}
void
+reset_sprites(void)
+{
+ int i;
+
+ for(i=0; i<gw*gh; i++)
+ while(sprites[set][i]) {
+ Sprite *s = remove_sprite(&sprites[set][i]);
+ insert_sprite(&free_sprites[s->type], s);
+ s->flags = 0;
+ }
+}
+
+void
move_sprite(Sprite *s)
{
- // move it.
- s->x += (s->dx - screendx)*t_frame;
- s->y += (s->dy - screendy)*t_frame;
+ if(s->flags & MOVE) {
+ s->x += (s->dx - screendx)*t_frame;
+ s->y += (s->dy - screendy)*t_frame;
+ }
}
void
if(s->x + s->w < 0 || s->x >= XSIZE
|| s->y + s->h < 0 || s->y >= YSIZE) {
insert_sprite(&free_sprites[s->type], s);
- s->type = NONE;
+ s->flags = 0;
} else insert_sprite(square(s->x, s->y, 1-set), s);
}
int sq;
Sprite **head;
- // Move all the sprites (position and set)
+ // Move all the sprites
for(sq=0; sq<gw*gh; sq++) {
head=&sprites[set][sq];
while(*head) {
{
int dx, dy, xov, yov;
+ if(!COLLIDES(a) || !COLLIDES(b)) 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
+collide_with_list(Sprite *s, Sprite *list)
+{
+ for(; list; list=list->next)
+ if(collide(s, list)) do_collision(s, list);
+}
+
+void
+collisions(void)
+{
+ int i, end = gw*gh;
+ Sprite *s;
+ for(i=0; i<end; i++) {
+ for(s=sprites[set][i]; s; s=s->next) {
+ collide_with_list(s, s->next);
+ if(i+1 < end) collide_with_list(s, sprites[set][i+1]);
+ if(i+gw < end) collide_with_list(s, sprites[set][i+gw]);
+ if(i+gw+1 < end) collide_with_list(s, sprites[set][i+gw+1]);
+ }
+ }
+}
+
Sprite *
hit_in_square(Sprite *r, Sprite *s)
{
pixel_hit_in_square(Sprite *r, float x, float y)
{
for(; r; r=r->next) {
- if(pixel_collide(r, x, y)) return 1;
+ if(COLLIDES(r) && pixel_collide(r, x, y)) return 1;
}
return 0;
}
}
-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;
}