Mercurial > hg > Members > koba > t_dandy
view ppe/task_object.h @ 57:978097c6427a
bug fix.
author | koba <koba@cr.ie.u-ryukyu.ac.jp> |
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date | Sat, 29 Jan 2011 22:43:17 +0900 |
parents | 3acdeb3dc3e8 |
children | cd05eee90279 |
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#ifndef INCLUDE_OBJECT #define INCLUDE_OBJECT #define TAMALV1P 14 #define TAMALV2P 50 #define TAMALV3P 24 #define LASERLV1P 17 #define LASERLV2P 154 #define LASERLV3P 51 #define TRUE 1 #define FALSE 0 #define BOOL char typedef struct player { int x; int y; int ch; int point; BOOL bf; int muteki; int zanki; int ccount; } player; typedef struct tama { int x; int y; } tama; typedef struct tama1 { int x; int y; int r; int l; } tama1; typedef struct tama2 { int x; int y; int rr; int sr; int sl; int ll; } tama2; typedef struct stge { int stg; } stge; typedef struct laser { float x; float y; float sx; float sy; int r; int enemyno; float s; } laser; typedef struct bomchar { int x; int y; int f; int no; } bomchar; typedef struct CHARACTER{ float x; //position float y; float vx; //velocity float vy; float vit; //vitality int score; int dt1; int dt2; int charano; //sprite_number BOOL tama; //bullet identifier BOOL f; //apiarance idenfifier float s; int chara_id; int state_task; bool collision_task; struct CHARACTER * (*state)(struct CHARACTER *p); struct CHARACTER * (*collision)(struct CHARACTER *p); struct CHARACTER *next; struct CHARACTER *prev; } CHARACTER; typedef struct CollisionProperty { int infg_level; int tama_lv1_end; int tama_lv2_end; int laser_lv1_end; int enemycount; player jiki; stge lg; stge infg; tama1 tama_lv1[20]; tama2 tama_lv2[20]; tama1 tlv3; laser laser_lv1[20]; laser laser_lv2; laser laser_lv3[128]; } CollisionProperty, *CollisionPropertyPtr; typedef struct ObjData { int type; int tama_type; int charano; int task; int zorder; int number; int color; float angle; float x, y; float vx, vy; float w, h; float scalex, scaley; short middlex, middley; } ObjData, *ObjDataPtr; typedef struct ObjContainer { bool flag; int length; ObjData data[1]; } ObjContainer, *ObjContainerPtr; CHARACTER * noaction(CHARACTER *p); CHARACTER * delete_chara(CHARACTER *p); void Bom(int x, int y, ObjDataPtr obj); void Puttama(int type, float x, float y, ObjDataPtr tama); void Putenemy(int charano, float x, float y, float vx, float vy, int task, ObjDataPtr obj); void PutSprite(int zorder, short x, short y, int number, ObjDataPtr obj); void DefSprite(int number, float w, float h, int color, ObjDataPtr obj); void DefSpriteEx(int number, short middlex, short middley, ObjDataPtr obj); void PutSpriteEx(int number, int x, int y, float scalex, float scaley, float angle, ObjDataPtr obj); #endif