- int i,j;
-
- /* CO_BULLET & CO_BADGUY check */
- for(i = 0; i < num_bullets; ++i)
- {
- if(bullets[i].base.alive)
- {
- for(j = 0; j < num_bad_guys; ++j)
- {
- if(bad_guys[j].dying == NO && bad_guys[j].base.alive)
- {
- if(rectcollision(&bullets[i].base,&bad_guys[j].base) == YES)
- {
- /* We have detected a collision and now call the collision functions of the collided objects. */
- bullet_collision(&bullets[i], CO_BADGUY);
- badguy_collision(&bad_guys[j], &bullets[i], CO_BULLET);
- }
- }
- }
- }
- }
-
- /* CO_BADGUY & CO_BADGUY check */
- for(i = 0; i < num_bad_guys; ++i)
- {
- if(bad_guys[i].base.alive && bad_guys[i].dying == NO)
- {
- for(j = i+1; j < num_bad_guys; ++j)
- {
- if(j != i && bad_guys[j].base.alive && bad_guys[j].dying == NO)
- {
- if(rectcollision(&bad_guys[i].base,&bad_guys[j].base) == YES)
- {
- /* We have detected a collision and now call the collision functions of the collided objects. */
- badguy_collision(&bad_guys[j], &bad_guys[i], CO_BADGUY);
- badguy_collision(&bad_guys[i], &bad_guys[j], CO_BADGUY);
- }
- }
- }
- }
- }