int main (void) { int tick; boing_state_t balls[3]; system_init (); tinygl_init (LOOP_RATE); pacer_init (LOOP_RATE); tick = 0; balls[0] = boing_init (0, 1, DIR_NE); balls[1] = boing_init (4, 5, DIR_SE); balls[2] = boing_init (4, 5, DIR_SW); /* Paced loop. */ while (1) { /* Wait for next tick. */ pacer_wait (); tick++; /* Flash the first two balls at different rates. */ tinygl_draw_point (balls[0].pos, tick % 2 < 1); tinygl_draw_point (balls[1].pos, tick % 4 < 2); if (tick >= 40) { int i; tick = 0; for (i = 0; i < 3; i++) { /* Erase previous position. */ tinygl_draw_point (balls[i].pos, 0); /* Check for collision; if so reverse direction. */ balls[i] = boing_update (balls[i]); /* Perhaps should make ball that is hit reverse as well? */ if (collision_detect (balls, 2, i) > 0) { balls[i] = boing_reverse (balls[i]); } /* Draw previous position. */ tinygl_draw_point (balls[i].pos, 1); } } tinygl_update (); } }
void update_tick_trash(){ for(Uint32 i = 0; i < TRASH_SIZE; i++){ tick_trash[i].pos = vec_add(tick_trash[i].pos, tick_trash[i].vec); collision_detect(&tick_trash[i]); Sint32 x = vec_get_x_int(tick_trash[i].pos); Sint32 y = vec_get_y_int(tick_trash[i].pos); Sint32 rm_left = vec_get_x_int(tick_avatar.pos) - TRASH_REM_LEFT; if (x < rm_left or y < TRASH_REM_TOP or y > TRASH_REM_BOTTOM){ spawn_tick_trash(&tick_trash[i], &TRASH_OBJS[i]); } } }