/dports/games/lbreakout2/lbreakout2-2.6.5/client/ |
H A D | bricks.c | 54 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() [all …]
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H A D | frame.c | 201 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() [all …]
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H A D | editor.c | 117 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() [all …]
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H A D | shine.c | 59 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()
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H A D | misc.c | 394 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() [all …]
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H A D | extras.c | 351 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()
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H A D | help.c | 76 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()
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H A D | balls.c | 95 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()
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H A D | setselect.c | 126 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()
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/dports/games/kbreakout/kbreakout-21.12.3/src/qml/ |
H A D | main.qml | 28 // 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
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H A D | Brick.qml | 17 height: m_scale * Globals.BRICK_HEIGHT 20 y: m_scale * (row*Globals.BRICK_HEIGHT)
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H A D | Bar.qml | 17 height: m_scale * Globals.BRICK_HEIGHT
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/dports/games/lbreakout2/lbreakout2-2.6.5/game/ |
H A D | balls.c | 264 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() [all …]
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H A D | shots.c | 43 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()
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H A D | bricks.c | 131 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()
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H A D | paddle.c | 50 paddle->wall_y = 480 - BRICK_HEIGHT; in paddle_create() 71 paddle->ball_ammo_disp_y += (MAP_HEIGHT-1)*BRICK_HEIGHT; in paddle_create()
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H A D | game.c | 128 (MAP_HEIGHT-2)*BRICK_HEIGHT, in game_create() 135 BRICK_HEIGHT+2, in game_create()
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/dports/games/scummvm/scummvm-2.5.1/engines/twine/scene/ |
H A D | grid.cpp | 596 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() [all …]
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H A D | collision.cpp | 67 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()
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H A D | gamestate.cpp | 115 _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()
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H A D | grid.h | 79 #define BRICK_HEIGHT 256 macro
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/dports/games/scummvm/scummvm-2.5.1/engines/twine/renderer/ |
H A D | redraw.cpp | 330 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() [all …]
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/dports/games/kbreakout/kbreakout-21.12.3/src/ |
H A D | globals.h | 29 const int BRICK_HEIGHT = 15; variable
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/dports/games/tecnoballz/tecnoballz-0.93.1/src/ |
H A D | controller_bricks.cc | 60 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()
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/dports/games/tecnoballz/tecnoballz-0.93.1/include/ |
H A D | controller_bricks.h | 124 static const Uint32 BRICK_HEIGHT = 7; variable
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