void KillAppGFX(void) { killSprite(&sprSkidSmoke); killSprite(&sprCharsel); killSprite(&sprCharselHaji); killSprite(&sprCharselSumi); }
//move the sprite based on its velocity, kill it if it goes off screen and create a new random one void moveSprites(void) { int i; for(i = 0; i < SPRITE_MAX; i++) { sprites[i].x += sprites[i].dx; sprites[i].y += sprites[i].dy; if(sprites[i].x >= 256 || sprites[i].x < 0 || sprites[i].y >= 192 || sprites[i].y < 0) { killSprite(&sprites[i]); randomSprite(&sprites[i]); } } }
/* * KillGameGFX: * Releases the surfaces associated with graphics for the game */ void KillGameGFX(void) { int i, j; killSprite(&sprBar); killSprite(&sprLives); for (i = 0; i < 10; i++) { killSprite(&sprDigits[i]); } killSprite(&sprSky); killSprite(&sprGround); killSprite(&sprMiddle); killSprite(&sprMountains); killSprite(&sprCurry); killSprite(&sprSpotlight); for (i = 0; i < g_NumObjects; i++) { for (j = 0; j < nfoObject[i].pics; j++) { killSprite(&sprObjects[i][j]); } free(sprObjects[i]); } free(sprObjects); for (i = 0; i < g_NumEnemies; i++) { for (j = 0; j < nfoEnemy[i].pics; j++) { killSprite(&sprEnemies[i][j]); } free(sprEnemies[i]); } free(sprEnemies); for (i = 0; i < g_NumPickups; i++) { for (j = 0; j < nfoPickup[i].pics; j++) { killSprite(&sprPickups[i][j]); } free(sprPickups[i]); } free(sprPickups); for (i = 0; i < g_NumObjectiles; i++) { for (j = 0; j < nfoObjectile[i].pics; j++) { killSprite(&sprObjectiles[i][j]); } free(sprObjectiles[i]); } free(sprObjectiles); for (i = 0; i < (nfoPlayer[player_whois].pics * 2); i++) { killSprite(&sprPlayer[i]); } free(sprPlayer); }
void LayerDelete(LAYER *the_layer) { killSprite(&the_layer->spr); }