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/dports/games/lbreakout2/lbreakout2-2.6.5/game/
H A Dpaddle.c42 paddle->w = (paddle->len + 2) * paddle_cw; in paddle_create()
43 paddle->wanted_w = paddle->w; in paddle_create()
53 paddle->cur_x = paddle->x; in paddle_create()
77 if ( paddle ) free( paddle ); in paddle_delete()
83 0/*clear score*/, paddle->type, paddle->y, paddle->start_len, in paddle_reset()
84 paddle->min_len, paddle->max_len, paddle->start_ball_ammo ); in paddle_reset()
205 if ( paddle->len + c > paddle->max_len || paddle->len + c < paddle->min_len ) in paddle_init_resize()
225 if ( paddle->w < paddle->wanted_w ) { in paddle_resize()
228 paddle->x = (int)paddle->cur_x; in paddle_resize()
233 paddle->x = 640 - BRICK_WIDTH - paddle->w; in paddle_resize()
[all …]
H A Dpaddle.h30 void paddle_delete( Paddle *paddle );
33 void paddle_freeze( Paddle *paddle, int freeze );
34 void paddle_set_slime( Paddle *paddle, int slime );
35 int paddle_slimy( Paddle *paddle );
43 int paddle_attract_malus( Paddle *paddle );
44 int paddle_attract_bonus( Paddle *paddle );
53 void paddle_set_invis( Paddle *paddle, int invis );
54 int paddle_solid( Paddle *paddle );
62 int paddle_init_resize( Paddle *paddle, int c );
69 int paddle_resize( Paddle *paddle, int ms );
[all …]
H A Dextras.c84 paddle->extras_collected++; in extra_use()
116 paddle_init_resize( paddle, 1); in extra_use()
120 paddle->x + (paddle->w - ball_w) / 2, in extra_use()
121 paddle->y + ((paddle->type == PADDLE_TOP)?paddle->h:-ball_dia) ); in extra_use()
122 b->paddle = paddle; in extra_use()
131 if ( paddle->wall_y == 0 ) { in extra_use()
142 paddle->wall_alpha = 0; in extra_use()
162 paddle_freeze( paddle, 1 ); in extra_use()
167 weapon_install( paddle, 1 ); in extra_use()
172 paddle_set_slime( paddle, 1 ); in extra_use()
[all …]
H A Dshots.c84 void shot_create( Paddle *paddle ) in shot_create() argument
88 shot->paddle = paddle; in shot_create()
89 shot->dir = (paddle->type == PADDLE_TOP) ? 1 : -1; in shot_create()
90 shot->x = paddle->x + ( paddle->w >> 1 ) - (shot_w >> 1); in shot_create()
91 shot->y = paddle->y + ( paddle->h >> 1 ) - (shot_h >> 1); in shot_create()
138 shot->paddle->weapon_ammo++; /* give back used shot */ in shots_update()
146 shot->paddle ) ) { in shots_update()
153 shot->paddle ) ) { in shots_update()
164 if ( cur_game->paddles[i] != shot->paddle ) in shots_update()
171 shot->paddle->score += 1000; in shots_update()
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H A Dballs.c89 ball->paddle = paddle; in ball_attach()
213 ball->paddle = paddle; in ball_handle_paddle_contact()
238 ball->vel.x += paddle->v_x * paddle->friction; in ball_handle_paddle_contact()
326 if ( old.y + ball_dia <= paddle->y + ( paddle->h >> 1 ) ) in ball_paddle_contact_possible()
335 if ( ball->y >= paddle->y + ( paddle->h >> 1 ) ) in ball_paddle_contact_possible()
336 if ( old.y >= paddle->y + ( paddle->h >> 1 ) ) in ball_paddle_contact_possible()
358 …Coord right_hemi_center = { paddle->x + paddle->w - ( paddle->h >> 1 ), paddle->y + ( paddle->h … in ball_check_paddle_reflection()
359 Coord left_hemi_center = { paddle->x + ( paddle->h >> 1 ), paddle->y + ( paddle->h >> 1 ) }; in ball_check_paddle_reflection()
365 Coord paddle_center = { paddle->x + ( paddle->w >> 1 ), paddle->y + ( paddle->h >> 1 ) }; in ball_check_paddle_reflection()
1011 ball->cur.y = ball->paddle->y + ball->paddle->h; in balls_update()
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/dports/games/lbreakout2/lbreakout2-2.6.5/client/
H A Dpaddle.c58 paddle->update_rect.x = paddle->x; in paddle_hide()
59 paddle->update_rect.y = paddle->y; in paddle_hide()
64 stk_display, paddle->x, paddle->y ); in paddle_hide()
135 stk_display, paddle->x + ((paddle->w - weapon_w)>>1), paddle->y ); in paddle_show()
139 paddle->update_rect.w += paddle->update_rect.x - paddle->x; in paddle_show()
140 paddle->update_rect.x = paddle->x; in paddle_show()
144 paddle->update_rect.w += paddle->x - paddle->update_rect.x; in paddle_show()
177 paddle->update_rect.w += paddle->update_rect.x - paddle->x; in paddle_alphashow()
178 paddle->update_rect.x = paddle->x; in paddle_alphashow()
182 paddle->update_rect.w += paddle->x - paddle->update_rect.x; in paddle_alphashow()
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H A Dpaddle.h23 void paddle_hide( Paddle *paddle );
24 void paddle_show_shadow( Paddle *paddle );
25 void paddle_show( Paddle *paddle );
26 void paddle_alphashow( Paddle *paddle, int a );
32 void client_paddle_update( Paddle *paddle, int ms );
38 void paddle_handle_events( Paddle *paddle, int ms );
41 void paddle_ammo_hide( Paddle *paddle );
42 void paddle_ammo_show( Paddle *paddle );
H A Dextras.c76 int px = paddle->x+(paddle->w>>1); in client_handle_collected_extra()
111 paddle->player->lives++; in client_handle_collected_extra()
120 paddle_init_resize( paddle, -1); in client_handle_collected_extra()
126 paddle_init_resize( paddle, 1); in client_handle_collected_extra()
141 paddle->extra_active[extra_type] = 1; in client_handle_collected_extra()
142 paddle->wall_alpha = 0; in client_handle_collected_extra()
167 paddle->pic_y_offset = paddle_ch*2; in client_handle_collected_extra()
177 weapon_install( paddle, 1 ); in client_handle_collected_extra()
185 if ( !paddle->frozen ) in client_handle_collected_extra()
186 paddle->pic_y_offset = paddle_ch; in client_handle_collected_extra()
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/dports/devel/z88dk/z88dk/examples/sms/
H A Dpngmstr2.c145 paddle->spd_y -= paddle->accel; in handle_paddle_joypad()
148 paddle->spd_y += paddle->accel; in handle_paddle_joypad()
154 paddle->spd_y -= paddle->accel; in handle_paddle_joypad_lr()
157 paddle->spd_y += paddle->accel; in handle_paddle_joypad_lr()
170 paddle->spd_y -= paddle->accel; in handle_paddle_ai()
172 paddle->spd_y += paddle->accel; in handle_paddle_ai()
177 paddle->x += paddle->spd_x; in handle_paddle_physics()
178 paddle->y += paddle->spd_y; in handle_paddle_physics()
183 paddle->spd_y = paddle->top_spd; in handle_paddle_physics()
197 paddle->spd_y = -paddle->spd_y; in handle_paddle_physics()
[all …]
H A Dpongmstr.c145 paddle->spd_y -= paddle->accel; in handle_paddle_joypad()
148 paddle->spd_y += paddle->accel; in handle_paddle_joypad()
161 paddle->spd_y -= paddle->accel; in handle_paddle_ai()
163 paddle->spd_y += paddle->accel; in handle_paddle_ai()
168 paddle->x += paddle->spd_x; in handle_paddle_physics()
169 paddle->y += paddle->spd_y; in handle_paddle_physics()
172 paddle->spd_y = -paddle->top_spd; in handle_paddle_physics()
174 paddle->spd_y = paddle->top_spd; in handle_paddle_physics()
179 paddle->spd_y = -paddle->spd_y; in handle_paddle_physics()
183 paddle->spd_y = -paddle->spd_y; in handle_paddle_physics()
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/dports/games/tecnoballz/tecnoballz-0.93.1/src/
H A Dcontroller_projectiles.cc66 gun_paddle = paddle; in create_projectiles_list()
180 if (paddle->is_vertical) in init_type1()
208 if (paddle->is_vertical) in init_type2()
304 y = paddle->y_coord + paddle->length - 4; in init_type4()
308 x = paddle->x_coord + paddle->length - 4; in init_type4()
488 Sint32 x = paddle->x_coord + paddle->projectile_xcenter; in init_type7()
489 Sint32 y = paddle->y_coord + paddle->projectile_ycenter; in init_type7()
515 Sint32 x = paddle->x_coord + paddle->projectile_xcenter; in init_type7()
516 Sint32 y = paddle->y_coord + paddle->projectile_ycenter; in init_type7()
826 k += paddle->x_coord + paddle->projectile_xcenter; in move_type7()
[all …]
H A Dcontroller_balls.cc206 if (NULL == paddle) in check_outside_balls()
213 if (!paddle->is_enabled) in check_outside_balls()
365 sprite_paddle *paddle; in move_balls() local
439 j = (paddle->y_coord) + paddle->collision_height + 1; in move_balls()
444 j = (paddle->x_coord) + (paddle->collision_width) + 1; in move_balls()
477 sprite_paddle *paddle; in move_balls_in_guards_level() local
567 paddle = paddle_bottom; in collisions_with_paddles()
702 x = paddle->x_coord; in collisions_with_paddle()
703 y = paddle->y_coord; in collisions_with_paddle()
755 Sint32 x2 = paddle->x_coord + paddle->collision_width; in collisions_with_robot()
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H A Dsprite_capsule.cc38 paddle = NULL; in sprite_capsule()
144 paddle = pad; in set_new_capsule()
145 if (NULL != paddle) in set_new_capsule()
242 if (collision (paddle)) in move()
246 return paddle; in move()
259 if (collision (paddle)) in move()
263 return paddle; in move()
276 if (collision (paddle)) in move()
280 return paddle; in move()
294 if (collision (paddle)) in move()
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H A Dsprite_money.cc39 paddle = (sprite_paddle *) NULL; in sprite_money()
87 init_money (brick->xcoord_collision, brick->ycoord_collision, brick->paddle); in enable_if_available()
119 init_money (blast->x_coord, blast->y_coord, blast->paddle); in enable_if_available()
135 paddle = pad; in init_money()
138 towards = paddle->get_paddle_number (); in init_money()
173 if (collision (paddle)) in move()
192 if (collision (paddle)) in move()
211 if (collision (paddle)) in move()
230 if (collision (paddle)) in move()
264 if (!collision (paddle)) in move_bottom()
/dports/misc/mmdnn/MMdnn-0.3.1/mmdnn/conversion/examples/paddle/models/
H A Dalexnet.py1 import paddle.v2 as paddle namespace
7 conv1 = paddle.layer.img_conv(
14 cmrnorm1 = paddle.layer.img_cmrnorm(
18 conv2 = paddle.layer.img_conv(
25 cmrnorm2 = paddle.layer.img_cmrnorm(
29 pool3 = paddle.networks.img_conv_group(
35 pool_type=paddle.pooling.Max())
37 fc1 = paddle.layer.fc(input=pool3,
39 act=paddle.activation.Relu(),
41 fc2 = paddle.layer.fc(input=fc1,
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H A Dresnet.py1 import paddle.v2 as paddle namespace
11 active_type=paddle.activation.Relu(),
13 tmp = paddle.layer.img_conv(
20 act=paddle.activation.Linear(),
37 return paddle.layer.addto(
46 paddle.activation.Linear())
47 return paddle.layer.addto(
74 pool2 = paddle.layer.img_pool(
76 out = paddle.layer.fc(input=pool2,
92 pool = paddle.layer.img_pool(
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H A Dvgg.py1 import paddle.v2 as paddle namespace
8 return paddle.networks.img_conv_group(
15 conv_act=paddle.activation.Relu(),
16 pool_type=paddle.pooling.Max())
27 fc1 = paddle.layer.fc(input=conv5,
29 act=paddle.activation.Relu(),
30 layer_attr=paddle.attr.Extra(drop_rate=0.5))
31 fc2 = paddle.layer.fc(input=fc1,
33 act=paddle.activation.Relu(),
35 out = paddle.layer.fc(input=fc2,
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/dports/misc/mmdnn/MMdnn-0.3.1/mmdnn/conversion/examples/paddle/
H A Dextractor.py10 import paddle.v2 as paddle namespace
12 from paddle.trainer_config_helpers.config_parser_utils import \
44 from paddle.trainer_config_helpers.layers import LayerOutput
45 from paddle.v2.layer import parse_network
46 from paddle.proto import TrainerConfig_pb2
86 image = paddle.layer.data(
93 from mmdnn.conversion.examples.paddle.models import vgg
122 paddle.init(use_gpu=False, trainer_count=1)
126 image = paddle.layer.data(
134 from mmdnn.conversion.examples.paddle.models import vgg
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H A Dextract_model.py10 import paddle.v2 as paddle namespace
12 from paddle.trainer_config_helpers.config_parser_utils import \
34 from paddle.trainer_config_helpers.layers import LayerOutput
35 from paddle.v2.layer import parse_network
36 from paddle.proto import TrainerConfig_pb2
92 paddle.init(use_gpu=False, trainer_count=1)
94 image = paddle.layer.data(
95 name="image", type=paddle.data_type.dense_vector(DATA_DIM))
97 from mmdnn.conversion.examples.paddle.models import resnet
101 from mmdnn.conversion.examples.paddle.models import vgg
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/dports/lang/basic256/basic256-2.0.0.11/Examples/sprites/
H A Dbreakout.kbs8 print "use mouse to bounce ball on paddle."
16 speedup = .2 # how much faster after each paddle strike
18 ball = blocks + 1 # sprite numbers for ball and paddle
19 paddle = blocks
26 spriteload paddle, "paddle.png"
27 spriteplace paddle,150,270
28 spriteshow paddle
41 spriteplace paddle, mousex, spritey(paddle)
50 if spritecollide(ball, paddle) then
53 dx = dx + ((spritex(ball)-spritex(paddle))/(spritew(paddle/2)))
/dports/games/sdl-ball/SDL-Ball_src/
H A Dinput.cpp23 paddle_class *paddle; member in controllerClass
58 paddle = pc; in controllerClass()
103 paddle->posx = px; in movePaddle()
104 if(paddle->posx > 1.66-paddle->width-0.06) in movePaddle()
106 paddle->posx=1.66-paddle->width-0.06; in movePaddle()
108 else if(paddle->posx < -1.66+paddle->width+0.06) in movePaddle()
110 paddle->posx=-1.66+paddle->width+0.06; in movePaddle()
134 p.x = paddle->posx-paddle->width/1.5; in btnPress()
135 p.y = paddle->posy; in btnPress()
137 p.x = paddle->posx+paddle->width/1.5; in btnPress()
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/dports/databases/powa-web/powa-web-4.0.2/powa/static/bower_components/foundation/scss/foundation/components/
H A D_switches.scss28 // We use these to style the switch-paddle
29 $switch-paddle-bg: $white !default;
30 $switch-paddle-transition-speed: .15s !default;
31 $switch-paddle-transition-ease: ease-out !default;
44 $transition-speed:$switch-paddle-transition-speed,
89 background: $switch-paddle-bg;
144 // $paddle-bg - Background of switch paddle. Default: $switch-paddle-bg.
150 $paddle-bg:$switch-paddle-bg,
163 background: $paddle-bg;
196 // $paddle-bg - Background of switch paddle. Default: $switch-paddle-bg.
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/dports/devel/z88dk/z88dk/examples/
H A Dwallg.h7 char paddle[] = { 6, 2, 0xFC, 0x84 }; variable
16 char paddle[] = { 6, 1, 0xFC }; variable
26 char paddle[] = { 9, 2, 0xFF, 0x80 , 0x80 , 0x80}; variable
35 char paddle[] = { 12, 3, 0xFF , 0xF0 , 0xFF , 0xF0 , 0xC0 , 0x30}; variable
49 char paddle[] = { 48, 8, 0x1F , 0xFF , 0xFF , 0xFF , 0xFF , 0xF8 , 0x7F , 0xFF , 0xFF , 0xFF , 0xFF variable
67 char paddle[] = { 30, 7, 0x1F , 0xFF , 0xFF , 0xC0 , 0x7F , 0xFF , 0xFF , 0xF0 , 0xFC , 0x00 , 0x01 variable
82 char paddle[] = { 24, 6, 0x7F , 0xFF, 0xFE , 0xFF , 0xFF , 0xFF , 0xFF , 0xFF , 0xFF , variable
92 char paddle[] = { 21, 6, 0x7F , 0xFF, 0xF0 , 0xFF , 0xFF , 0xF8 , 0xFF , 0xFF , 0xF8 , variable
/dports/games/xonotic/Xonotic/source/qcsrc/common/minigames/minigame/
H A Dpong.qc124 if (!paddle)
126 vector near_point = box_nearest(paddle.mins+paddle.origin,
127 paddle.maxs+paddle.origin, ball.origin);
135 if (!paddle)
259 ai.team = paddle.team;
269 // Moves the paddle
323 paddle.maxs = pong_team_to_box_halfsize(pl_team,paddle.pong_length,1/16);
332 return paddle;
368 entity paddle;
374 if ( paddle != NULL && paddle.realowner == player )
[all …]
/dports/devel/p5-SDL/SDL-2.548/examples/SDLx/
H A Dpong.pl18 my $paddle = {
96 paddle_confine( $paddle, $dt, $app->h );
138 $paddle->{y_vel} -= $paddle->{vel} if $key == SDLK_UP;
139 $paddle->{y_vel} += $paddle->{vel} if $key == SDLK_DOWN;
144 $paddle->{y_vel} += $paddle->{vel} if $key == SDLK_UP;
145 $paddle->{y_vel} -= $paddle->{vel} if $key == SDLK_DOWN;
156 my $paddle = shift;
161 $paddle->{x}, $paddle->{y}, $paddle->{w}, $paddle->{h}
176 show_paddle( $app, $paddle );

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