void SpaceInvadersModel::handleAllCollisions() { detectAllCollisions(); checkForDestroyedRegularAliens(); checkForDestroyedBullets(); checkForDestroyedShields(); checkForDestroyedPlayer(); checkForDestroyedBonusAlien(); }
static void gameScreen_Process( void ) { getLaunchToPosition( ); processTroops( ); // check all collisions detectAllCollisions( panjandrumColliders, troopColliders, drumTroopCollision ); detectAllCollisions( panjandrumColliders, explosionColliders, drumExplosionCollision ); detectAllCollisions( explosionColliders, troopColliders, explosionTroopCollision ); detectAllCollisions( panjandrumColliders, barbedWireColliders, drumWireCollision ); detectAllCollisions( panjandrumColliders, mineColliders, drumMineCollision ); detectAllCollisions( explosionColliders, mineColliders, explosionMineCollision ); detectAllCollisions( barbedWireColliders, troopColliders, wireTroopCollision ); detectAllCollisions( mineColliders, troopColliders, mineTroopCollision ); detectAllCollisions( pitColliders, troopColliders, pitTroopCollision ); detectAllCollisions( sideColliders, troopColliders, sideTroopCollision ); if( introMode ) { detectCollisions( &startCollider, explosionColliders.firstCollider, explosionColliders.stride, explosionColliders.count, startExplosionCollision, 0 ); } }