struct sprite {
int8_t type;
+ int8_t flags;
Sprite *next;
float x, y;
float dx, dy;
uint32_t area;
};
+// flags
+#define MOVE 1
+#define DRAW 2
+#define COLLIDE 4
+
+#define COLLIDES(sprite) ((sprite)->flags & COLLIDE)
+
Sprite *free_sprites[N_TYPES]; // lists of free sprites, by type.
void do_collision(Sprite *a, Sprite *b);
void move_sprite(Sprite *s);
void move_sprites(void);
-Sprite *collides(Sprite *s);
-int pixel_collides(float x, float y);
+Sprite * pixel_collides(float x, float y);
void load_sprite(Sprite *sprite, char *filename);
+float sprite_mass(Sprite *s);
void bounce(Sprite *a, Sprite *b);
struct ship {
// core sprite fields
int8_t sprite_type;
+ int8_t flags;
struct ship *next;
float x, y;
float dx, dy;
struct rock {
// core sprite fields
int8_t sprite_type;
+ int8_t flags;
struct rock *next;
float x, y;
float dx, dy;
draw_sprite(Sprite *s)
{
SDL_Rect dest;
- if(s->type < 0) return;
- dest.x = s->x; dest.y = s->y;
- SDL_BlitSurface(s->image, NULL, surf_screen, &dest);
+ if(s->flags & DRAW) {
+ dest.x = s->x; dest.y = s->y;
+ SDL_BlitSurface(s->image, NULL, surf_screen, &dest);
+ }
}
#endif // VOR_SPRITE_H