works
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@ -1,5 +1,6 @@
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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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int8_t proj_x, proj_y, bounce;
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@ -9,6 +10,11 @@ void ball_think (ball_t *b)
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/* projection of the new coordinates */
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proj_x = (b->x + (b->dir_x)) / 256;
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proj_y = (b->y + (b->dir_y)) / 256;
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/* ball fell out of the field */
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if (proj_y >= NUM_ROWS)
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ball_die (b);
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bounce = check_bounce (proj_x, b->y / 256);
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if (bounce & BOUNCE_UNDEF)
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@ -23,10 +29,6 @@ void ball_think (ball_t *b)
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bounce = BOUNCE_X | BOUNCE_Y;
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/* ball fell out of the field */
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// if (proj_y >= NUM_ROWS)
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// ball_die (b);
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/* bounce in x direction */
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if (bounce & 0x01)
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@ -64,10 +66,6 @@ void ball_think (ball_t *b)
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b->y += b->dir_y;
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b->x += b->dir_x;
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printf("B: %i %i, d: %i %i\n", b->x, b->y, b->dir_x, b->dir_y);
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}
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void ball_die (ball_t *in_b)
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@ -76,7 +74,10 @@ void ball_die (ball_t *in_b)
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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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print_ballsleft(in_b);
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ball_spawn (in_b, (uint16_t) (rebound_getpos() * 256), (uint16_t) (NUM_ROWS-2) * 256, -120, 150, in_b->strength);
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}
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}
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void ball_draw (ball_t *b)
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@ -85,17 +86,19 @@ void ball_draw (ball_t *b)
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p.x = (uint8_t) abs(b->x / 256);
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p.y = (uint8_t) abs(b->y / 256);
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printf("db: %i %i\n", p.x, p.y);
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setpixel (p, 3);
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}
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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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printf ("spawn: %i %i, dir: %i, %i\n", in_x, in_y, in_dir_x, in_dir_y);
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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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void ball_spawn_default (ball_t *in_b)
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{
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ball_spawn (in_b, (uint16_t) (NUM_COLS / 2) * 256, (uint16_t) (NUM_ROWS-2) * 256, -120, 150, START_LIFES);
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}
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@ -24,4 +24,6 @@ void ball_think (ball_t *in_ball);
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void ball_die (ball_t *in_b);
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void ball_draw (ball_t *);
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void ball_spawn_default (ball_t *in_b);
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#endif /* BALL_H */
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@ -20,15 +20,20 @@ void borg_breakout()
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/* spawn a ball in the middle bottom of the field, let it move upwards with random speed & direction */
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ball_spawn (&balls[0], (uint16_t) (NUM_COLS / 2) * 256, (uint16_t) (NUM_ROWS-2) * 256, -120, 150, START_LIFES);
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level_init(3);
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level_init(0);
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rebound_init();
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while (rungame)
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while (23)
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{
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wait(50);
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rebound_tick();
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ball_think(&balls[0]);
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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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ball_draw(&(balls[0]));
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if (!balls[0].strength)
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{
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print_score();
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break;
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}
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}
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}
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@ -18,4 +18,5 @@
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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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#include "messages.h"
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#endif /* COMMON_H */
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@ -48,7 +48,7 @@ enum game_field_t level_field (uint8_t in_x, uint8_t in_y, uint8_t in_lvl)
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if (in_y > (NUM_ROWS / 2))
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return sp;
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return random8() % 4; /* fill field with random bricks (and spaces) */
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return random8() & 0x03; /* fill field with random bricks (and spaces) */
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break;
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}
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}
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@ -1,8 +1,10 @@
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#include <stdint.h>
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#include "common.h"
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#ifndef SCORE_H
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#define SCORE_H
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void score_add(uint8_t);
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uint16_t score_get();
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#endif
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