Chris Dick
/
Gameduino_Invaders_game
Invaders game for the Gameduino
Diff: graphics.cpp
- Revision:
- 4:e82f4a87df9e
- Parent:
- 2:20a89dc286d5
--- a/graphics.cpp Fri Dec 21 13:53:46 2012 +0000 +++ b/graphics.cpp Sat Oct 26 22:32:18 2013 +0000 @@ -311,7 +311,7 @@ } } -int8 zapShield(int n, int8 x, bool withBullet) +int8_t zapShield(int8_t n, int8_t x, bool withBullet) { int y = 0; if ((n >= 0) and (n <= 3)) { @@ -330,7 +330,7 @@ const sprite_data *blastMap = bullet_blast; if (withBullet) { // Go from the top, find lowest pixel - for (int8 r=0; r<16; ++r) { + for (int8_t r=0; r<16; ++r) { if ((GD.rd(s)&pixelMask)!=0) { y = r; } @@ -343,8 +343,8 @@ // Go from the bottom, find highest pixel y = 16; s += 256; - int8 offset = 3; - for (int8 r=0; r<16; ++r) { + int8_t offset = 3; + for (int8_t r=0; r<16; ++r) { s -= 16; // Bombs are wider...we check three columns if ((GD.rd(s)&pixelMask)!=0) { @@ -365,12 +365,12 @@ blastMap = bomb_blast; } // Blast a hole in it - for (int8 j=0; j<8; ++j) { // 8 lines tall + for (int8_t j=0; j<8; ++j) { // 8 lines tall const int py = y+j; if ((py>=0) and (py<=15)) { unsigned int blastMask = 0x1000; unsigned int blastGraphic = pgm_read_word_near(blastMap); - for (int8 i=0; i<8; ++i) { // 8 pixels wide... + for (int8_t i=0; i<8; ++i) { // 8 pixels wide... if ((blastGraphic&blastMask)!=0) { // Set shield pixel to 0 where there's a 1 in the source graphic int px = x+i;