}
*old = *current;
-
+return 0;
}
void collision_handler()
{
- int i,j;
+ unsigned int i,j;
/* CO_BULLET & CO_BADGUY check */
- for(i = 0; i < num_bullets; ++i)
+ for(i = 0; i < bullets.size(); ++i)
{
- if(bullets[i].base.alive)
- {
- for(j = 0; j < num_bad_guys; ++j)
+ for(j = 0; j < bad_guys.size(); ++j)
{
- if(bad_guys[j].dying == NO && bad_guys[j].base.alive)
+ if(bad_guys[j].dying == NO)
{
if(rectcollision(&bullets[i].base,&bad_guys[j].base) == YES)
{
}
}
}
- }
}
/* CO_BADGUY & CO_BADGUY check */
- for(i = 0; i < num_bad_guys; ++i)
+ for(i = 0; i < bad_guys.size(); ++i)
{
- if(bad_guys[i].base.alive && bad_guys[i].dying == NO)
+ if(bad_guys[i].dying == NO)
{
- for(j = i+1; j < num_bad_guys; ++j)
+ for(j = i+1; j < bad_guys.size(); ++j)
{
- if(j != i && bad_guys[j].base.alive && bad_guys[j].dying == NO)
+ if(j != i && bad_guys[j].dying == NO)
{
if(rectcollision(&bad_guys[i].base,&bad_guys[j].base) == YES)
{
/* CO_BADGUY & CO_PLAYER check */
- for(i = 0; i < num_bad_guys; ++i)
+ for(i = 0; i < bad_guys.size(); ++i)
{
- if(bad_guys[i].base.alive)
- {
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. */
player_collision(&tux, &bad_guys[i], CO_BADGUY);
}
}
- }
}
/* CO_UPGRADE & CO_PLAYER check */
- for(i = 0; i < num_upgrades; ++i)
+ for(i = 0; i < upgrades.size(); ++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);
}
-
- }
}
}