Click-hold to exit Invaders, fix Brickout compile
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@@ -65,7 +65,7 @@ void reset_ball() {
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}
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void BrickoutGame::game_screen() {
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if (game_frame()) do { // Run logic twice for finer resolution
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if (game_frame()) { // Run logic twice for finer resolution
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// Update Paddle Position
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paddle_x = (int8_t)ui.encoderPosition;
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paddle_x = constrain(paddle_x, 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
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@@ -75,7 +75,7 @@ void BrickoutGame::game_screen() {
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// Run the ball logic
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if (game_state) do {
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// Provisionally update the position
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// Provisionally update the ball position
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const fixed_t newx = ballx + ballh, newy = bally + ballv; // current next position
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if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) { // out in x?
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ballh = -ballh; _BUZZ(5, 220); // bounce x
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@@ -197,7 +197,7 @@ void BrickoutGame::game_screen() {
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}
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// A click always exits this game
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if (ui.use_click()) ui.goto_previous_screen();
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if (ui.use_click()) exit_game();
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}
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void BrickoutGame::enter_game() {
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