mirror of
https://github.com/isometimes/rpi4-osdev
synced 2024-11-08 19:30:39 +00:00
Added examples/wgt60.c - a new Breakout... still needs mouse input to be implemented though
This commit is contained in:
parent
dbd327f7c6
commit
250fca0493
5 changed files with 292 additions and 5 deletions
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@ -20,6 +20,9 @@ bin/wgt2blk.o: bin/wgt2.blk
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bin/lettersspr.o: bin/letters.spr
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$(LLVMPATH)/llvm-objcopy -I binary -O elf64-littleaarch64 -B aarch64 $< $@
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bin/breakspr.o: bin/break.spr
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$(LLVMPATH)/llvm-objcopy -I binary -O elf64-littleaarch64 -B aarch64 $< $@
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bin/spacespr.o: bin/space.spr
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$(LLVMPATH)/llvm-objcopy -I binary -O elf64-littleaarch64 -B aarch64 $< $@
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@ -32,8 +35,8 @@ bin/mousespr.o: bin/mouse.spr
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%.o: %.c
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$(LLVMPATH)/clang --target=aarch64-elf $(CLANGFLAGS) -c $< -o $@
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kernel8.img: boot/boot.o $(OFILES) bin/wgt1pal.o bin/wgt1blk.o bin/wgt2blk.o bin/lettersspr.o bin/spacespr.o bin/invaderspr.o bin/mousespr.o
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$(LLVMPATH)/ld.lld -m aarch64elf -nostdlib boot/boot.o $(OFILES) bin/wgt1pal.o bin/wgt1blk.o bin/wgt2blk.o bin/lettersspr.o bin/spacespr.o bin/invaderspr.o bin/mousespr.o -T boot/link.ld -o kernel8.elf
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kernel8.img: boot/boot.o $(OFILES) bin/wgt1pal.o bin/wgt1blk.o bin/wgt2blk.o bin/lettersspr.o bin/spacespr.o bin/invaderspr.o bin/mousespr.o bin/breakspr.o
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$(LLVMPATH)/ld.lld -m aarch64elf -nostdlib boot/boot.o $(OFILES) bin/wgt1pal.o bin/wgt1blk.o bin/wgt2blk.o bin/lettersspr.o bin/spacespr.o bin/invaderspr.o bin/mousespr.o bin/breakspr.o -T boot/link.ld -o kernel8.elf
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$(LLVMPATH)/llvm-objcopy -O binary kernel8.elf kernel8.img
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clean:
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BIN
part12-wgt/bin/break.spr
Normal file
BIN
part12-wgt/bin/break.spr
Normal file
Binary file not shown.
284
part12-wgt/examples/wgt60.c
Normal file
284
part12-wgt/examples/wgt60.c
Normal file
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@ -0,0 +1,284 @@
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#include "wgtspr.h"
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#include "include/mem.h"
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// ######## REQUIRED FUNCTIONS ########
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unsigned long state0 = 1000;
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unsigned long state1 = 2000;
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unsigned long rand(void)
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{
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unsigned long s1 = state0;
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unsigned long s0 = state1;
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state0 = s0;
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s1 ^= s1 << 23;
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s1 ^= s1 >> 17;
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s1 ^= s0;
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s1 ^= s0 >> 26;
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state1 = s1;
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return state0 + state1;
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}
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void wait_msec(unsigned int n)
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{
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register unsigned long f, t, r;
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// Get the current counter frequency
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asm volatile ("mrs %0, cntfrq_el0" : "=r"(f));
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// Read the current counter
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asm volatile ("mrs %0, cntpct_el0" : "=r"(t));
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// Calculate expire value for counter
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t+=((f/1000)*n)/1000;
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do{asm volatile ("mrs %0, cntpct_el0" : "=r"(r));}while(r<t);
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}
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// ######## STUB FUNCTIONS ########
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unsigned int kb = 0;
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unsigned int kbhit(void) {
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kb++;
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return kb / 500;
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}
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void getch(void) {
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wait_msec(0x500000);
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kb = 0;
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}
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// ######## WGT EXAMPLES ########
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color palette[256]; /* Our palette */
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block sprites[31]; /* Sprites to be loaded */
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short x, y, i; /* Counters and position variables */
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short chk1, chk2, chk3, chk4; /* Result of pixel checks */
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short blk[10][28] = { /* Our wall of bricks is defined here */
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{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
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{ 0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3 },
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{ 0,3,4,3,3,3,4,3,3,3,3,3,4,4,4,4,4,3,3,3,3,3,4,4,4,4,4,3 },
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{ 0,3,4,3,3,3,4,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3 },
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{ 0,3,4,3,3,3,4,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3 },
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{ 0,3,4,3,4,3,4,3,3,3,3,3,4,3,4,4,4,3,3,3,3,3,3,3,4,3,3,3 },
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{ 0,3,4,3,4,3,4,3,3,3,3,3,4,3,3,3,4,3,3,3,3,3,3,3,4,3,3,3 },
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{ 0,3,4,3,4,3,4,3,3,3,3,3,4,3,3,3,4,3,3,3,3,3,3,3,4,3,3,3 },
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{ 0,3,4,4,4,4,4,3,3,3,3,3,4,4,4,4,4,3,3,3,3,3,3,3,4,3,3,3 },
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{ 0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3 }
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};
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void dobounce (void); /* Makes a sound when the ball bounces */
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float sbx, sby, sp, lx, ly; /* Speed of ball and position of ball */
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float xsp, ysp; /* More motion variables */
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void looper (); /* Main program loop is in this routine */
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void hit(short, short); /* Performs update when ball hits brick */
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short hits; /* Number of bricks hit */
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void wgt60()
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{
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set_clock_rate(get_max_clock());
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mem_init();
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vga256 (); /* Initializes WGT system */
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wtexttransparent (TEXTFGBG); /* Turn foreground and background on */
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extern unsigned char _binary_bin_break_spr_start[];
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wloadsprites (palette, &_binary_bin_break_spr_start[0], sprites, 0, 30);
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wsetpalette (0, 255, palette);
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/* Initialize the sprite system and tell it we've got 2 sprites to use */
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initialize_sprites (sprites);
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maxsprite = 2;
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wsetscreen (spritescreen); /* Draw our game screen on the sprite screen */
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for (y = 0; y < 200; y++) /* Background is a series of gray lines */
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{
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wsetcolor (vgapal[(y / 8) + 1]);
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wline (0, y, 319, y);
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}
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wsetcolor (vgapal[0]); /* Make black playing area */
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wbar (50, 10, 270, 189);
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wsetcolor (vgapal[16]); /* Outline it */
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wrectangle (49, 9, 271, 190);
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for (x = 1; x < 28; x++) /* Now draw the bricks */
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for (y = 1; y < 10; y++)
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{
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wputblock (x * 7 + 57, y * 5 + 20, sprites[blk[y][x]], 0);
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}
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/* After it has been drawn, show it on the visual screen too */
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wcopyscreen (0, 0, 319, 199, spritescreen, 0, 0, NULL);
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wcopyscreen (0, 0, 319, 199, spritescreen, 0, 0, backgroundscreen);
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wnormscreen ();
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getch();
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spriteon (0, 160, 150, 1); /* Turn on our sprites */
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spriteon (1, 160, 100, 2);
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xsp = 1.1; /* Set initial ball speeds */
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ysp = 1.3;
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sbx = xsp;
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sby = ysp;
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lx = 160; /* And the initial position */
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ly = 100;
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do { /* Now play the game */
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looper ();
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} while (1); /* Until the right mouse button is clicked */
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deinitialize_sprites (); /* Deinit the sprite system */
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}
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void looper(void)
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{
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// wretrace (); /* Time our updates to the vertical retrace */
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wait_msec(0x3E9F);
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erase_sprites (); /* Clear sprites from sprite screen */
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if (lx > 267) /* Is ball bouncing off right wall? */
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{
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dobounce ();
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lx = 267;
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sbx = -sbx; /* Change direction */
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}
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if (lx < 49) /* Is ball bouncing off left wall? */
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{
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dobounce ();
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lx = 49;
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sbx = -sbx; /* Change direction */
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}
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if (ly < 9) /* Is ball bouncing off top wall? */
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{
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dobounce ();
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ly = 9;
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sby = -sby; /* Change direction */
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}
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lx += sbx; /* Update ball positions */
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ly += sby;
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s[1].x = (float)lx;
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s[1].y = (float)ly;
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if (s[1].y > 186) /* Did it get by the user and go off the bottom? */
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{
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/*
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for (i = 2000; i >= 200; i--)
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sound (i);
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nosound ();
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*/
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lx = 160; // Reset it to the starting position
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ly = 100;
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}
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if (overlap (0, 1)) /* Hit the ball with paddle? */
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{
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// sound (900);
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sby = -ysp; /* Change speed and direction based on
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part of paddle hit */
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if (s[1].x > s[0].x + 21)
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sbx = xsp * 4;
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else if (s[1].x > s[0].x + 18)
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sbx = xsp * 2;
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else if (s[1].x > s[0].x + 12)
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sbx = xsp;
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else if (s[1].x > s[0].x + 6)
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sbx = -xsp;
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else if (s[1].x > s[0].x + 3)
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sbx = -xsp * 2;
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else
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sbx = -xsp * 4;
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}
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/* Now check edges of ball for brick contact */
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chk1 = wgetpixel (s[1].x + 3, s[1].y - 1) >> 24; /* Upper edge */
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chk2 = wgetpixel (s[1].x + 3, s[1].y + 6) >> 24; /* Lower edge */
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chk3 = wgetpixel (s[1].x - 1, s[1].y + 3) >> 24; /* Left edge */
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chk4 = wgetpixel (s[1].x + 6, s[1].y + 3) >> 24; /* Right edge */
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if (chk1 > 28)
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{
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hit (3, -1);
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sby = ysp;
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}
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else if (chk2 > 28)
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{
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hit (3, 6);
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sby = -ysp;
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}
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if (chk3 > 28)
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{
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hit (-1, 3);
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sbx = -sbx;
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lx += 2;
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}
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else if (chk4 > 28)
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{
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hit (6, 3);
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sbx = -sbx;
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lx -= 2;
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}
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// nosound (); /* Turn off all sound */
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draw_sprites (1); /* Draw the sprites again */
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}
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void hit (short ix, short iy)
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{
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short x1, x2;
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short y1, y2;
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// sound (600); /* Beep because we hit something */
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wsetcolor (vgapal[0]);
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/* Loop through all the bricks to see what we hit */
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for (x = 1; x < 28; x++)
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{
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x1 = x * 7 + 57;
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x2 = x1 + 6;
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for (y = 1; y < 10; y++)
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{
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y1 = y * 5 + 20;
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y2 = y1 + 4;
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if ((s[1].x + ix >= x1) && (s[1].x + ix <= x2)
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&& (s[1].y + iy >= y1) && (s[1].y + iy <= y2) && (blk[y][x] != 0))
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{
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wsetscreen (spritescreen);
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wbar (x1, y1, x2, y2); /* Erase brick */
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wsetscreen (backgroundscreen);
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wbar (x1, y1, x2, y2); /* Erase brick */
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wnormscreen ();
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/* And update visual screen */
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wcopyscreen (x1, y1, x2, y2, spritescreen, x1, y1, NULL);
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blk[y][x] = 0; /* Disable brick in array */
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hits++;
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if ((hits % 15) == 0) /* Increase speed after every 15 hits */
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{
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xsp += .1;
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ysp += .1;
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}
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}
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}
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}
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}
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void dobounce (void)
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{
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/*
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sound (200);
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nosound ();
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*/
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}
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void main()
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{
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wgt60();
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while (1);
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}
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@ -42,7 +42,7 @@ void wcopyscreen (short x, short y, short x2, short y2, block source, short dest
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if (source == NULL)
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{
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source = abuf; /* Set to visual screen */
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source = fbuf; /* Set to visual screen */
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swidth = 320;
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}
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else {
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if (dest == NULL)
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{
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dest = abuf; /* Set to visual screen */
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dest = fbuf; /* Set to visual screen */
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dwidth = 320;
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}
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else
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@ -21,7 +21,7 @@ void wsetpalette (unsigned char start, unsigned char finish, color *pal)
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{
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for (int i = start; i <= finish; i++)
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{
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vgapal[i] = rgb(pal[i].r, pal[i].g, pal[i].b);
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vgapal[i] = (i << 24) + rgb(pal[i].r, pal[i].g, pal[i].b);
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}
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}
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