foo
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@ -27,9 +27,6 @@ void ball_spawn (ball_t *in_ball, uint16_t in_x, uint16_t in_y, int16_t in_dir_x
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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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void ball_die (ball_t *in_b);
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#endif /* BALL_H */
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@ -1,13 +1,13 @@
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#include "../../menu/menu.h"
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#include "common.h"
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void borg_breakout();
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#ifdef MENU_SUPPORT
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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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const uint8_t breakout_icon[8] PROGMEM = {0x03, 0x03, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00}; /* our Icon */
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game_descriptor_t invaders_game_descriptor __attribute__((section(".game_descriptors"))) ={
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game_descriptor_t breakout_game_descriptor __attribute__((section(".game_descriptors"))) =
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{
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&borg_breakout,
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icon,
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breakout_icon,
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};
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#endif
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@ -17,6 +17,7 @@ void borg_breakout()
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ball_t balls[1];
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ball_init (balls[0]);
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rebound_init();
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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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@ -24,6 +25,7 @@ void borg_breakout()
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while (rungame)
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{
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rebound_tick();
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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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@ -2,11 +2,16 @@
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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 "../../autoconf.h"
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#include "../../compat/eeprom.h"
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#include "../../random/prng.h"
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#include "../../menu/menu.h"
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#include "../../compat/pgmspace.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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#include "rebound.h"
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#endif /* COMMON_H */
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@ -6,3 +6,9 @@
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/* initial amount of lifes */
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#define START_LIFES 3
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/* rebound size */
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#define REBOUND_SIZE 5
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/* "color" of the rebound */
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#define REBOUND_COLOR 2
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@ -21,7 +21,7 @@ inline void level_field (uint8_t in_x, uint8_t in_y, uint8_t in_lvl)
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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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(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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@ -44,26 +44,26 @@ uint8_t check_bounce (uint8_t in_x, uint8_t in_y)
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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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static inline void draw_single_field (uint8_t in_x, uint8_t in_y, 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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setPixel (in_x, in_y, 1);
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return;
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case rb:
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case b2:
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setPixel (in_x, in_y, 2);
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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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setPixel (in_x, in_y, 3);
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return;
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default: /* this includes freespace */
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setPixel (in_x, in_y, 0);
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return;
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}
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@ -77,7 +77,7 @@ void playfield_draw ()
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{
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for (y=0;y<NUM_COLS;y++)
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{
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draw_single_field (x,y, playfield[x][y]);
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}
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}
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}
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@ -1,18 +1,15 @@
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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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#include "common.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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bs = 4, /* solid (unbreakable) brick */
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bl, /* ball */
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rb, /* rebound */
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rb /* rebound */
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};
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@ -6,7 +6,7 @@
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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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void 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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