Ejemplo n.º 1
0
void KillAppGFX(void)
{
    killSprite(&sprSkidSmoke);
    killSprite(&sprCharsel);
    killSprite(&sprCharselHaji);
    killSprite(&sprCharselSumi);
}
Ejemplo n.º 2
0
//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]);
		}
	}
}
Ejemplo n.º 3
0
/*
 * 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);
}
Ejemplo n.º 4
0
void LayerDelete(LAYER *the_layer)
{
    killSprite(&the_layer->spr);
}