Exemplo n.º 1
0
Laser *create_laser(complex pos, float time, float deathtime, Color *color, LaserPosRule prule, LaserLogicRule lrule, complex a0, complex a1, complex a2, complex a3) {
	Laser *l = create_element((void **)&global.lasers, sizeof(Laser));
		
	l->birthtime = global.frames;
	l->timespan = time;
	l->deathtime = deathtime;
	l->pos = pos;
	l->color = color;
	
	l->args[0] = a0;	
	l->args[1] = a1;
	l->args[2] = a2;
	l->args[3] = a3;
	
	l->prule = prule;
	l->lrule = lrule;
	
	l->shader = NULL;
	l->collision_step = 5;
	l->width = 10;
	l->speed = 1;
	l->timeshift = 0;
	
	if(l->lrule)
		l->lrule(l, EVENT_BIRTH);
	
	l->prule(l, EVENT_BIRTH);
	
	return l;
}
Exemplo n.º 2
0
void _delete_laser(void **lasers, void *laser) {
	Laser *l = laser;
	
	if(l->lrule)
		l->lrule(l, EVENT_DEATH);
		
	if(l->color)
		free(l->color);
	del_ref(laser);
	delete_element(lasers, laser);
}
Exemplo n.º 3
0
void process_lasers(void) {
	Laser *laser = global.lasers, *del = NULL;
	
	while(laser != NULL) {
		if(collision_laser_curve(laser))
			player_death(&global.plr);
		
		if(laser->lrule)
			laser->lrule(laser, global.frames - laser->birthtime);
		
		if(global.frames - laser->birthtime > laser->deathtime + laser->timespan*laser->speed) {
			del = laser;
			laser = laser->next;
			_delete_laser((void **)&global.lasers, del);
			if(laser == NULL) break;
		} else {
			laser = laser->next;
		}
	}
}