{
int dx, dy, xov, yov;
+ if(a->type < 0 || b->type < 0) return false;
+
if(b->x < a->x) { Sprite *tmp = a; a = b; b = tmp; }
dx = b->x - a->x;
else return mask_collide(xov, yov, a, b);
}
+void
+collisions(void)
+{
+ int i;
+ Sprite *a, *b;
+ for(i=0; i<gw*gh; i++)
+ for(a=sprites[set][i]; a; a=a->next)
+ for(b=a->next; b; b=b->next)
+ if(collide(a, b)) do_collision(a, b);
+}
+
Sprite *
hit_in_square(Sprite *r, Sprite *s)
{
}
-float
+static float
sprite_mass(Sprite *s)
{
- if(s->type == SHIP_SPRITE) return s->area;
- else if(s->type == ROCK_SPRITE) return 3*s->area;
+ if(s->type == SHIP) return s->area;
+ else if(s->type == ROCK) return 3*s->area;
else return 0;
}