/dports/games/lbreakout2/lbreakout2-2.6.5/client/ |
H A D | bricks.c | 53 exp_create( mx * BRICK_WIDTH + ( BRICK_WIDTH >> 1 ), in client_brick_remove() 57 stk_sound_play_x( mx * BRICK_WIDTH + ( BRICK_WIDTH >> 1 ), wav_boom ); in client_brick_remove() 84 px = mx * BRICK_WIDTH; in client_brick_remove() 108 BRICK_WIDTH, BRICK_HEIGHT, in client_brick_remove() 181 px = x * BRICK_WIDTH; in client_brick_grow() 188 BRICK_WIDTH + shadow_size, in client_brick_grow() 231 BRICK_WIDTH, BRICK_HEIGHT, in brick_draw() 254 BRICK_WIDTH, ( BRICK_HEIGHT << 1 ), in brick_draw_complex() 255 offscreen, px + BRICK_WIDTH, py ); in brick_draw_complex() 287 px = mx * BRICK_WIDTH; in client_brick_loose_dur() [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() 194 ( i + 1 ) * BRICK_WIDTH + BRICK_WIDTH- 1, BRICK_HEIGHT, 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() 703 stk_surface_blit( buttons, 11 * BRICK_WIDTH, 0, in editor_create() 704 BRICK_WIDTH, BRICK_HEIGHT, in editor_create() [all …]
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H A D | frame.c | 80 warp_x = stk_display->w - BRICK_WIDTH + ( BRICK_WIDTH - warp_pic->w ) / 2; in frame_create() 94 info_x = stk_display->w - BRICK_WIDTH; in frame_init() 207 stk_surface_blit( lamps, 0,y, BRICK_WIDTH, BRICK_HEIGHT, in frame_draw_lives() 223 BRICK_WIDTH, BRICK_HEIGHT, in frame_add_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() 306 BRICK_WIDTH, BRICK_HEIGHT, 0x0 ); in frame_info_show() 308 BRICK_WIDTH, BRICK_HEIGHT, in frame_info_show() [all …]
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H A D | shine.c | 58 x = (rand() % (BRICK_WIDTH - 2)) + 1; in shine_create() 65 shine_x = x * BRICK_WIDTH; in shine_create() 94 BRICK_WIDTH, BRICK_HEIGHT, in shine_hide() 101 stk_surface_blit( shine_pic, (int)shine_cur * BRICK_WIDTH, 0, in shine_show() 102 BRICK_WIDTH, BRICK_HEIGHT, in shine_show()
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H A D | extras.c | 351 BRICK_WIDTH + shadow_size, BRICK_HEIGHT + shadow_size, in extras_hide() 364 stk_display->w - BRICK_WIDTH, stk_display->h ); in extras_show_shadow() 366 extra_shadow, extra->type * BRICK_WIDTH, 0, in extras_show_shadow() 367 BRICK_WIDTH, BRICK_HEIGHT, in extras_show_shadow() 413 ex->update_rect.w = BRICK_WIDTH + shadow_size; in extras_show() 428 BRICK_WIDTH, BRICK_HEIGHT, stk_display, x, y, alpha ); in extras_alphashow() 541 ex->x = magnet->x + ( magnet->w >> 1 ) - ( BRICK_WIDTH >> 1 ); in client_extras_update() 546 ex->x = magnet->x + ( magnet->w >> 1 ) - ( BRICK_WIDTH >> 1 ); in client_extras_update() 572 if ( ex->x + BRICK_WIDTH > game->paddles[j]->x ) in client_extras_update() 603 stk_display, BRICK_WIDTH, game->paddles[j]->wall_y, in walls_show() [all …]
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H A D | misc.c | 413 game->bricks[i][j].id * BRICK_WIDTH, 0, 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() 460 game->bricks[x][y].id * BRICK_WIDTH, 0, in game_nuke() 461 BRICK_WIDTH, BRICK_HEIGHT, in game_nuke() 463 x*BRICK_WIDTH, y*BRICK_HEIGHT, 128 ); in game_nuke() [all …]
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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 | paddle.c | 76 stk_surface_clip( stk_display, 0, 0, stk_display->w - BRICK_WIDTH, stk_display->h ); in paddle_show_shadow() 304 if (paddle->cur_x < BRICK_WIDTH) in paddle_handle_events() 305 paddle->cur_x = BRICK_WIDTH; in paddle_handle_events() 306 if (paddle->cur_x + paddle->w >= stk_display->w - BRICK_WIDTH) in paddle_handle_events() 307 paddle->cur_x = stk_display->w - BRICK_WIDTH - paddle->w; in paddle_handle_events()
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H A D | balls.c | 86 stk_surface_clip( stk_display, 0, 0, stk_display->w - BRICK_WIDTH, stk_display->h ); in balls_show_shadow() 94 mx = ( bx + shadow_size + ball_w ) / BRICK_WIDTH; in balls_show_shadow() 99 mx = ( bx + shadow_size + ball_w ) / BRICK_WIDTH; in balls_show_shadow() 104 mx = ( bx + shadow_size ) / BRICK_WIDTH; in balls_show_shadow()
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H A D | shots.c | 72 stk_display->w - BRICK_WIDTH, stk_display->h ); in shots_show()
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H A D | theme.c | 513 SDL_SWSURFACE, stk_display->w - 2 * BRICK_WIDTH, in theme_load() 518 BRICK_WIDTH, BRICK_HEIGHT, in theme_load() 519 wall_pic, i * BRICK_WIDTH, 0 ); in theme_load()
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H A D | game.c | 192 stk_display->w - BRICK_WIDTH - 20 - 76, in init_level() 204 BRICK_WIDTH + 20, ( MAP_HEIGHT - 1 ) * BRICK_HEIGHT + 2, in init_level() 211 BRICK_WIDTH + 20, 2, length + 4, 16, str, 0, 0 ); in init_level() 214 stk_display->w - BRICK_WIDTH - 20 - 76, in init_level() 218 stk_display->w - BRICK_WIDTH - 20 - 76, 2, in init_level()
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/dports/games/kbreakout/kbreakout-21.12.3/src/qml/ |
H A D | main.qml | 27 var bw = Globals.BRICK_WIDTH*Globals.WIDTH + 1; 47 property real m_scale: container.width/(Globals.BRICK_WIDTH*Globals.WIDTH) 69 width: m_scale * (Globals.BRICK_WIDTH*Globals.WIDTH + 1) 98 width: m_scale * Globals.BRICK_WIDTH*9 113 width: m_scale * Globals.BRICK_WIDTH*9 124 width: m_scale * (Globals.BRICK_WIDTH*Globals.WIDTH)/6 137 width: m_scale * (Globals.BRICK_WIDTH*Globals.WIDTH)/5 151 spacing: m_scale * Globals.BRICK_WIDTH*0.23 162 width: m_scale * Globals.BRICK_WIDTH/1.3
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H A D | Brick.qml | 16 width: m_scale * Globals.BRICK_WIDTH 19 x: m_scale * (column*Globals.BRICK_WIDTH)
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H A D | Gift.qml | 35 posX = x + (Globals.BRICK_WIDTH-Globals.GIFT_WIDTH)/2;
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/dports/games/lbreakout2/lbreakout2-2.6.5/game/ |
H A D | balls.c | 247 if ( ball->x < BRICK_WIDTH ) { in ball_handle_paddle_contact() 248 ball->cur.x = BRICK_WIDTH; in ball_handle_paddle_contact() 531 x + BRICK_WIDTH + ball_rad, in ball_intersect_brick() 595 target->mx * BRICK_WIDTH + BRICK_WIDTH + ball_rad ); in ball_reflect_at_side() 625 start = (int)pt.x / BRICK_WIDTH; in ball_reflect_at_side() 681 target->mx * BRICK_WIDTH, in ball_reflect_at_corner() 686 target->mx * BRICK_WIDTH + BRICK_WIDTH - 1, in ball_reflect_at_corner() 691 target->mx * BRICK_WIDTH, in ball_reflect_at_corner() 696 target->mx * BRICK_WIDTH + BRICK_WIDTH - 1, in ball_reflect_at_corner() 1341 start = ((int)( tang_pts[cur_tang].x / BRICK_WIDTH )) * BRICK_WIDTH; in ball_get_target() [all …]
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H A D | paddle.c | 52 paddle->x = ((MAP_WIDTH * BRICK_WIDTH) - paddle->w) / 2; /* centered */ in paddle_create() 230 if (paddle->x < BRICK_WIDTH) in paddle_resize() 231 paddle->x = BRICK_WIDTH; in paddle_resize() 232 if (paddle->x + paddle->w > 640 - BRICK_WIDTH) in paddle_resize() 233 paddle->x = 640 - BRICK_WIDTH - paddle->w; in paddle_resize()
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H A D | extras.c | 50 e->offset = type * BRICK_WIDTH; in extra_create() 380 if ( ex->x + ( BRICK_WIDTH >> 1 ) < magnet->x + ( magnet->w >> 1 ) ) { in extras_update() 382 if ( ex->x + ( BRICK_WIDTH >> 1 ) > magnet->x + ( magnet->w >> 1 ) ) in extras_update() 383 ex->x = magnet->x + ( magnet->w >> 1 ) - ( BRICK_WIDTH >> 1 ); in extras_update() 387 if ( ex->x + ( BRICK_WIDTH >> 1 ) < magnet->x + ( magnet->w >> 1 ) ) in extras_update() 388 ex->x = magnet->x + ( magnet->w >> 1 ) - ( BRICK_WIDTH >> 1 ); in extras_update() 399 if ( ex->x + BRICK_WIDTH > cur_game->paddles[j]->x ) in extras_update()
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H A D | bricks.c | 130 if ( mx == (ball->x) / BRICK_WIDTH ) in brick_grow() 133 if ( mx == (ball->x + ball_dia) / BRICK_WIDTH ) in brick_grow() 136 if ( mx == (ball->x) / BRICK_WIDTH ) in brick_grow() 139 if ( mx == (ball->x + ball_dia) / BRICK_WIDTH ) in brick_grow() 218 px = mx*BRICK_WIDTH; in brick_remove() 313 if ( i == (ball->x) / BRICK_WIDTH ) in bricks_move_barrier() 316 if ( i == (ball->x + ball_dia) / BRICK_WIDTH ) in bricks_move_barrier() 319 if ( i == (ball->x) / BRICK_WIDTH ) in bricks_move_barrier() 322 if ( i == (ball->x + ball_dia) / BRICK_WIDTH ) in bricks_move_barrier() 341 ball->x = (BRICK_WIDTH*MAP_WIDTH-ball_dia)/2; in attach_ball_to_ceiling()
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H A D | shots.c | 42 int mx = (int)(shot->x + 3) / BRICK_WIDTH; in shot_get_target() 48 mx = (int)(shot->x + 6) / BRICK_WIDTH; in shot_get_target()
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H A D | gamedefs.h | 118 BRICK_WIDTH = 40, enumerator
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/dports/graphics/openvkl/openvkl-1.1.0/openvkl/devices/cpu/volume/ |
H A D | GridAccelerator.ispc | 14 #define BRICK_WIDTH (1 << BRICK_WIDTH_BITCOUNT) 17 #define BRICK_CELL_COUNT (BRICK_WIDTH * BRICK_WIDTH * BRICK_WIDTH) 39 const univary vec3i cellOffset = bitwise_AND(cellIndex, BRICK_WIDTH - 1); \ 144 uniform uint32 offset = i & (BRICK_WIDTH * BRICK_WIDTH - 1); 146 uniform uint32 x = offset % BRICK_WIDTH; 148 uniform vec3i cellIndex = brickIndex * BRICK_WIDTH + make_vec3i(x, y, z); 177 (cellsPerDimension + BRICK_WIDTH - 1) / BRICK_WIDTH;
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/dports/games/kbreakout/kbreakout-21.12.3/src/ |
H A D | globals.h | 28 const int BRICK_WIDTH = 30; variable
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/dports/games/lbreakout2/lbreakout2-2.6.5/server/ |
H A D | server_game.c | 108 if ( paddle->cur_x < BRICK_WIDTH ) in update_bot_paddle() 109 paddle->cur_x = BRICK_WIDTH; in update_bot_paddle() 110 if ( paddle->cur_x + paddle->w >= 640 - BRICK_WIDTH ) in update_bot_paddle() 111 paddle->cur_x = 640 - BRICK_WIDTH - paddle->w; in update_bot_paddle()
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/dports/games/tecnoballz/tecnoballz-0.93.1/include/ |
H A D | controller_bricks.h | 122 static const Uint32 BRICK_WIDTH = 16;
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