Revision 308
multiplayer serial structs
ent.c | ||
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339 | 339 |
return distance <= shooter_radius+bullet_radius; |
340 | 340 |
} |
341 | 341 |
|
342 |
int (gunner_collides_gunner)(const gunner_t *shooter1, const gunner_t *shooter2) { |
|
343 |
double shooter1_radius = max(sprite_get_w(shooter1->dude), sprite_get_h(shooter1->dude))/2.0; |
|
342 |
double (distance_gunners)(const gunner_t *shooter1, const gunner_t *shooter2) { |
|
344 | 343 |
double shooter1_x = gunner_get_x(shooter1); |
345 | 344 |
double shooter1_y = gunner_get_y(shooter1); |
346 | 345 |
|
347 |
double shooter2_radius = max(sprite_get_w(shooter2->dude), sprite_get_h(shooter2->dude))/2.0; |
|
348 | 346 |
double shooter2_x = gunner_get_x(shooter2); |
349 | 347 |
double shooter2_y = gunner_get_y(shooter2); |
350 | 348 |
|
351 | 349 |
double dx = shooter1_x - shooter2_x; |
352 | 350 |
double dy = shooter1_y - shooter2_y; |
353 |
double distance = sqrt(dx*dx + dy*dy); |
|
351 |
return sqrt(dx*dx + dy*dy); |
|
352 |
} |
|
353 |
|
|
354 |
int (gunner_collides_gunner)(const gunner_t *shooter1, const gunner_t *shooter2) { |
|
355 |
double shooter1_radius = max(sprite_get_w(shooter1->dude), sprite_get_h(shooter1->dude))/2.0; |
|
356 |
double shooter2_radius = max(sprite_get_w(shooter2->dude), sprite_get_h(shooter2->dude))/2.0; |
|
357 |
double distance = distance_gunners(shooter1, shooter2); |
|
354 | 358 |
return distance <= shooter1_radius+shooter2_radius; |
355 | 359 |
} |
356 | 360 |
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