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view Renderer/Test_/enemy_action.cc @ 4:b5b462ac9b3b
Cerium Blender ball_bound
author | Daiki KINJYO <e085722@ie.u-ryukyu.ac.jp> |
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date | Mon, 29 Nov 2010 16:42:42 +0900 |
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#include <math.h> #include "SceneGraph.h" #include "enemy_action.h" #define PI M_PI double vx = 5.0; void enemy_move(SceneGraphPtr node, int screen_w, int screen_h) { double vxr = (node->xyz[0])*PI/180; if(node->xyz[0] > screen_w/2 || node->xyz[0] < -screen_w/2) { vx *= -1; } //printf("%f\n", vx); node->angle[1]+=vx; node->xyz[0] += vx; node->xyz[1] = -sin(vxr*2)*20*vx; node->xyz[2] = sin(vxr*4)*2*vx; } void enemy_collision(SceneGraphPtr node, int screen_w, int screen_h, SceneGraphPtr tree) { #if 0 int judge = square_judge(E_PLANE, BULEBULLET, tree); if(judge == HIT) { E_PLANE->set_move_collision(null_move, enemy_collision); printf("ENEMY_hit!!!\n"); //scene_graph->delete_object(node, node->next,node->prev); } #endif }