Esempio n. 1
0
void move_bullets(void)
{
   BULLET *bullet = bullet_list;
   while (bullet) {
      bullet->y -= BULLET_SPEED;

      /* if the bullet is at the top of the screen, delete it */
      if (bullet->y < 8) {
         bullet = delete_bullet(bullet);
         goto bullet_updated;
      }
      else {

         /* shot an asteroid? */
         if (asteroid_collision(bullet->x, bullet->y, 20)) {
            score += 10;
            play_sample(data[BOOM_SPL].dat, 255, PAN(bullet->x), 1000, FALSE);
            /* delete the bullet that killed the alien */
            bullet = delete_bullet(bullet);
            goto bullet_updated;
         }
      }

      bullet = bullet->next;

      bullet_updated:;
   }
}
Esempio n. 2
0
void delete_enemy(enemy * enemy)
{
  int j;

  SDL_FreeSurface(enemy->sprite);
  for (j = 0; j < 10; j++) {
    delete_bullet(&(enemy->bullets[j]));
  }
}
Esempio n. 3
0
void delete_player(player * ship)
{
  int i, j;

  for (i = 0; i < 4; i++) {
    for (j = 0; j < 4; j++) {
      SDL_FreeSurface(ship->sprites[i][j]);
    }
  }

  for (i = 0; i < 4; i++) {
    for (j = 0; j < 10; j++) {
      delete_bullet(&(ship->bullets[i][j]));
    }
  }
}