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Searched refs:BRICK_HEIGHT (Results 1 – 25 of 32) sorted by relevance

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/dports/games/lbreakout2/lbreakout2-2.6.5/client/
H A Dbricks.c54 my * BRICK_HEIGHT + ( BRICK_HEIGHT >> 1 ) ); in client_brick_remove()
85 py = my * BRICK_HEIGHT; in client_brick_remove()
108 BRICK_WIDTH, BRICK_HEIGHT, in client_brick_remove()
182 py = y * BRICK_HEIGHT; in client_brick_grow()
189 BRICK_HEIGHT + shadow_size, in client_brick_grow()
231 BRICK_WIDTH, BRICK_HEIGHT, in brick_draw()
254 BRICK_WIDTH, ( BRICK_HEIGHT << 1 ), in brick_draw_complex()
288 py = my * BRICK_HEIGHT; in client_brick_loose_dur()
290 refresh_h = BRICK_HEIGHT+shadow_size; in client_brick_loose_dur()
294 shadow_size, BRICK_HEIGHT, in client_brick_loose_dur()
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H A Dframe.c201 y = BRICK_HEIGHT; in frame_draw_lives()
206 y = BRICK_HEIGHT * 2; in frame_draw_lives()
222 stk_surface_blit( lamps, 0, BRICK_HEIGHT, in frame_add_life()
223 BRICK_WIDTH, BRICK_HEIGHT, in frame_add_life()
227 new_life_y -= BRICK_HEIGHT; in frame_add_life()
239 new_life_y += BRICK_HEIGHT; in frame_remove_life()
262 BRICK_WIDTH, BRICK_HEIGHT, in frame_info_hide()
271 BRICK_WIDTH, BRICK_HEIGHT, in frame_info_hide()
287 BRICK_WIDTH, BRICK_HEIGHT, 0x0 ); in frame_info_show()
289 BRICK_WIDTH, BRICK_HEIGHT, in frame_info_show()
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H A Deditor.c117 BRICK_WIDTH, BRICK_HEIGHT, in editor_switch_tiles()
138 BRICK_WIDTH, BRICK_HEIGHT, in editor_switch_tiles()
166 ( EDIT_HEIGHT + 1 ) * BRICK_HEIGHT - 1 ); in editor_draw_grid()
176 BRICK_WIDTH, ( i + 1 ) * BRICK_HEIGHT + BRICK_HEIGHT - 1, in editor_draw_grid()
305 BRICK_WIDTH, BRICK_HEIGHT, in editor_draw_brick()
310 BRICK_WIDTH, BRICK_HEIGHT, 0x777777 ); in editor_draw_brick()
315 BRICK_WIDTH, BRICK_HEIGHT, stk_display, in editor_draw_brick()
322 BRICK_WIDTH, BRICK_HEIGHT, in editor_draw_brick()
700 BRICK_WIDTH, BRICK_HEIGHT, in editor_create()
704 BRICK_WIDTH, BRICK_HEIGHT, in editor_create()
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H A Dshine.c59 y = (rand() % (BRICK_HEIGHT - 2)) + 1; in shine_create()
66 shine_y = y * BRICK_HEIGHT; in shine_create()
94 BRICK_WIDTH, BRICK_HEIGHT, in shine_hide()
102 BRICK_WIDTH, BRICK_HEIGHT, in shine_show()
H A Dmisc.c394 stk_surface_create( SDL_SWSURFACE, BRICK_WIDTH, BRICK_HEIGHT ); in game_nuke()
414 BRICK_WIDTH, BRICK_HEIGHT, in game_nuke()
416 i*BRICK_WIDTH, j*BRICK_HEIGHT, 128 ); in game_nuke()
422 BRICK_WIDTH, (MAP_HEIGHT-1)*BRICK_HEIGHT, in game_nuke()
455 x*BRICK_WIDTH, y*BRICK_HEIGHT, in game_nuke()
456 BRICK_WIDTH, BRICK_HEIGHT, in game_nuke()
458 x*BRICK_WIDTH, y*BRICK_HEIGHT ); in game_nuke()
461 BRICK_WIDTH, BRICK_HEIGHT, in game_nuke()
463 x*BRICK_WIDTH, y*BRICK_HEIGHT, 128 ); in game_nuke()
469 j = event.motion.y / BRICK_HEIGHT; in game_nuke()
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H A Dextras.c351 BRICK_WIDTH + shadow_size, BRICK_HEIGHT + shadow_size, in extras_hide()
367 BRICK_WIDTH, BRICK_HEIGHT, in extras_show_shadow()
384 BRICK_WIDTH, BRICK_HEIGHT, stk_display, x, y, ex->alpha ); in extras_show()
414 ex->update_rect.h = BRICK_HEIGHT + shadow_size; in extras_show()
428 BRICK_WIDTH, BRICK_HEIGHT, stk_display, x, y, alpha ); in extras_alphashow()
564 if ( ex->y >= stk_display->h || ex->y + BRICK_HEIGHT < 0 ) { in client_extras_update()
574 if ( ex->y + BRICK_HEIGHT > game->paddles[j]->y ) in client_extras_update()
H A Dhelp.c76 extra_pic, id * BRICK_WIDTH, 0, BRICK_WIDTH, BRICK_HEIGHT, in draw_bonus_info()
80 x + BRICK_WIDTH + 10, y + BRICK_HEIGHT / 2, STK_OPAQUE, text ); in draw_bonus_info()
91 brick_pic, id * BRICK_WIDTH, 0, BRICK_WIDTH, BRICK_HEIGHT, in draw_brick_info()
95 x + BRICK_WIDTH + 10, y + BRICK_HEIGHT / 2, STK_OPAQUE, text ); in draw_brick_info()
H A Dballs.c95 my = ( by + shadow_size ) / BRICK_HEIGHT; in balls_show_shadow()
100 my = ( by + shadow_size + ball_h ) / BRICK_HEIGHT; in balls_show_shadow()
105 my = ( by + shadow_size + ball_h ) / BRICK_HEIGHT; in balls_show_shadow()
H A Dsetselect.c126 stk_surface_blit(lamps,0,BRICK_HEIGHT,BRICK_WIDTH,BRICK_HEIGHT, in create_thumbnail_background()
127 bkgnd, 0, bkgnd->h-(i+1)*BRICK_HEIGHT); in create_thumbnail_background()
131 py = bkgnd->h - 2 * BRICK_HEIGHT; in create_thumbnail_background()
147 int bw = BRICK_WIDTH / 2, bh = BRICK_HEIGHT / 2; in render_level_thumbnail()
/dports/games/kbreakout/kbreakout-21.12.3/src/qml/
H A Dmain.qml28 // bh = (overlayHeight = BRICK_HEIGHT*HEIGHT+1)
29 // +(headerItemsHeight = BRICK_HEIGHT*1.5)
31 var bh = Globals.BRICK_HEIGHT*Globals.HEIGHT + 1 + Globals.BRICK_HEIGHT*1.5*1.2;
70 height: m_scale * (Globals.BRICK_HEIGHT*Globals.HEIGHT + 1)
99 height: m_scale * Globals.BRICK_HEIGHT*5
114 height: m_scale * Globals.BRICK_HEIGHT*2
125 height: m_scale * Globals.BRICK_HEIGHT*1.5
138 height: m_scale * Globals.BRICK_HEIGHT*1.5
163 height: m_scale * Globals.BRICK_HEIGHT/1.3
H A DBrick.qml17 height: m_scale * Globals.BRICK_HEIGHT
20 y: m_scale * (row*Globals.BRICK_HEIGHT)
H A DBar.qml17 height: m_scale * Globals.BRICK_HEIGHT
/dports/games/lbreakout2/lbreakout2-2.6.5/game/
H A Dballs.c264 if ( ball->cur.y < BRICK_HEIGHT ) { in ball_handle_paddle_contact()
265 ball->cur.y = BRICK_HEIGHT; in ball_handle_paddle_contact()
554 y + BRICK_HEIGHT + ball_rad, in ball_intersect_brick()
604 target->my * BRICK_HEIGHT + BRICK_HEIGHT + ball_rad ); in ball_reflect_at_side()
640 start = (int)pt.y / BRICK_HEIGHT; in ball_reflect_at_side()
682 target->my * BRICK_HEIGHT ); in ball_reflect_at_corner()
687 target->my * BRICK_HEIGHT ); in ball_reflect_at_corner()
692 target->my * BRICK_HEIGHT + BRICK_HEIGHT - 1); in ball_reflect_at_corner()
697 target->my * BRICK_HEIGHT + BRICK_HEIGHT - 1); in ball_reflect_at_corner()
1296 start = ((int)( tang_pts[cur_tang].y / BRICK_HEIGHT )) * BRICK_HEIGHT; in ball_get_target()
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H A Dshots.c43 int my = (int)(shot->y + 3 + ((shot->dir==1)?5:0) ) / BRICK_HEIGHT; in shot_get_target()
50 my = (int)(shot->y + 3 + ((shot->dir==1)?5:0) ) / BRICK_HEIGHT; in shot_get_target()
67 (shot->target.my * BRICK_HEIGHT + ((shot->dir==-1)?(BRICK_HEIGHT - 1):0) )) / in shot_get_target()
H A Dbricks.c131 if ( my == (ball->y) / BRICK_HEIGHT ) in brick_grow()
134 if ( my == (ball->y) / BRICK_HEIGHT ) in brick_grow()
137 if ( my == (ball->y + ball_dia) / BRICK_HEIGHT ) in brick_grow()
140 if ( my == (ball->y + ball_dia) / BRICK_HEIGHT ) in brick_grow()
219 py = my*BRICK_HEIGHT; in brick_remove()
314 if ( j == (ball->y) / BRICK_HEIGHT ) in bricks_move_barrier()
317 if ( j == (ball->y) / BRICK_HEIGHT ) in bricks_move_barrier()
320 if ( j == (ball->y + ball_dia) / BRICK_HEIGHT ) in bricks_move_barrier()
323 if ( j == (ball->y + ball_dia) / BRICK_HEIGHT ) in bricks_move_barrier()
343 ball->y = BRICK_HEIGHT; in attach_ball_to_ceiling()
H A Dpaddle.c50 paddle->wall_y = 480 - BRICK_HEIGHT; in paddle_create()
71 paddle->ball_ammo_disp_y += (MAP_HEIGHT-1)*BRICK_HEIGHT; in paddle_create()
H A Dgame.c128 (MAP_HEIGHT-2)*BRICK_HEIGHT, in game_create()
135 BRICK_HEIGHT+2, in game_create()
/dports/games/scummvm/scummvm-2.5.1/engines/twine/scene/
H A Dgrid.cpp596 ground = (int16)((collisionY + 1) * BRICK_HEIGHT); in getBlockBufferGround()
665 _camera.y = _newCamera.y * BRICK_HEIGHT; in redrawGrid()
723 _engine->_collision->_collision.y = y / BRICK_HEIGHT; in updateCollisionCoordinates()
755 const int32 newY = (y2 + (BRICK_HEIGHT - 1)) / BRICK_HEIGHT; in getBrickShapeFull()
775 const int32 newY = (y2 + (BRICK_HEIGHT - 1)) / BRICK_HEIGHT; in getBrickShapeFull()
819 _newCamera.x = (actor->_pos.x + BRICK_HEIGHT) / BRICK_SIZE; in centerOnActor()
820 _newCamera.y = (actor->_pos.y + BRICK_HEIGHT) / BRICK_HEIGHT; in centerOnActor()
821 _newCamera.z = (actor->_pos.z + BRICK_HEIGHT) / BRICK_SIZE; in centerOnActor()
839 …_newCamera.x = ((actor->_pos.x + BRICK_HEIGHT) / BRICK_SIZE) + (((actor->_pos.x + BRICK_HEIGHT) / … in centerScreenOnActor()
840 _newCamera.y = actor->_pos.y / BRICK_HEIGHT; in centerScreenOnActor()
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H A Dcollision.cpp67 if (mins1.y <= (maxs2.y - BRICK_HEIGHT)) { in standingOnActor()
103 const int32 brkX = (_collision.x * BRICK_SIZE) - BRICK_HEIGHT; in reajustActorPosition()
104 const int32 brkY = _collision.y * BRICK_HEIGHT; in reajustActorPosition()
105 const int32 brkZ = (_collision.z * BRICK_SIZE) - BRICK_HEIGHT; in reajustActorPosition()
179 processActor.y = brkY + getAverageValue(0, BRICK_HEIGHT, BRICK_SIZE, processActor.x - brkX); in reajustActorPosition()
182 processActor.y = brkY + getAverageValue(0, BRICK_HEIGHT, BRICK_SIZE, processActor.z - brkZ); in reajustActorPosition()
185 processActor.y = brkY + getAverageValue(BRICK_HEIGHT, 0, BRICK_SIZE, processActor.z - brkZ); in reajustActorPosition()
188 processActor.y = brkY + getAverageValue(BRICK_HEIGHT, 0, BRICK_SIZE, processActor.x - brkX); in reajustActorPosition()
378 if (fall >= BRICK_HEIGHT * 8) { in stopFalling()
381 if (fall >= BRICK_HEIGHT * 16) { in stopFalling()
H A Dgamestate.cpp115 _engine->_scene->_newHeroPos.y = 24 * BRICK_HEIGHT; in initEngineVars()
320 const int32 itemCameraY = _engine->_grid->_newCamera.y * BRICK_HEIGHT; in processFoundItem()
331 const int32 itemX = (_engine->_scene->_sceneHero->_pos.x + BRICK_HEIGHT) / BRICK_SIZE; in processFoundItem()
332 int32 itemY = _engine->_scene->_sceneHero->_pos.y / BRICK_HEIGHT; in processFoundItem()
336 const int32 itemZ = (_engine->_scene->_sceneHero->_pos.z + BRICK_HEIGHT) / BRICK_SIZE; in processFoundItem()
H A Dgrid.h79 #define BRICK_HEIGHT 256 macro
/dports/games/scummvm/scummvm-2.5.1/engines/twine/renderer/
H A Dredraw.cpp330 const int32 tmpX = (drawCmd.x + BRICK_HEIGHT) / BRICK_SIZE; in processDrawListShadows()
331 const int32 tmpY = drawCmd.y / BRICK_HEIGHT; in processDrawListShadows()
332 const int32 tmpZ = (drawCmd.z + BRICK_HEIGHT) / BRICK_SIZE; in processDrawListShadows()
367 const int32 tempX = (actor->_pos.x + BRICK_HEIGHT) / BRICK_SIZE; in processDrawListActors()
368 int32 tempY = actor->_pos.y / BRICK_HEIGHT; in processDrawListActors()
369 const int32 tempZ = (actor->_pos.z + BRICK_HEIGHT) / BRICK_SIZE; in processDrawListActors()
423 const int32 tmpY = actor->_lastPos.y / BRICK_HEIGHT; in processDrawListActorSprites()
428 int32 tmpY = actor->_pos.y / BRICK_HEIGHT; in processDrawListActorSprites()
473 const int32 tmpX = (extra->pos.x + BRICK_HEIGHT) / BRICK_SIZE; in processDrawListExtras()
474 const int32 tmpY = extra->pos.y / BRICK_HEIGHT; in processDrawListExtras()
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/dports/games/kbreakout/kbreakout-21.12.3/src/
H A Dglobals.h29 const int BRICK_HEIGHT = 15; variable
/dports/games/tecnoballz/tecnoballz-0.93.1/src/
H A Dcontroller_bricks.cc60 brick_height = BRICK_HEIGHT * resolution; in controller_bricks()
65 shadow_left = (BRICK_HEIGHT * resolution) - shadow_offset; in controller_bricks()
66 shadow_yoff = (BRKYOFFSET - BRICK_HEIGHT) * resolution; in controller_bricks()
/dports/games/tecnoballz/tecnoballz-0.93.1/include/
H A Dcontroller_bricks.h124 static const Uint32 BRICK_HEIGHT = 7; variable

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