{
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);
+ /* 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 */
+
+ /* CO_BADGUY & CO_BADGUY check */
for(i = 0; i < num_bad_guys; ++i)
{
if(bad_guys[i].base.alive)
{
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);
- }
+ /* 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);
+ }
}
}
}
}
- /* CO_BADGUY & CO_PLAYER check */
+ /* CO_BADGUY & CO_PLAYER check */
for(i = 0; i < num_bad_guys; ++i)
{
if(bad_guys[i].base.alive)
{
- if(bad_guys[i].dying == NO && rectcollision_offset(&bad_guys[i].base,&tux.base,0,0) == YES && tux.base.ym > 0)
- {
- /* We have detected a collision and now call the collision functions of the collided objects. */
- badguy_collision(&bad_guys[i], &tux, CO_PLAYER);
- }
- if(rectcollision(&bad_guys[i].base,&tux.base) == YES)
- {
- player_collision(&tux, &bad_guys[i], CO_BADGUY);
- }
-
+ if(bad_guys[i].dying == NO && rectcollision_offset(&bad_guys[i].base,&tux.base,0,0) == YES )
+ {
+ /* We have detected a collision and now call the collision functions of the collided objects. */
+ if (tux.base.ym > 0)
+ {
+ badguy_collision(&bad_guys[i], &tux, CO_PLAYER);
+ }
+ else
+ {
+ player_collision(&tux, &bad_guys[i], CO_BADGUY);
+ }
+ }
}
}
- /* CO_UPGRADE & CO_PLAYER check */
+ /* CO_UPGRADE & CO_PLAYER check */
for(i = 0; i < num_upgrades; ++i)
{
if(upgrades[i].base.alive)
{
- if(rectcollision(&upgrades[i].base,&tux.base) == YES)
- {
- /* We have detected a collision and now call the collision functions of the collided objects. */
- upgrade_collision(&upgrades[i], &tux, CO_PLAYER);
- }
+ if(rectcollision(&upgrades[i].base,&tux.base) == YES)
+ {
+ /* We have detected a collision and now call the collision functions of the collided objects. */
+ upgrade_collision(&upgrades[i], &tux, CO_PLAYER);
+ }
}
}
-
+
}