done
This commit is contained in:
parent
731e6dadcb
commit
ea1e89a2c2
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@ -2,24 +2,38 @@
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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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int8_t proj_x, proj_y, bounce;
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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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/* 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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bounce = check_bounce (proj_x, b->y / 256);
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if (bounce & BOUNCE_UNDEF)
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bounce = (BOUNCE_X | bounce) & (BOUNCE_X | BOUNCE_Y);
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bounce |= check_bounce (b->x / 256, proj_y);
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if (bounce & BOUNCE_UNDEF)
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bounce = (BOUNCE_Y | bounce) & (BOUNCE_X | BOUNCE_Y);
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bounce |= check_bounce (proj_x, proj_y);
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if (bounce & BOUNCE_UNDEF)
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bounce = BOUNCE_X | BOUNCE_Y;
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printf("B: %i %i, d: %i %i\n", new_x, new_y);
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/* ball fell out of the field */
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// if (new_y >= NUM_ROWS)
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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 (check_bounce (new_x, b->y >> 8))
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if (bounce & 0x01)
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{
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b->dir_x *= -1; /* invert x vector */
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new_x += b->dir_x;
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b->dir_x ^= random8() & 0x0F; /* randomize bouncing */
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#if BOUNCE_SLOWDOWN
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if (b->dir_x < 0)
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@ -33,11 +47,10 @@ void ball_think (ball_t *b)
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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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if (bounce & 0x02)
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{
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b->dir_y *= -1; /* invert y vector */
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new_y += b->dir_y;
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b->dir_y ^= random8() & 0x0F;
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#if BOUNCE_SLOWDOWN
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if (b->dir_y < 0)
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{
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@ -49,8 +62,12 @@ void ball_think (ball_t *b)
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#endif
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}
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b->x = new_x;
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b->y = new_y;
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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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@ -65,14 +82,17 @@ void ball_die (ball_t *in_b)
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void ball_draw (ball_t *b)
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{
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pixel p;
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p.x = b->x;
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p.y = b->y;
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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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@ -7,8 +7,8 @@
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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 x;
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int16_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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@ -4,7 +4,7 @@ void borg_breakout();
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#ifdef MENU_SUPPORT
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//static uint8_t breakout_icon[8] PROGMEM = {0x03, 0x03, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00}; /* our Icon */
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static uint8_t breakout_icon[8] PROGMEM = {0x03, 0x03, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00}; /* our Icon */
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static uint8_t breakout_icon[8] PROGMEM = {0x18, 0x18, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00}; /* our Icon */
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game_descriptor_t breakout_game_descriptor __attribute__((section(".game_descriptors"))) =
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{
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@ -18,12 +18,11 @@ void borg_breakout()
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uint8_t rungame = 1, num_balls = 1;
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ball_t balls[1];
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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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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() % 8), (random8() % 8), START_LIFES);
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level_init(1);
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while (rungame)
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{
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wait(50);
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@ -1,6 +1,8 @@
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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 <stdlib.h>
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#include <stdio.h>
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#include "../../joystick/joystick.h"
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#include "../../config.h"
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#include "../../autoconf.h"
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@ -1,5 +1,5 @@
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/* amount of speed to slow down on bounce */
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#define BOUNCE_SLOWDOWN 1
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#define BOUNCE_SLOWDOWN 0
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/* minimum speed of the ball */
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#define BALL_MINSPEED 0x0010
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@ -8,11 +8,11 @@ enum game_field_t level_field (uint8_t in_x, uint8_t in_y, uint8_t 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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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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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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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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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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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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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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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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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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return random8() % 4; /* fill field with random bricks (and spaces) */
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break;
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}
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}
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@ -12,27 +12,24 @@ void brick_damage (uint8_t in_x, uint8_t in_y)
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if (playfield[in_x][in_y] > bs || playfield[in_x][in_y] == 0)
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return;
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playfield[in_x][in_y]--;
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playfield[in_x][in_y] -= 1;
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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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uint8_t check_bounce (int8_t in_x, int8_t in_y)
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{
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uint8_t ov = 0;
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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_x >= NUM_ROWS || in_x < 0)
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ov |= BOUNCE_X;
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if (in_y >= NUM_COLS)
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return 1;
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if (in_y >= NUM_COLS || in_y < 0)
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ov |= BOUNCE_Y;
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if (ov) return ov;
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/* collisions with real objects */
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switch (playfield[in_x][in_y])
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switch (playfield[abs(in_x)][abs(in_y)])
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{
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case sp:
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case bl:
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return 0;
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case b2:
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case b3:
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case b1:
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/* intentional fallthrough */
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case bs:
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return 1;
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return BOUNCE_UNDEF | ov;
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/* bouncing on the rebound needs special care */
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case rb:
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return 2;
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return BOUNCE_Y;
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case sp:
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case bl:
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default:
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return ov;
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}
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}
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@ -2,6 +2,10 @@
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#define PLAYFIELD_H
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#include "common.h"
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#define BOUNCE_X 0x01
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#define BOUNCE_Y 0x02
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#define BOUNCE_UNDEF 0x04
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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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/* @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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uint8_t check_bounce (int8_t in_x, int8_t in_y);
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#endif /* PLAYFIELD_H */
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