resume, BMPWIDTH_resume,BMPHEIGHT_resume); } else { rb->lcd_bitmap(brickmania_no_resume, BMPXOFS_resume,BMPYOFS_resume, BMPWIDTH_no_resume,BMPHEIGHT_no_resume); } if (cur==2) rb->lcd_bitmap(brickmania_sel_help,BMPXOFS_help,BMPYOFS_help, BMPWIDTH_sel_help,BMPHEIGHT_sel_help); else rb->lcd_bitmap(brickmania_help,BMPXOFS_help,BMPYOFS_help, BMPWIDTH_help,BMPHEIGHT_help); if (cur==3) rb->lcd_bitmap(brickmania_sel_quit,BMPXOFS_quit,BMPYOFS_quit, BMPWIDTH_sel_quit,BMPHEIGHT_sel_quit); else rb->lcd_bitmap(brickmania_quit,BMPXOFS_quit,BMPYOFS_quit, BMPWIDTH_quit,BMPHEIGHT_quit); } /* high score */ rb->lcd_setfont(FONT_SYSFIXED); rb->lcd_set_background(LCD_RGBPACK(0,0,140)); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_putsxy(HIGHSCORE_XPOS, HIGHSCORE_YPOS, "High Score"); rb->snprintf(str, sizeof(str), "%d", highscore); rb->lcd_getstringsize("High Score", &sw, NULL); rb->lcd_getstringsize(str, &w, NULL); rb->lcd_putsxy(HIGHSCORE_XPOS+sw/2-w/2, HIGHSCORE_YPOS+9, str); rb->lcd_setfont(FONT_UI); rb->lcd_update(); button = rb->button_get(true); switch(button){ case UP: if (cur==0) cur = MENU_LENGTH-1; else cur--; if (when==0 && cur==1) { cur = 0; }; break; case DOWN: if (cur==MENU_LENGTH-1) cur = 0; else cur++; if (when==0 && cur==1) { cur=2; }; break; case SELECT: if (cur==0) { score=0; vscore=0; return 0; } else if (cur==1 && when==1) { return 1; } else if (cur==2) { return 2; } else if (cur==3) { return 3; } break; case QUIT: return 3; break; } } } int help(int when) { int w,h; int button; while(true){ rb->lcd_setfont(FONT_SYSFIXED); rb->lcd_set_background(LCD_BLACK); rb->lcd_clear_display(); rb->lcd_set_background(LCD_BLACK); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_getstringsize("BrickMania", &w, &h); rb->lcd_putsxy(LCD_WIDTH/2-w/2, 1, "BrickMania"); rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_putsxy(1, 1*(h+2),"Aim"); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_putsxy(1, 2*(h+2),"destroy all the bricks by bouncing"); rb->lcd_putsxy(1, 3*(h+2),"the ball of them using the paddle."); rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_putsxy(1, 5*(h+2),"Controls"); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_putsxy(1, 6*(h+2),"< & > Move the paddle"); rb->lcd_putsxy(1, 7*(h+2),"NAVI Releases the ball/Fire!"); rb->lcd_putsxy(1, 8*(h+2),"STOP Opens menu/Quit"); rb->lcd_set_foreground(LCD_RGBPACK(245,0,0)); rb->lcd_putsxy(1, 10*(h+2),"Specials"); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_putsxy(1, 11*(h+2),"N Normal:returns paddle to normal"); rb->lcd_putsxy(1, 12*(h+2),"D DIE!:loses a life"); rb->lcd_putsxy(1, 13*(h+2),"L Life:gains a life/power up"); rb->lcd_putsxy(1, 14*(h+2),"F Fire:allows you to shoot bricks"); rb->lcd_putsxy(1, 15*(h+2),"G Glue:ball sticks to paddle"); rb->lcd_update(); button=rb->button_get(true); switch (button) { case QUIT: rb->lcd_setfont(FONT_UI); switch (game_menu(when)) { case 0: cur_level=0; life=2; int_game(1); break; case 1: con_game=1; break; case 2: if (help(when)==1) return 1; break; case 3: return 1; break; } return NULL; break; } } return NULL; } int pad_check(int ballxc, int mode, int pon ,int ballnum) { /* pon: positive(1) or negative(0) */ if (mode==0) { if (pon == 0) return -ballxc; else return ballxc; } else { if (ball[ballnum].x > 0) return ballxc; else return ballxc*-1; } } int fire_space(void) { int t; for(t=0;t<=30;t++) if (fire[t].top+7 < 0) return t; return NULL; } int game_loop(void){ int j,i,k,bricky,brickx; char s[20]; int sec_count=0,num_count=10; int end; rb->srand( *rb->current_tick ); configfile_init(rb); configfile_load(HIGH_SCORE,config,1,0); switch(game_menu(0)){ case 0: cur_level = 0; life = 2; int_game(1); break; case 1: con_game = 1; break; case 2: if (help(0) == 1) return 1; break; case 3: return 1; break; } while(true) { /* Convert CYCLETIME (in ms) to HZ */ end = *rb->current_tick + (CYCLETIME * HZ) / 1000; if (life >= 0) { rb->lcd_set_background(LCD_BLACK); rb->lcd_set_drawmode(DRMODE_SOLID); rb->lcd_clear_display(); rb->lcd_set_background(LCD_BLACK); rb->lcd_set_foreground(LCD_WHITE); if (flip_sides) { if (*rb->current_tick>=sec_count){ sec_count=*rb->current_tick+HZ; if (num_count!=0) num_count--; else flip_sides=false; } rb->snprintf(s, sizeof(s), "%d", num_count); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-2, 150, s); } /* write life num */ rb->snprintf(s, sizeof(s), "Life: %d", life); rb->lcd_putsxy(2, 2, s); rb->snprintf(s, sizeof(s), "Level %d", cur_level+1); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH-sw-2, 2, s); if (vscoresnprintf(s, sizeof(s), "%d", vscore); rb->lcd_getstringsize(s, &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 2, s); /* continue game */ if (con_game== 1 && start_game!=1) { rb->lcd_getstringsize("Press NAVI To Continue", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 150, "Press NAVI to continue"); sec_count=*rb->current_tick+HZ; } /* draw the ball */ for(i=0;ilcd_bitmap(brickmania_ball,ball[i].pos_x, ball[i].pos_y, BALL, BALL); if (brick_on_board==0) brick_on_board--; /* if the pad is fire */ for(i=0;i<=30;i++) { if (fire[i].top+7>0) { if (con_game!=1) fire[i].top-=4; rb->lcd_vline(fire[i].left, fire[i].top, fire[i].top+7); } } /* the bricks */ for (i=0;i<=7;i++) { for (j=0;j<=9;j++) { if (brick[i*10+j].power<7) { if (brick[i*10+j].poweruse==2) { if (con_game!=1) brick[i*10+j].powertop+=2; rb->lcd_bitmap_part(brickmania_powerups,0, BMPHEIGHT_powerup*brick[i*10+j].power, BMPWIDTH_powerup,LEFTMARGIN+j*BRICK_WIDTH+5, brick[i*10+j].powertop, 10, 6); } } if ((pad_pos_xLEFTMARGIN+j*BRICK_WIDTH+5) && brick[i*10+j].powertop+6>=PAD_POS_Y && brick[i*10+j].poweruse==2) { switch(brick[i*10+j].power) { case 0: life++; score+=50; break; case 1: life--; if (life>=0) { int_game(0); rb->sleep(HZ*2); } break; case 2: score+=34; pad_type=1; break; case 3: score+=47; pad_type=2; for(k=0;kcurrent_tick+HZ; num_count=10; flip_sides=!flip_sides; break; case 6: score+=23; used_balls++; ball[used_balls-1].x= rb->rand()%1 == 0 ? -1 : 1; ball[used_balls-1].y= -4; break; } brick[i*10+j].poweruse=1; } if (brick[i*10+j].powertop>PAD_POS_Y) brick[i*10+j].poweruse=1; brickx=LEFTMARGIN+j*BRICK_WIDTH; bricky=30+i*8; if (pad_type==2) { for (k=0;k<=30;k++) { if (fire[k].top+7>0) { if (brick[i*10+j].used==1 && (fire[k].left+1 >= brickx && fire[k].left+1 <= brickx+BRICK_WIDTH) && (bricky+BRICK_HEIGHT>fire[k].top)){ score+=13; fire[k].top=-16; if (brick[i*10+j].hits > 0){ brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=3; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; brick_on_board--; } } } } } if (brick[i*10+j].used==1){ rb->lcd_bitmap_part(brickmania_bricks,0,BRICK_HEIGHT*brick[i*10+j].color,BRICK_WIDTH,LEFTMARGIN+j*BRICK_WIDTH, 30+i*8, BRICK_WIDTH, BRICK_HEIGHT); if (brick[i*10+j].hiteffect>0) rb->lcd_bitmap_transparent_part(brickmania_break,0,BRICK_HEIGHT*brick[i*10+j].hiteffect,BRICK_WIDTH,LEFTMARGIN+j*BRICK_WIDTH, 30+i*8, BRICK_WIDTH, BRICK_HEIGHT); } for(k=0;k= brickx && ball[k].pos_x+ball[k].x+3 <= brickx+BRICK_WIDTH) && ((bricky-4ball[k].pos_y+BALL) || (bricky+4>ball[k].pos_y+BALL+BALL && bricky0)){ ball[k].tempy=bricky-ball[k].pos_y-BALL; } else if ((ball[k].pos_x+ball[k].x+3 >= brickx && ball[k].pos_x+ball[k].x+3 <= brickx+BRICK_WIDTH) && ((bricky+BRICK_HEIGHT+4>ball[k].pos_y && bricky+BRICK_HEIGHTball[k].pos_y-BALL)) && (ball[k].y <0)){ ball[k].tempy=-(ball[k].pos_y-(bricky+BRICK_HEIGHT)); } if ((ball[k].pos_y+3 >= bricky && ball[k].pos_y+3 <= bricky+BRICK_HEIGHT) && ((brickx-4ball[k].pos_x+BALL) || (brickx+4>ball[k].pos_x+BALL+BALL && brickx0)) { ball[k].tempx=brickx-ball[k].pos_x-BALL; } else if ((ball[k].pos_y+ball[k].y+3 >= bricky && ball[k].pos_y+ball[k].y+3 <= bricky+BRICK_HEIGHT) && ((brickx+BRICK_WIDTH+4>ball[k].pos_x && brickx+BRICK_WIDTHball[k].pos_x-BALL)) && (ball[k].x <0)) { ball[k].tempx=-(ball[k].pos_x-(brickx+BRICK_WIDTH)); } if ((ball[k].pos_x+3 >= brickx && ball[k].pos_x+3 <= brickx+BRICK_WIDTH) && ((bricky+BRICK_HEIGHT==ball[k].pos_y) || (bricky+BRICK_HEIGHT-6<=ball[k].pos_y && bricky+BRICK_HEIGHT>ball[k].pos_y)) && (ball[k].y <0)) { /* bottom line */ if (brick[i*10+j].hits > 0){ brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=2; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; } ball[k].y = ball[k].y*-1; } else if ((ball[k].pos_x+3 >= brickx && ball[k].pos_x+3 <= brickx+BRICK_WIDTH) && ((bricky==ball[k].pos_y+BALL) || (bricky+6>=ball[k].pos_y+BALL && bricky0)) { /* top line */ if (brick[i*10+j].hits > 0){ brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=2; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; } ball[k].y = ball[k].y*-1; } if ((ball[k].pos_y+3 >= bricky && ball[k].pos_y+3 <= bricky+BRICK_HEIGHT) && ((brickx==ball[k].pos_x+BALL) || (brickx+6>=ball[k].pos_x+BALL && brickx 0)) { /* left line */ if (brick[i*10+j].hits > 0){ brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=2; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; } ball[k].x = ball[k].x*-1; } else if ((ball[k].pos_y+3 >= bricky && ball[k].pos_y+3 <= bricky+BRICK_HEIGHT) && ((brickx+BRICK_WIDTH==ball[k].pos_x) || (brickx+BRICK_WIDTH-6<=ball[k].pos_x && brickx+BRICK_WIDTH>ball[k].pos_x)) && (ball[k].x < 0)) { /* Right line */ if (brick[i*10+j].hits > 0){ brick[i*10+j].hits--; brick[i*10+j].hiteffect++; score+=2; } else { brick[i*10+j].used=0; if (brick[i*10+j].power!=10) brick[i*10+j].poweruse=2; } ball[k].x = ball[k].x*-1; } if (brick[i*10+j].used==0){ brick_on_board--; score+=8; } } } } /* for k */ } /* for j */ } /* for i */ /* draw the pad */ rb->lcd_bitmap_part(brickmania_pads,0,pad_type*PAD_HEIGHT,PAD_WIDTH,pad_pos_x, PAD_POS_Y, PAD_WIDTH, PAD_HEIGHT); for(k=0;k= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH) && (PAD_POS_Y-4ball[k].pos_y+BALL) && (ball[k].y >0)) ball[k].tempy=PAD_POS_Y-ball[k].pos_y-BALL; else if ((4>ball[k].pos_y && 0ball[k].pos_x+BALL) && (ball[k].x >0)) ball[k].tempx=LCD_WIDTH-ball[k].pos_x-BALL; else if ((4>ball[k].pos_x && 0= LCD_HEIGHT) { if (used_balls>1) { used_balls--; ball[k].pos_x = ball[used_balls].pos_x; ball[k].pos_y = ball[used_balls].pos_y; ball[k].y = ball[used_balls].y; ball[k].tempy = ball[used_balls].tempy; ball[k].x = ball[used_balls].x; ball[k].tempx = ball[used_balls].tempx; ball[k].glue = ball[used_balls].glue; ball[used_balls].x=0; ball[used_balls].y=0; ball[used_balls].tempy=0; ball[used_balls].tempx=0; ball[used_balls].pos_y=PAD_POS_Y-BALL; ball[used_balls].pos_x=pad_pos_x+(PAD_WIDTH/2)-2; k--; continue; } else { life--; if (life>=0){ int_game(0); rb->sleep(HZ*2); } } } /* left line ,right line */ if ((ball[k].pos_x <= 0) || (ball[k].pos_x+BALL >= LCD_WIDTH)) ball[k].x = ball[k].x*-1; if ((ball[k].pos_y+5 >= PAD_POS_Y && (ball[k].pos_x >= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH)) && start_game != 1 && !ball[k].glue) { if ((ball[k].pos_x+3 >= pad_pos_x && ball[k].pos_x+3 <= pad_pos_x+5) || (ball[k].pos_x +2>= pad_pos_x+35 && ball[k].pos_x+2 <= pad_pos_x+40)) { ball[k].y = 2*-1; if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) ball[k].x = pad_check(6,0,ball[k].pos_x+2<=pad_pos_x+(PAD_WIDTH/2)?0:1,k); } else if ((ball[k].pos_x+3 >= pad_pos_x+5 && ball[k].pos_x+3 <= pad_pos_x+10) || (ball[k].pos_x+2 >= pad_pos_x+30 && ball[k].pos_x+2 <= pad_pos_x+35)) { ball[k].y = 3*-1; if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) ball[k].x = pad_check(4,0,ball[k].pos_x+2<=pad_pos_x+(PAD_WIDTH/2)?0:1,k); } else if ((ball[k].pos_x+3 >= pad_pos_x+10 && ball[k].pos_x+3 <= pad_pos_x+15) || (ball[k].pos_x+2 >= pad_pos_x+25 && ball[k].pos_x+2 <= pad_pos_x+30)) { ball[k].y = 4*-1; if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) ball[k].x = pad_check(3,0,ball[k].pos_x+2<=pad_pos_x+(PAD_WIDTH/2)?0:1,k); } else if ((ball[k].pos_x+3 >= pad_pos_x+13 && ball[k].pos_x+3 <= pad_pos_x+18) || (ball[k].pos_x+2 >= pad_pos_x+22 && ball[k].pos_x+2 <= pad_pos_x+25)) { ball[k].y = 4*-1; if (ball[k].pos_x != 0 && ball[k].pos_x+BALL!=LCD_WIDTH) ball[k].x = pad_check(2,1,NULL,k); } else { ball[k].y = 4*-1; } } if (!ball[k].glue) { ball[k].pos_x+=ball[k].tempx!=0?ball[k].tempx:ball[k].x; ball[k].pos_y+=ball[k].tempy!=0?ball[k].tempy:ball[k].y; ball[k].tempy=0; ball[k].tempx=0; } if (ball[k].pos_y+5 >= PAD_POS_Y && (pad_type==1 && !ball[k].glue) && (ball[k].pos_x >= pad_pos_x && ball[k].pos_x <= pad_pos_x+PAD_WIDTH)){ ball[k].y=0; ball[k].pos_y=PAD_POS_Y-BALL; ball[k].glue=true; } } /* for k */ rb->lcd_update(); if (brick_on_board < 0) { if (cur_level+1sleep(HZ * 2); cur_level++; score+=100; int_game(1); } else { rb->lcd_getstringsize("Congratulations!", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 140, "Congratulations!"); rb->lcd_getstringsize("You have finished the game!", &sw, NULL); rb->lcd_putsxy(LCD_WIDTH/2-sw/2, 157, "You have finished the game!"); vscore=score; rb->lcd_update(); if (score>highscore) { rb->sleep(HZ*2); highscore=score; rb->splash(HZ*2,true,"New High Score"); } else { rb->sleep(HZ * 4); } switch(game_menu(0)){ case 0: life=2; cur_level=0; int_game(1); break; case 1: con_game=1; break; case 2: if (help(0)==1) return 1; break; case 3: return 1; break; }; } } int move_button,button; int button_right,button_left; button=rb->button_get(false); move_button=rb->button_status(); button_right=((move_button & RIGHT) || (SCROLL_FWD(button))); button_left=((move_button & LEFT) || (SCROLL_BACK(button))); if ((button_right && flip_sides==false) || (button_left && flip_sides==true)) { if (pad_pos_x+8+PAD_WIDTH > LCD_WIDTH) { for(k=0;k=LCD_WIDTH/2?2:-2; } start_game =0; } else if (pad_type==1) { for(k=0;klcd_bitmap(brickmania_gameover,LCD_WIDTH/2-55,LCD_HEIGHT-87,110,52); rb->lcd_update(); if (score>highscore) { rb->sleep(HZ*2); highscore=score; rb->splash(HZ*2,true,"New High Score"); } else { rb->sleep(HZ * 3); } for(k=0;k *rb->current_tick) rb->sleep(end-*rb->current_tick); } } /* this is the plugin entry point */ enum plugin_status plugin_start(struct plugin_api* api, void* parameter) { (void)parameter; rb = api; /* Permanently enable the backlight (unless the user has turned it off) */ if (rb->global_settings->backlight_timeout > 0) rb->backlight_set_timeout(1); /* now go ahead and have fun! */ while (game_loop()!=1); configfile_save(HIGH_SCORE,config,1,0); /* Restore user's original backlight setting */ rb->backlight_set_timeout(rb->global_settings->backlight_timeout); return PLUGIN_OK; }