Exemplo n.º 1
0
//Look for collisions based on invader and player rectangles
int enemy_player_collision() {

	int i,j,c;

	for(i = 0; i < ROW_INVADERS; i++) {

		for(j = 0; j < COL_INVADERS; j++) {
		
			if (invaders.enemy[i][j].alive == 1) {
					
				c = collision(player.hitbox, invaders.enemy[i][j].hitbox);

				if (c == 1) {
				
					player.lives--;
					pause_for(500);
					init_invaders();
					init_bases();
					return 1;
				}
			}
		}
	}

	return 0;
}
Exemplo n.º 2
0
//Determine game level
void calculate_level() {

	if (invaders.killed != 0 && invaders.killed % 11 == 0) {
		
		score.level++;
		init_bases();
		init_misil();
		init_invaders();
		init_saucer();
		pause_for(500);
	}
}
Exemplo n.º 3
0
//Procura por colisões baseado nos tiros dos inimigos e no jogador
//Look for collisions based on enemy bullet and player rectangles
void player_hit_collision() {

    int i,c;

    for(i = 0; i < E_BULLETS; i++) {

        if (e_bullets[i].alive == 1) {

            c = collision(e_bullets[i].hitbox, player.hitbox);

            if (c == 1) {

                if (player.lives >= 0) {

                    player.lives--;
                    pause_for(500);
                }
            }
        }
    }
}
Exemplo n.º 4
0
//Look for collisions based on enemy bullet and player rectangles
void player_hit_collision() {

	int i,c;

	for(i = 0; i < E_BULLETS; i++) {
	
		if (enemy_bullets[i].alive == 1) {

			c = collision(enemy_bullets[i].hitbox, player.hitbox);

			if (c == 1) {
				
				if (player.lives >= 0) {
				
					enemy_bullets[i].alive = 0;		//Bullet dissapear when hit player
					player.lives--;
					pause_for(500);
					draw_serviceProjectMatch(match);
				}
			}
		}
	}
}