Code: Select all
void handle_player_in_field(void)
{
- if ((stamps[STAMP_X(i)]==PIXEL_BOX_X(a)) && (stamps[STAMP_Y(i)]==PIXEL_BOX_Y(b)))
+ if ((stamps[STAMP_X(i)]==PIXEL_BOX_X(a)) && (stamps[STAMP_Y(i)]==PIXEL_BOX_Y(b)))
{
// We are aligned.
if (PLAYER_PAD_RIGHT(i) && stamps[STAMP_LAST_STATE(i)] != STATE_PLAYER_RIGHT && !BOX_WALL_RIGHT(d))
- stamps[STAMP_STATE(i)]=stamps[STAMP_LAST_STATE(i)]=STATE_PLAYER_RIGHT;
+ stamps[STAMP_STATE(i)]=stamps[STAMP_LAST_STATE(i)]=STATE_PLAYER_RIGHT;
else if (PLAYER_PAD_LEFT(i) && stamps[STAMP_LAST_STATE(i)] != STATE_PLAYER_LEFT && !BOX_WALL_LEFT(d))
- stamps[STAMP_STATE(i)]=stamps[STAMP_LAST_STATE(i)]=STATE_PLAYER_LEFT;
+ stamps[STAMP_STATE(i)]=stamps[STAMP_LAST_STATE(i)]=STATE_PLAYER_LEFT;
else if (PLAYER_PAD_UP(i) && stamps[STAMP_LAST_STATE(i)] != STATE_PLAYER_UP && !BOX_WALL_UP(d))
- stamps[STAMP_STATE(i)]=stamps[STAMP_LAST_STATE(d)]=STATE_PLAYER_UP;
+ stamps[STAMP_STATE(i)]=stamps[STAMP_LAST_STATE(i)]=STATE_PLAYER_UP;
else if (PLAYER_PAD_DOWN(i) && stamps[STAMP_LAST_STATE(i)] != STATE_PLAYER_DOWN && !BOX_WALL_DOWN(d))
- stamps[STAMP_STATE(i)]=stamps[STAMP_LAST_STATE(d)]=STATE_PLAYER_DOWN;
+ stamps[STAMP_STATE(i)]=stamps[STAMP_LAST_STATE(i)]=STATE_PLAYER_DOWN;
else if (PLAYER_PAD_IDLE(i))
- handle_pad_idle();
+ handle_pad_idle();
*BLUSH*
welp, we all make mistakes, don't we?
Now it's on to shooting the phasor cannons and then to implement monster to cannon and monster to player collision. (I need to study the last one, it's not a bounding box detection, nor is it pixel detection, but I suspect it literally is a direct box alignment, need to observe.)
**WHEW**
-Thom