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Searched refs:BRICK_WIDTH (Results 1 – 25 of 27) sorted by relevance

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/dports/games/lbreakout2/lbreakout2-2.6.5/client/
H A Dbricks.c53 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()
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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()
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()
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H A Dframe.c80 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()
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H A Dshine.c58 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()
H A Dextras.c351 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()
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H A Dmisc.c413 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()
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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 Dpaddle.c76 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()
H A Dballs.c86 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()
H A Dshots.c72 stk_display->w - BRICK_WIDTH, stk_display->h ); in shots_show()
H A Dtheme.c513 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()
H A Dgame.c192 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()
/dports/games/kbreakout/kbreakout-21.12.3/src/qml/
H A Dmain.qml27 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
H A DBrick.qml16 width: m_scale * Globals.BRICK_WIDTH
19 x: m_scale * (column*Globals.BRICK_WIDTH)
H A DGift.qml35 posX = x + (Globals.BRICK_WIDTH-Globals.GIFT_WIDTH)/2;
/dports/games/lbreakout2/lbreakout2-2.6.5/game/
H A Dballs.c247 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()
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H A Dpaddle.c52 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()
H A Dextras.c50 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()
H A Dbricks.c130 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()
H A Dshots.c42 int mx = (int)(shot->x + 3) / BRICK_WIDTH; in shot_get_target()
48 mx = (int)(shot->x + 6) / BRICK_WIDTH; in shot_get_target()
H A Dgamedefs.h118 BRICK_WIDTH = 40, enumerator
/dports/graphics/openvkl/openvkl-1.1.0/openvkl/devices/cpu/volume/
H A DGridAccelerator.ispc14 #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;
/dports/games/kbreakout/kbreakout-21.12.3/src/
H A Dglobals.h28 const int BRICK_WIDTH = 30; variable
/dports/games/lbreakout2/lbreakout2-2.6.5/server/
H A Dserver_game.c108 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()
/dports/games/tecnoballz/tecnoballz-0.93.1/include/
H A Dcontroller_bricks.h122 static const Uint32 BRICK_WIDTH = 16;

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