does not compute yet (don't even try ;))
This commit is contained in:
parent
40a3db9fe8
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45dc9282fd
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#include "common.h"
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void ball_think (ball_t *b)
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{
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uint8_t new_x, new_y;
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if (!b->strength)
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return;
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new_x = (b->x + b->dir_x) >> 8;
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new_y = (b->y + b->dir_y) >> 8;
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/* ball fell out of the field */
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if (new_y >= NUM_ROWS)
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ball_die (b);
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/* bounce in x direction */
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if (check_bounce (new_x, b->y >> 8))
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{
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b->dir_x *= -1; /* invert x vector */
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#if BOUNCE_SLOWDOWN
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if (b->dir_x < 0)
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{
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b->dir_x += BOUNCE_SLOWDOWN;
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} else
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{
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b->dir_x -= BOUNCE_SLOWDOWN;
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}
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#endif
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}
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/* bounce in y direction */
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if (check_bounce (b->x >> 8), new_y)
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{
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b->dir_y *= -1; /* invert y vector */
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#if BOUNCE_SLOWDOWN
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if (b->dir_y < 0)
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{
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b->dir_y += BOUNCE_SLOWDOWN;
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} else
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{
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b->dir_y -= BOUNCE_SLOWDOWN;
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}
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#endif
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}
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}
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void ball_die (ball_t *in_b)
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{
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in_b->strength--;
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/* respawn ball with random direction */
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if (in_b->strength)
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ball_spawn (in_b, (NUM_COLS / 2) << 8, (NUM_ROWS-2) << 8, - random8(), random8(), START_LIFES);
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}
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#ifndef BALL_H
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#define BALL_H
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#include <stdint.h>
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#include "common.h"
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typedef struct
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{
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uint16_t x;
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uint16_t y;
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int16_t dir_x; /* direction vector */
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int16_t dir_y;
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uint8_t strength;
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} ball_t;
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void ball_spawn (ball_t *in_ball, uint16_t in_x, uint16_t in_y, int16_t in_dir_x, int16_t in_dir_y, uint8_t in_strength)
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{
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in_ball->x = in_x;
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in_ball->y = in_y;
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in_ball->dir_x = in_dir_x;
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in_ball->dir_y = in_dir_y;
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in_ball->strength = in_strength;
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}
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/* @description Called once per game tick. Move the ball further along it's vector.
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*/
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void ball_think (ball_t *in_ball);
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/* @description Change the ball's moving vector according to bounce and collision type
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*/
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void ball_bounce (ball_t *in_ball, enum collision_t in_coltype);
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void ball_die (ball_t *in_b)
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#endif /* BALL_H */
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@ -0,0 +1,32 @@
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#include "../../menu/menu.h"
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static uint8_t icon[8] PROGMEM =
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{0x03, 0x03, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00}; /* our Icon */
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#ifdef MENU_SUPPORT
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game_descriptor_t invaders_game_descriptor __attribute__((section(".game_descriptors"))) ={
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&borg_breakout,
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icon,
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};
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#endif
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void borg_breakout()
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{
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uint8_t rungame = 1, num_balls = 1;
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ball_t balls[1];
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ball_init (balls[0]);
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/* spawn a ball in the middle bottom of the field, let it move upwards with random speed & x-direction */
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ball_spawn (balls[0], (NUM_COLS / 2) << 8, (NUM_ROWS-2) << 8, - random8(), random8(), START_LIFES);
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level_init(1);
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while (rungame)
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{
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ball_think(balls[0]);
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playfield_draw();
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ball_draw(balls[0]);
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}
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}
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typedef struct
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{
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uint8_t x;
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uint8_t y;
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uint8_t strength;
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} brick_t;
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void brick_damage (brick_t *in_brick);
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@ -0,0 +1,12 @@
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#ifndef COMMON_H
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#define COMMON_H
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#include <stdint.h>
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#include "../../config.h"
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#include "../../random/prng.h"
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#include "../../pixel.h"
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#include "config.h"
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#include "playfield.h"
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#include "ball.h"
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#include "score.h"
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#include "level.h"
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#endif /* COMMON_H */
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@ -0,0 +1,8 @@
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/* amount of speed to slow down on bounce */
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#define BOUNCE_SLOWDOWN 1
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/* minimum speed of the ball */
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#define BALL_MINSPEED 0x0010
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/* initial amount of lifes */
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#define START_LIFES 3
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#include "level.h"
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/* real level definition */
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inline void level_field (uint8_t in_x, uint8_t in_y, uint8_t in_lvl)
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{
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switch (in_lvl)
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{
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case 1:
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/* space for the lower half of the level */
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if (in_y < (NUM_ROWS / 2))
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return sp;
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/* type 2 bricks for 1/4th of the field */
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if (in_y >= (NUM_ROWS / 4))
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return b2;
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/* fill the rest with type 1 */
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return b1;
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break;
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case 3:
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/* add a row of solid bricks right in the middle of the field */
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if (in_y == (NUM_ROWS / 2) &&
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(in_x > (NUM_COLS / 4) && in_x < (NUM_COLS - (NUM_COLS / 4)))
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return bs;
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/* intentional fallthrough: the rest of level 3 is like level 2 */
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case 2:
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/* space for the lower third of the level */
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if (in_y < (NUM_ROWS / 3))
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return sp;
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/* type 3 bricks for 1/8th of the field */
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if (in_y >= (NUM_ROWS / 8))
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return b3;
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/* type 2 bricks for 1/4th of the field */
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if (in_y >= (NUM_ROWS / 4))
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return b2;
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/* fill the rest with type 1 */
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return b1;
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default: /* random level generation */
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/* space for the lower half of the level */
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if (in_y < (NUM_ROWS / 2))
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return sp;
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return random8() % 5; /* fill field with random bricks (and spaces) */
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break;
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}
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}
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void level_init (uint8_t in_levelnum)
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{
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uint8_t x,y;
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for (x=0;x<NUM_COLS;x++)
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{
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for (y=0;y<NUM_ROWS;y++)
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{
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playfield_set (x,y, level_field (x, y, in_levelnum));
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}
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}
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}
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#ifndef LEVEL_H
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#define LEVEL_H
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#include "common.h"
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void level_init (uint8_t in_levelnum)
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#endif /* LEVEL_H */
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#include "common.h"
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uint8_t brick_damage (uint8_t in_x, uint8_t in_y)
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{
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game_field_t newtype;
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switch (playfiled[in_x][in_y])
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{
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case brick_1:
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playfield[in_x][in_y] = freespace;
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break;
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case brick_2:
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playfield[in_x][in_y] = brick_1;
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break;
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case brick_3:
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playfield[in_x][in_y] = brick_2;
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break;
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default:
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return;
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}
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score_add (1);
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}
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uint8_t check_bounce (uint8_t in_x, uint8_t in_y)
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{
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/* overflow check */
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if (in_x >= NUM_ROWS)
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return 1;
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if (in_y >= NUM_COLS)
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return 1;
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/* collisions with real objects */
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switch (playfield[in_x][in_y])
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{
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case freespace:
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case ball:
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return 0;
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case brick_2:
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case brick_3:
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case brick_1:
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brick_damage (in_x, in_y);
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/* intentional fallthrough */
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case brick_solid:
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case bouncer:
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return 1;
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}
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}
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/* this is the actual draw function for a single field
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*/
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static inline void draw_single_field (game_field_t in_f)
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{
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switch (in_f)
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{
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case b1:
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setPixel ();
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return;
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case rb:
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case b2:
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return;
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case b3:
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case bl:
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case bs:
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return;
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default: /* this includes freespace */
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return;
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}
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}
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void playfield_draw ()
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{
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uint8_t x,y;
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for (x=0;x<NUM_ROWS;x++)
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{
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for (y=0;y<NUM_COLS;y++)
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{
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}
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}
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}
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@ -0,0 +1,31 @@
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#include <stdint.h>
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#include "ball.h"
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#include "score.h"
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#ifndef PLAYFIELD_H
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#define PLAYFIELD_H
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/* entries for the playing field */
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enum game_field_t
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{
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sp = 0, /* space */
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b1 = 1, b2 = 2, b3 = 3, /* bricks */
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bs = 4 /* solid (unbreakable) brick */
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bl, /* ball */
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rb, /* rebound */
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};
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/* @description draw the current field
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*/
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void playfield_draw();
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/* @description set a field with given property.
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*/
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void playfield_set (uint8_t in_x, uint8_t in_y, enum game_field_t in_field);
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/* @description Checks if there is an object in the way. If so, it returns 1
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*/
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uint8_t check_bounce (uint8_t in_x, uint8_t in_y);
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#endif /* PLAYFIELD_H */
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@ -0,0 +1,13 @@
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#include <stdint.h>
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#ifndef SCORE_H
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#define SCORE_H
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static uint16_t score = 0;
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void score_add(uint8_t);
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score_add (uint8_t in_score)
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{
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score += in_score;
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}
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#endif
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