int FinishLine::DrawAndHit(Player* player,bool left){ sf2d_draw_texture(this->texture,this->x-player->GetX()+PLAYER_X,this->y); char flag=0; flag = CollisionDetect(player); if(flag!=0){ return FINISH; } return 0; }
void MinorThink(Entity *self) { self->s.x += self->v.x; self->s.y += self->v.y; if(self->v.x > -2)self->v.x--; if(self->s.y < 0) { self->s.y = 0; self->v.y += 15; } if(self->s.y > screen->h - 64) { self->s.y = screen->h - 24; self->v.y -= 15; } if((self->health <= 0) &&(self->state != ST_DYING)) { self->state = ST_DYING; self->frame = 1; } else if((ThePlayer->health > 0) && (self->state != ST_DYING) && (CollisionDetect(self,ThePlayer))) { ThePlayer->health = 0; self->state = ST_DYING; self->frame = 3; } if(self->s.x < - 32) { self->shown = 0; FreeEntity(self); } switch(self->state) { case ST_DYING: if(self->frame >= 3) { FreeEntity(self); } self->frame++; break; case ST_IDLE: self->frame++; if(self->frame >= 2) self->frame = 0; break; } }