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📄 brick.c

📁 Microwindows genesis was with the NanoGUI project, and is now the primary distribution for both th
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/* * NanoBreaker, a Nano-X Breakout clone by Alex Holden. * * The contents of this file are subject to the Mozilla Public License * Version 1.1 (the "License"); you may not use this file except in * compliance with the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ *  * Software distributed under the License is distributed on an "AS IS" * basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the * License for the specific language governing rights and limitations * under the License. *  * The Original Code is NanoBreaker. *  * The Initial Developer of the Original Code is Alex Holden. * Portions created by Alex Holden are Copyright (C) 2002 * Alex Holden <alex@alexholden.net>. All Rights Reserved. *  * Contributor(s): *  * Alternatively, the contents of this file may be used under the terms * of the GNU General Public license (the  "[GNU] License"), in which case the * provisions of [GNU] License are applicable instead of those * above.  If you wish to allow use of your version of this file only * under the terms of the [GNU] License and not to allow others to use * your version of this file under the MPL, indicate your decision by * deleting  the provisions above and replace  them with the notice and * other provisions required by the [GNU] License.  If you do not delete * the provisions above, a recipient may use your version of this file * under either the MPL or the [GNU] License. *//* brick.c contains functions related to bricks. */#include <stdio.h>#include <stdlib.h>#include <string.h>#include <nano-X.h>#include <nxcolors.h>#include "nbreaker.h"/* Destroy the specified brick, clear the relevant piece of the game area, * increment the score by the appropriate amount, decrement the current * number of bricks, and if we run out of bricks, increment to the next level. * Returns 0 if the level wasn't incremented and 1 if it was. */static int destroy_brick(nbstate *state, grid *g){	int immutable;	/* Wipe the canvas where the brick is back to the background: */	draw_background(state, g->x, g->y, state->brickwidth,			state->brickheight);	/* Redraw any powers we may just have accidentally erased: */	redraw_powers(state, g->x, g->y, state->brickwidth, state->brickheight);	/* Copy the affected area to the output window: */	draw_canvas(state, g->x, g->y, state->brickwidth,			state->brickheight);	/* Increment the score by the appropriate amount: */	if(g->b->flags & BRICK_FLAG_HUGE_BONUS)		increment_score(state, state->hugebonuspoints);	else if(g->b->flags & BRICK_FLAG_LARGE_BONUS)		increment_score(state, state->largebonuspoints);	else if(g->b->flags & BRICK_FLAG_MEDIUM_BONUS)		increment_score(state, state->mediumbonuspoints);	else if(g->b->flags & BRICK_FLAG_SMALL_BONUS)		increment_score(state, state->smallbonuspoints);	else increment_score(state, state->normalpoints);	/* Remember whether this was an immutable brick (which does not factor	 * when counting the number of bricks remaining because it cannot	 * normally be destroyed- only the PowerBall power-up and the	 * NoBounce cheat can cause immutable bricks to be destroyed. */	immutable = g->b->flags & BRICK_FLAG_IMMUTABLE;	g->b = NULL; /* Wipe the brick from this grid location. */	/* If this wasn't an immutable brick, decrement the current count of	 * bricks and if we run out, increment to the next level and return. */	if(!immutable && !--state->numbricks) {		increment_level(state);		return 1; /* Level was incremented. */	}	/* Create the power-up or power-down (if any): */	if(g->power != NOPOWER)		new_power(state, g->power, g->x + (state->brickwidth / 2),									g->y);	return 0; /* Level wasn't incremented. */}/* Called whenever the ball collides with a brick, and handles such things as * destroying the brick if appropriate, redrawing it with more transparency * if appropriate, incrementing to the next level when we destroy the last brick *  (actually, that's done by destroy_brick() which is called from * brick_collision()), etc. Returns 0 if the level was not incremented and 1 * if it was. */int brick_collision(nbstate *state, grid *g){	/* If either the PowerBall power-up or the NoBounce cheat is active,	 * simply destroy the brick in one hit even if it is immutable. */	if(state->powertimes.powerball || state->flags.nb)		return destroy_brick(state, g);	/* If this is an immutable brick and PowerBall and NoBounce are not	 * active, it can't be destroyed so return normally: */	if(g->b->flags & BRICK_FLAG_IMMUTABLE) return 0;	/* Increment the number of hits on this brick. This is used to keep	 * track of when to destroy a "2 hits or "3 hits" brick, and also how	 * transparent to draw those bricks as: */	g->hits++;	/* If this is a 2-hit brick and it has only been hit once or it is a	 * 3 hit brick that has been hit either once or twice: */	if(((g->b->flags & BRICK_FLAG_2_HITS) && g->hits < 2) ||			((g->b->flags & BRICK_FLAG_3_HITS) && g->hits < 3)) {		/* Clear the area where the brick is: */		draw_background(state, g->x, g->y, state->brickwidth,				state->brickheight);		/* Redraw the brick (with additional transparency to indicate		 * that it has been hit): */		draw_brick(state, g, 0, 0, state->brickwidth,				state->brickheight);		/* Redraw any powers we may just have accidentally erased: */		redraw_powers(state, g->x, g->y, state->brickwidth,				state->brickheight);		/* Copy the changed area to the output window: */		draw_canvas(state, g->x, g->y, state->brickwidth,				state->brickheight);	/* Otherwise, destroy the brick: */	} else return destroy_brick(state, g);	return 0; /* Level was not incremented. */}

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