inline void renderMap (map *m) { int i = 0; while (i < m->walls_len) { wall_draw (&m->walls[i]); i++; } }
int main (void) { Wall wall; Heli heli; Landscape landscape; hardwareInit(); initLandscape(&landscape, 70); heli_init(&heli); wall_init(&wall, 10, getYRoof(&landscape, 159), getYBottom(&landscape, 159) ); while(1) { //DelayMs(100); heli_clear(&heli); if(DIORead(USW0)) { DPRINT("up\n"); heli_update(&heli, 0.1, 100); // - means up } else { DPRINT("down\n"); heli_update(&heli, -0.1, 100); // + means down } landscapeFlow(&landscape, 70); wall_clear(&wall); wall_update(&wall, 100); if(heli_check_collision(&heli, wall.x, wall.y1, wall.x, wall.y2)) { heli_init(&heli); wall_init(&wall, 10, getYRoof(&landscape, 159), getYBottom(&landscape, 159) ); } if(touch(&landscape, heli.x, heli.y+heliRadius)) { heli_init(&heli); wall_init(&wall, 10, getYRoof(&landscape, 159), getYBottom(&landscape, 159) ); } if(touch(&landscape, heli.x, heli.y-heliRadius)) { heli_init(&heli); wall_init(&wall, 10, getYRoof(&landscape, 159), getYBottom(&landscape, 159) ); } wall_draw(&wall); heli_draw(&heli); } }