return 0;
}
+int
+pixel_hit_rocks(float x, float y)
+{
+ int i;
+ float xoff, yoff;
+
+ for(i=0; i<MAXROCKS; i++) {
+ if(rock[i].active) {
+ xoff = x - rock[i].x; if(xoff < 0) continue;
+ yoff = y - rock[i].y; if(yoff < 0) continue;
+ if(pixel_collide(xoff, yoff, rock[i].shape)) return 1;
+ }
+ }
+ return 0;
+}
+
void
blast_rocks(float x, float y, float radius, int onlyslow)
{