Added in a coordinate struct (containing x and y), created function for testing whether given vertex is within a quad (coordinate array) by calculation of volume. Added in bricks and a chunk of code to populate some bricks in a grid
This commit is contained in:
parent
2e61b6b9e4
commit
d233f15f34
@ -1,7 +1,6 @@
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#ifdef _WIN32
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#include <Windows.h>
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#include <SDL.h>
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#define _
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#else
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#include <SDL2/SDL.h>
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#endif
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@ -10,6 +9,11 @@
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#include <stdio.h>
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#include <stdlib.h>
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typedef struct coord {
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double x;
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double y;
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} coord;
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typedef struct colour {
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double r;
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double g;
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@ -39,15 +43,36 @@ typedef struct brick {
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int y;
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int width;
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int height;
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struct brick *container;
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} brick;
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typedef struct brickCD {
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char isLeaf;
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int x;
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int y;
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int width;
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int height;
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struct brickCD *container;
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int brickID;
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} brickCD;
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double heronsFormula(coord a, coord b, coord c) {
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double A = sqrt(pow((a.x - b.x), 2) + pow((a.y - b.y), 2));
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double B = sqrt(pow((b.x - c.x), 2) + pow((b.y - c.y), 2));
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double C = sqrt(pow((c.x - a.x), 2) + pow((c.y - a.y), 2));
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double s = (A + B + C) / 2;
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return sqrt(s*(s - A)*(s - B)*(s - C));
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}
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char vertexWithinQuad(coord point, coord *quad);
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void updatePaddle(Uint32 tickrate, paddle *thePaddle, char moveX, int winWidth, int winHeight);
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void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth, int winHeight);
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void drawPaddle(paddle *thePaddle, int winWidth, int winHeight, colour *c);
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void drawBall(ball *theBall, colour *c);
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void drawBg(int winWidth, int winHeight, colour *c1, colour *c2);
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void drawBricks(brick *bricks, int brickCount, int winWidth, int winHeight, colour *colours);
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void initialiseBricks(brick *bricks, int *brickCount);
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int main(void) {
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@ -149,50 +174,14 @@ int main(void) {
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char moveX=0;
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brick bricklayout = {
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.brickType = 0,
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.x = 0,
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.y = 0,
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.width = winWidth,
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.height = winHeight,
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.container = malloc(sizeof(brick)*2),
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};
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bricklayout.container[0] = (brick) {
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.brickType = 1,
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.x = 0,
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.y = 0,
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.width = 100,
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.height = 10,
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.container = NULL
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};
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bricklayout.container[1] = (brick) {
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.brickType = 1,
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.x = 108,
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.y = 0,
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.width = 100,
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.height = 10,
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.container = NULL
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};
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char msgtxt[100];
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sprintf(msgtxt, "Array seems to be %d long", sizeof(bricklayout.container));
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MessageBox(0, msgtxt, "Debug info", MB_OK);
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for (int i=0; i<(sizeof(*bricklayout.container) / sizeof(bricklayout.container[0]));i++) {
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char msgtxt[100];
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sprintf(msgtxt, "Brick type %d, x %d, y %d, width %d, height %d", bricklayout.container[i].brickType, bricklayout.container[i].x, bricklayout.container[i].y, bricklayout.container[i].width, bricklayout.container[i].height);
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MessageBox(0, msgtxt, "Debug info", MB_OK);
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}
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//char isArray;
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//int x;
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//int y;
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//int width;
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//int height;
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//brick *container;
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//char brickType;
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brick bricks[128];
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int brickCount;
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colour brickColours[4];
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brickColours[3] = (colour) { .r = 1.0000 /*255*/, .g = 0.2510 /*64 */, .b = 0.6549 /*167*/, .a = 1 };
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brickColours[2] = (colour) { .r = 0.4588 /*117*/, .g = 0.5490 /*140*/, .b = 1.0000 /*255*/, .a = 1 };
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brickColours[1] = (colour) { .r = 0.3490 /*89 */, .g = 0.8706 /*222*/, .b = 1.0000 /*255*/, .a = 1 };
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brickColours[0] = (colour) { .r = 1.0000 /*255*/, .g = 0.7569 /*193*/, .b = 0.1216 /*31 */, .a = 1 };
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initialiseBricks(&bricks, &brickCount);
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ball theBall = {
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.x = 0,
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@ -297,17 +286,14 @@ int main(void) {
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paddleCol.r = 1.0; paddleCol.g = 1.0; paddleCol.b = 1.0; paddleCol.a = 1.0;
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colour bgcol1; colour bgcol2;
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//bgcol1.r = 0.0824; /*21*/ bgcol2.r = 0.7216; /*184*/
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//bgcol1.g = 0.0901; /*23*/ bgcol2.g = 0.2471; /*63*/
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//bgcol1.b = 0.4431; /*113*/ bgcol2.b = 0.6078; /*155*/
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//bgcol1.a = 1.0000; /*255*/ bgcol2.a = 1.0000; /*255*/
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bgcol1.r = 0.1500; bgcol2.r = 0.3500;
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bgcol1.g = 0.1500; bgcol2.g = 0.3500;
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bgcol1.b = 0.1500; bgcol2.b = 0.3500;
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bgcol1.a = 1.0000; bgcol2.a = 1.0000;
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bgcol1.r = 0.7216; /*184*/ bgcol2.r = 0.0824; /*21 */
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bgcol1.g = 0.2471; /*63 */ bgcol2.g = 0.0901; /*23 */
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bgcol1.b = 0.6078; /*155*/ bgcol2.b = 0.4431; /*113*/
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bgcol1.a = 1.0000; /*255*/ bgcol2.a = 1.0000; /*255*/
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drawPaddle(&thePaddle, winWidth, winHeight, &paddleCol);
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drawBall(&theBall, &paddleCol);
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drawBricks(&bricks, brickCount, winWidth, winHeight, &brickColours);
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drawBg(winWidth, winHeight, &bgcol1, &bgcol2);
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glFlush();
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@ -332,6 +318,20 @@ int main(void) {
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return 0;
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}
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char vertexWithinQuad(coord point, coord *quad) {
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double quadArea = heronsFormula(quad[0], quad[1], quad[2]) + heronsFormula(quad[1], quad[2], quad[3]);
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double testArea = 0;
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testArea += heronsFormula(point, quad[0], quad[1]);
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testArea += heronsFormula(point, quad[1], quad[2]);
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testArea += heronsFormula(point, quad[2], quad[3]);
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testArea += heronsFormula(point, quad[3], quad[0]);
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if (testArea == quadArea) {
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return 1;
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} else {
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return 0;
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}
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}
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void updatePaddle(Uint32 tickrate, paddle *thePaddle, char moveX, int winWidth, int winHeight) {
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thePaddle->x += moveX * 0.5 * tickrate;
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if (thePaddle->x < 0-(thePaddle->width/2)) thePaddle->x = 0-(thePaddle->width/2);
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@ -339,16 +339,38 @@ void updatePaddle(Uint32 tickrate, paddle *thePaddle, char moveX, int winWidth,
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}
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void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth, int winHeight) {
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double ballNX = theBall->x + theBall->vX; // Calculates the position of the ball on the next step
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double ballNX = theBall->x + theBall->vX; // Calculates the position of the ball's centre on the next step
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double ballNY = theBall->y + theBall->vY;
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double paddleRX = thePaddle->x - (double)(winWidth / 2);
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double paddleRY = 20 - (double)(winHeight / 2);
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if (ballNX+theBall->radius > paddleRX && ballNY-theBall->radius < paddleRY && // If to the right and below the top left corner of paddle
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ballNX-theBall->radius < paddleRX + (double)thePaddle->width && // ...and to the left of the right side of the paddle
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ballNY > (paddleRY-thePaddle->height)) { // ...and above the bottom of the paddle (all now compensating for ball radius)
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coord paddle[4] = {
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{ .x = paddleRX, .y = paddleRY },
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{ .x = paddleRX, .y = paddleRY+thePaddle->height },
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{ .x = paddleRX+thePaddle->width, .y = paddleRY+thePaddle->height },
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{ .x = paddleRX+thePaddle->width, .y = paddleRY },
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};
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// Collision with paddle
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// (Testing each vertex of ball)
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char colliding = 0;
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int mults[4] = { -1,-1,1,1 };
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for (int i = 0, j = 3; i < 4; i++, j++) {
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coord ballN = { .x = ballNX+(theBall->radius*mults[i%4]), .y = ballNY+(theBall->radius*mults[j%4]) };
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if (vertexWithinQuad(ballN, paddle)) colliding = 1;
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}
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if (colliding) {
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if (theBall->x + theBall->radius < paddleRX) { // Left side collision
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theBall->vX *= -1.0;
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} else if (theBall->x - theBall->radius > paddleRX + thePaddle->width) { // Right side collision
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theBall->vX *= -1.0;
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} else {
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theBall->vY *= -1.0;
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theBall->vX = ((ballNX - paddleRX - (double)(thePaddle->width/2))/((double)thePaddle->width/2))*0.5; // Sets X velocity to be proportional to the relative position of the ball and the paddle on collision
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theBall->vX = ((ballNX - paddleRX - (double)(thePaddle->width / 2)) / ((double)thePaddle->width / 2))*0.5; // Sets X velocity to be proportional to the relative position of the ball and the paddle on collision
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}
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}
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if (ballNX > winWidth / 2 || ballNX < (-1.0*winWidth/2)) { // Collision with walls
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@ -412,12 +434,150 @@ void drawBall(ball *theBall, colour *c) {
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glBegin(GL_QUADS);
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glColor3f(c->r, c->g, c->b);
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glVertex3d(0.0, 0.0, 0.0);
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glVertex3d(0.0, 8.0, 0.0);
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glVertex3d(8.0, 8.0, 0.0);
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glVertex3d(8.0, 0.0, 0.0);
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glVertex3d(-1.0*theBall->radius, 1.0*theBall->radius, 0.0);
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glVertex3d(-1.0*theBall->radius, -1.0*theBall->radius, 0.0);
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glVertex3d( 1.0*theBall->radius, -1.0*theBall->radius, 0.0);
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glVertex3d( 1.0*theBall->radius, 1.0*theBall->radius, 0.0);
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glEnd();
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glPopMatrix();
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glMatrixMode(matrixmode);
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}
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void drawBricks(brick *bricks, int brickCount, int winWidth, int winHeight, colour *colours) {
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for (int i = 0; i < brickCount; i++) {
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GLint matrixmode = 0;
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glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
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glPushMatrix();
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glTranslated((double)bricks[i].x-(winWidth/2), (double)bricks[i].y, 0.0);
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glBegin(GL_QUADS);
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glColor3f(
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colours[bricks[i].brickType-1].r,
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colours[bricks[i].brickType-1].g,
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colours[bricks[i].brickType-1].b
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);
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glVertex3d(0.0, 0.0, 0.0);
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glVertex3d(0.0, (double)bricks[i].height, 0.0);
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glVertex3d((double)bricks[i].width, (double)bricks[i].height, 0.0);
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glVertex3d((double)bricks[i].width, 0.0, 0.0);
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glEnd();
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glPopMatrix();
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glMatrixMode(matrixmode);
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}
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}
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void initialiseBricks(brick *bricks, int *brickCount) {
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bricks[0 ] = (brick) { .brickType = 1, .x = 17, .y = 130, .width = 30, .height = 10 };
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bricks[1 ] = (brick) { .brickType = 1, .x = 49, .y = 130, .width = 30, .height = 10 };
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bricks[2 ] = (brick) { .brickType = 1, .x = 81, .y = 130, .width = 30, .height = 10 };
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bricks[3 ] = (brick) { .brickType = 1, .x = 113, .y = 130, .width = 30, .height = 10 };
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bricks[4 ] = (brick) { .brickType = 1, .x = 145, .y = 130, .width = 30, .height = 10 };
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bricks[5 ] = (brick) { .brickType = 1, .x = 177, .y = 130, .width = 30, .height = 10 };
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bricks[6 ] = (brick) { .brickType = 1, .x = 209, .y = 130, .width = 30, .height = 10 };
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bricks[7 ] = (brick) { .brickType = 1, .x = 241, .y = 130, .width = 30, .height = 10 };
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bricks[8 ] = (brick) { .brickType = 1, .x = 273, .y = 130, .width = 30, .height = 10 };
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bricks[9 ] = (brick) { .brickType = 1, .x = 305, .y = 130, .width = 30, .height = 10 };
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bricks[10 ] = (brick) { .brickType = 1, .x = 337, .y = 130, .width = 30, .height = 10 };
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bricks[11 ] = (brick) { .brickType = 1, .x = 369, .y = 130, .width = 30, .height = 10 };
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bricks[12 ] = (brick) { .brickType = 1, .x = 401, .y = 130, .width = 30, .height = 10 };
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bricks[13 ] = (brick) { .brickType = 1, .x = 433, .y = 130, .width = 30, .height = 10 };
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bricks[14 ] = (brick) { .brickType = 1, .x = 17, .y = 142, .width = 30, .height = 10 };
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bricks[15 ] = (brick) { .brickType = 1, .x = 49, .y = 142, .width = 30, .height = 10 };
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bricks[16 ] = (brick) { .brickType = 1, .x = 81, .y = 142, .width = 30, .height = 10 };
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bricks[17 ] = (brick) { .brickType = 1, .x = 113, .y = 142, .width = 30, .height = 10 };
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bricks[18 ] = (brick) { .brickType = 1, .x = 145, .y = 142, .width = 30, .height = 10 };
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bricks[19 ] = (brick) { .brickType = 1, .x = 177, .y = 142, .width = 30, .height = 10 };
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bricks[20 ] = (brick) { .brickType = 1, .x = 209, .y = 142, .width = 30, .height = 10 };
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bricks[21 ] = (brick) { .brickType = 1, .x = 241, .y = 142, .width = 30, .height = 10 };
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bricks[22 ] = (brick) { .brickType = 1, .x = 273, .y = 142, .width = 30, .height = 10 };
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bricks[23 ] = (brick) { .brickType = 1, .x = 305, .y = 142, .width = 30, .height = 10 };
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bricks[24 ] = (brick) { .brickType = 1, .x = 337, .y = 142, .width = 30, .height = 10 };
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bricks[25 ] = (brick) { .brickType = 1, .x = 369, .y = 142, .width = 30, .height = 10 };
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bricks[26 ] = (brick) { .brickType = 1, .x = 401, .y = 142, .width = 30, .height = 10 };
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bricks[27 ] = (brick) { .brickType = 1, .x = 433, .y = 142, .width = 30, .height = 10 };
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bricks[28 ] = (brick) { .brickType = 2, .x = 17, .y = 154, .width = 30, .height = 10 };
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bricks[29 ] = (brick) { .brickType = 2, .x = 49, .y = 154, .width = 30, .height = 10 };
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bricks[30 ] = (brick) { .brickType = 2, .x = 81, .y = 154, .width = 30, .height = 10 };
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bricks[31 ] = (brick) { .brickType = 2, .x = 113, .y = 154, .width = 30, .height = 10 };
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bricks[32 ] = (brick) { .brickType = 2, .x = 145, .y = 154, .width = 30, .height = 10 };
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bricks[33 ] = (brick) { .brickType = 2, .x = 177, .y = 154, .width = 30, .height = 10 };
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bricks[34 ] = (brick) { .brickType = 2, .x = 209, .y = 154, .width = 30, .height = 10 };
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bricks[35 ] = (brick) { .brickType = 2, .x = 241, .y = 154, .width = 30, .height = 10 };
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bricks[36 ] = (brick) { .brickType = 2, .x = 273, .y = 154, .width = 30, .height = 10 };
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bricks[37 ] = (brick) { .brickType = 2, .x = 305, .y = 154, .width = 30, .height = 10 };
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bricks[38 ] = (brick) { .brickType = 2, .x = 337, .y = 154, .width = 30, .height = 10 };
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bricks[39 ] = (brick) { .brickType = 2, .x = 369, .y = 154, .width = 30, .height = 10 };
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bricks[40 ] = (brick) { .brickType = 2, .x = 401, .y = 154, .width = 30, .height = 10 };
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bricks[41 ] = (brick) { .brickType = 2, .x = 433, .y = 154, .width = 30, .height = 10 };
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bricks[42 ] = (brick) { .brickType = 2, .x = 17, .y = 166, .width = 30, .height = 10 };
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bricks[43 ] = (brick) { .brickType = 2, .x = 49, .y = 166, .width = 30, .height = 10 };
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bricks[44 ] = (brick) { .brickType = 2, .x = 81, .y = 166, .width = 30, .height = 10 };
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bricks[45 ] = (brick) { .brickType = 2, .x = 113, .y = 166, .width = 30, .height = 10 };
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bricks[46 ] = (brick) { .brickType = 2, .x = 145, .y = 166, .width = 30, .height = 10 };
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bricks[47 ] = (brick) { .brickType = 2, .x = 177, .y = 166, .width = 30, .height = 10 };
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bricks[48 ] = (brick) { .brickType = 2, .x = 209, .y = 166, .width = 30, .height = 10 };
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bricks[49 ] = (brick) { .brickType = 2, .x = 241, .y = 166, .width = 30, .height = 10 };
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bricks[50 ] = (brick) { .brickType = 2, .x = 273, .y = 166, .width = 30, .height = 10 };
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bricks[51 ] = (brick) { .brickType = 2, .x = 305, .y = 166, .width = 30, .height = 10 };
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bricks[52 ] = (brick) { .brickType = 2, .x = 337, .y = 166, .width = 30, .height = 10 };
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bricks[53 ] = (brick) { .brickType = 2, .x = 369, .y = 166, .width = 30, .height = 10 };
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bricks[54 ] = (brick) { .brickType = 2, .x = 401, .y = 166, .width = 30, .height = 10 };
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bricks[55 ] = (brick) { .brickType = 2, .x = 433, .y = 166, .width = 30, .height = 10 };
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bricks[56 ] = (brick) { .brickType = 3, .x = 17, .y = 178, .width = 30, .height = 10 };
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bricks[57 ] = (brick) { .brickType = 3, .x = 49, .y = 178, .width = 30, .height = 10 };
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bricks[58 ] = (brick) { .brickType = 3, .x = 81, .y = 178, .width = 30, .height = 10 };
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bricks[59 ] = (brick) { .brickType = 3, .x = 113, .y = 178, .width = 30, .height = 10 };
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bricks[60 ] = (brick) { .brickType = 3, .x = 145, .y = 178, .width = 30, .height = 10 };
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bricks[61 ] = (brick) { .brickType = 3, .x = 177, .y = 178, .width = 30, .height = 10 };
|
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bricks[62 ] = (brick) { .brickType = 3, .x = 209, .y = 178, .width = 30, .height = 10 };
|
||||
bricks[63 ] = (brick) { .brickType = 3, .x = 241, .y = 178, .width = 30, .height = 10 };
|
||||
bricks[64 ] = (brick) { .brickType = 3, .x = 273, .y = 178, .width = 30, .height = 10 };
|
||||
bricks[65 ] = (brick) { .brickType = 3, .x = 305, .y = 178, .width = 30, .height = 10 };
|
||||
bricks[66 ] = (brick) { .brickType = 3, .x = 337, .y = 178, .width = 30, .height = 10 };
|
||||
bricks[67 ] = (brick) { .brickType = 3, .x = 369, .y = 178, .width = 30, .height = 10 };
|
||||
bricks[68 ] = (brick) { .brickType = 3, .x = 401, .y = 178, .width = 30, .height = 10 };
|
||||
bricks[69 ] = (brick) { .brickType = 3, .x = 433, .y = 178, .width = 30, .height = 10 };
|
||||
bricks[70 ] = (brick) { .brickType = 3, .x = 17, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[71 ] = (brick) { .brickType = 3, .x = 49, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[72 ] = (brick) { .brickType = 3, .x = 81, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[73 ] = (brick) { .brickType = 3, .x = 113, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[74 ] = (brick) { .brickType = 3, .x = 145, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[75 ] = (brick) { .brickType = 3, .x = 177, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[76 ] = (brick) { .brickType = 3, .x = 209, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[77 ] = (brick) { .brickType = 3, .x = 241, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[78 ] = (brick) { .brickType = 3, .x = 273, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[79 ] = (brick) { .brickType = 3, .x = 305, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[80 ] = (brick) { .brickType = 3, .x = 337, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[81 ] = (brick) { .brickType = 3, .x = 369, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[82 ] = (brick) { .brickType = 3, .x = 401, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[83 ] = (brick) { .brickType = 3, .x = 433, .y = 190, .width = 30, .height = 10 };
|
||||
bricks[84 ] = (brick) { .brickType = 4, .x = 17, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[85 ] = (brick) { .brickType = 4, .x = 49, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[86 ] = (brick) { .brickType = 4, .x = 81, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[87 ] = (brick) { .brickType = 4, .x = 113, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[88 ] = (brick) { .brickType = 4, .x = 145, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[89 ] = (brick) { .brickType = 4, .x = 177, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[90 ] = (brick) { .brickType = 4, .x = 209, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[91 ] = (brick) { .brickType = 4, .x = 241, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[92 ] = (brick) { .brickType = 4, .x = 273, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[93 ] = (brick) { .brickType = 4, .x = 305, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[94 ] = (brick) { .brickType = 4, .x = 337, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[95 ] = (brick) { .brickType = 4, .x = 369, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[96 ] = (brick) { .brickType = 4, .x = 401, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[97 ] = (brick) { .brickType = 4, .x = 433, .y = 202, .width = 30, .height = 10 };
|
||||
bricks[98 ] = (brick) { .brickType = 4, .x = 17, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[99 ] = (brick) { .brickType = 4, .x = 49, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[100] = (brick) { .brickType = 4, .x = 81, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[101] = (brick) { .brickType = 4, .x = 113, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[102] = (brick) { .brickType = 4, .x = 145, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[103] = (brick) { .brickType = 4, .x = 177, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[104] = (brick) { .brickType = 4, .x = 209, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[105] = (brick) { .brickType = 4, .x = 241, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[106] = (brick) { .brickType = 4, .x = 273, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[107] = (brick) { .brickType = 4, .x = 305, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[108] = (brick) { .brickType = 4, .x = 337, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[109] = (brick) { .brickType = 4, .x = 369, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[110] = (brick) { .brickType = 4, .x = 401, .y = 214, .width = 30, .height = 10 };
|
||||
bricks[111] = (brick) { .brickType = 4, .x = 433, .y = 214, .width = 30, .height = 10 };
|
||||
*brickCount = 112;
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user