pos 10 enemy.c mobj->pos.y = mobj->pos.y +mobj->vel.y; pos 12 enemy.c mobj->pos.y = mobj->pos.y -mobj->vel.y; pos 19 enemy.c putobject(mobj->currentobj, mobj->id, mobj->pos.x, mobj->pos.y); pos 7 event.c event* newevent(int time, vector2 pos, vector2 vel, pos 12 event.c ret->pos = pos; pos 21 event.c printf("%f, %f, ",con->ev->pos.x, con->ev->pos.y); pos 12 event.h vector2 pos; pos 18 event.h event* newevent(int time, vector2 pos, vector2 vel, pos 31 gamemain.c putobject(*(mobj->obj), 0, mobj->pos.x, mobj->pos.y); pos 42 gamemain.c static vector2 pos = {SCREENWIDTH/2-1, SCREENHEIGHT-3}; pos 48 gamemain.c pos.x++; pos 52 gamemain.c pos.x--; pos 56 gamemain.c pos.y--; pos 60 gamemain.c pos.y++; pos 65 gamemain.c *ret = pos; pos 97 gamemain.c mobjp[0]->pos = mypos; pos 25 gamemain2.c vec2add(&(mobj->pos), &(mobj->vel)); pos 29 gamemain2.c putobject(*(mobj->obj), mobj->id, mobj->pos.x, mobj->pos.y); pos 33 gamemain2.c putobject(*(mobj->obj), 0, mobj->pos.x, mobj->pos.y); pos 78 gamemain2.c static vector2 pos = {SCREENWIDTH/2-1, SCREENHEIGHT-3}; pos 84 gamemain2.c pos.x++; pos 88 gamemain2.c pos.x--; pos 92 gamemain2.c pos.y--; pos 96 gamemain2.c pos.y++; pos 101 gamemain2.c *ret = pos; pos 124 gamemain2.c addmo(e->mobj, e->pos, e->vel); pos 146 gamemain2.c mobjp[2]->pos = mypos; pos 29 movingobject.c void setinitposition(movingobject* mobj, vector2 pos){ pos 30 movingobject.c mobj->pos = pos; pos 7 movingobject.h vector2 pos; pos 26 movingobject.h void setinitposition(movingobject* mobj, vector2 pos); pos 20 movingobjectmanager.c void addmo(movingobject* mobj, vector2 pos, vector2 vel){ pos 25 movingobjectmanager.c tmp->pos = pos; pos 50 movingobjectmanager.c id = checkcollision(mobj->pos, mobj->currentobj); pos 7 movingobjectmanager.h void addmo(movingobject* mobj, vector2 pos, vector2 vel); pos 27 scenario.c void setmark(int pos){ pos 29 scenario.c if(pos<cnt){ pos 30 scenario.c mark = pos; pos 12 scenario.h void setmark(int pos); pos 30 screen.c unsigned char checkcollision(vector2 pos, object* obj){ pos 36 screen.c id = checkbuffer[SCREENWIDTH*((int)(pos.y)+y)+(int)(pos.x)+x]; pos 20 screen.h unsigned char checkcollision(vector2 pos, object* obj);