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[/] [openmsp430/] [trunk/] [fpga/] [actel_m1a3pl_dev_kit/] [software/] [spacewar/] [compar.c] - Rev 153
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#include <stdlib.h> #include "spacewar.h" //************************************************************ // externals // extern void reset_rkts(rkt_data *, rkt_data *); //************************************************************ // // compare torps // // checks for collisions between rocket and torps // /* Description: The function checks for collisions between a rocket and all the active torpedoes for the other player. The first structure passed is used for the rocket. The second structure passed is used for torpedoes. The array of torpedoes is scaned for active torpedoes. If a torpedo's x position is not equal to -1 it is active. If active the absolute value of the difference between torpedo and rocket x positions is compared to a constant collide. If less the y positions are compared the same way. If less a collision has occured. The rocket shield is decremented. */ void comp_torp(rkt_data *rkt, rkt_data *torps) { int i; for(i = 0 ; i < ammo; i++) { if(torps->pt_dx[i] != -1) { // is this torp active ? if(abs(rkt->xdisp - torps->pt_dx[i]) < collide) { // yes - collide between rkt and torps if(abs(rkt->ydisp - torps->pt_dy[i]) < collide) { torps->pt_dx[i] = -1; // remove torp from list rkt->shield--; // rkt loose one shield } } } } } //************************************************************ // // compar // // checks for collisions or hits and keeps score // /* Description: Check for collisions between all objects. First checks for a rocket to rocket collision. If rocket to rocket collision then decrement boths rockets shields and reset rockets to initial positions. Next check for rocket 1 to torpedos of rocket 2 collisions. If a hit decrement rocket 1 shields. Finally check for rocket 2 to torpedos of rocket 1 collisions. If a hit decrement rocket 2 shields. */ void compar(rkt_data *rkt1, rkt_data *rkt2) { if(abs(rkt1->xdisp - rkt2->xdisp) < collide) { // check rkt1 collide with rkt2 if(abs(rkt1->ydisp - rkt2->ydisp) < collide) { rkt1->shield--; // rkt1 loose one shield rkt2->shield--; // rkt2 loose one shield reset_rkts(rkt1, rkt2); // reset rkt positons } } comp_torp(rkt1, rkt2); // check for hit on rkt1 by tops from rkt2 comp_torp(rkt2, rkt1); // check for hit on rkt1 by tops from rkt2 }
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