void
add_sprite(Sprite *s)
{
- if(s->type < 0) s->type = -s->type;
insert_sprite(square(s->x, s->y, set), s);
}
for(i=0; i<gw*gh; i++)
while(sprites[set][i]) {
Sprite *s = remove_sprite(&sprites[set][i]);
- if(s->type < 0) s->type = -s->type;
insert_sprite(&free_sprites[s->type], s);
- if(s->type > 0) s->type = -s->type;
+ 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 & DRAW_FLAG) {
+ // move it.
+ s->x += (s->dx - screendx)*t_frame;
+ s->y += (s->dy - screendy)*t_frame;
+ }
}
void
// clip it, or sort it into the other set of sprites.
if(s->x + s->w < 0 || s->x >= XSIZE
|| s->y + s->h < 0 || s->y >= YSIZE) {
- if(s->type < 0) s->type = -s->type;
insert_sprite(&free_sprites[s->type], s);
- if(s->type > 0) s->type = -s->type;
+ s->flags = 0;
} else insert_sprite(square(s->x, s->y, 1-set), s);
}
{
int dx, dy, xov, yov;
- if(a->type < 0 || b->type < 0) return false;
+ if(!COLLIDES(a) || !COLLIDES(b)) return false;
if(b->x < a->x) { Sprite *tmp = a; a = b; b = tmp; }
pixel_hit_in_square(Sprite *r, float x, float y)
{
for(; r; r=r->next) {
- if(r->type >= 0 && pixel_collide(r, x, y)) return 1;
+ if(COLLIDES(r) && pixel_collide(r, x, y)) return 1;
}
return 0;
}