obj 15 enemy.c mobj->currentobj = (mobj->obj)[(mobj->cnt/12)%2]; obj 31 gamemain.c putobject(*(mobj->obj), 0, mobj->pos.x, mobj->pos.y); obj 29 gamemain2.c putobject(*(mobj->obj), mobj->id, mobj->pos.x, mobj->pos.y); obj 33 gamemain2.c putobject(*(mobj->obj), 0, mobj->pos.x, mobj->pos.y); obj 9 movingobject.c void(*onestep)(movingobject* obj), obj 10 movingobject.c void(*display)(movingobject* obj), obj 11 movingobject.c int(*bomb)(movingobject* obj), obj 14 movingobject.c ret->obj = shape; obj 12 movingobject.h void (*onestep)(struct movingobject* obj); obj 13 movingobject.h void (*display)(struct movingobject* obj); obj 14 movingobject.h int (*bomb)(struct movingobject* obj); obj 16 movingobject.h object** obj; obj 21 movingobject.h void(*onestep)(movingobject* obj), obj 22 movingobject.h void(*display)(movingobject* obj), obj 23 movingobject.h int(*bomb)(movingobject* obj), obj 18 object.c void deleteobject(object* obj){ obj 19 object.c free(obj->shape); obj 20 object.c free(obj); obj 23 object.c void putobject(object* obj, int id, int x, int y){ obj 25 object.c int w = obj->size.x; obj 26 object.c int h = obj->size.y; obj 29 object.c if(obj->shape[i*w+j] != ' '){ obj 30 object.c putdata(x+j, y+i, obj->shape[i*w+j],(unsigned char)id); obj 13 object.h void deleteobject(object* obj); obj 14 object.h void putobject(object* obj, int id, int x, int y); obj 30 screen.c unsigned char checkcollision(vector2 pos, object* obj){ obj 33 screen.c for(y=0;y<obj->size.y;y++){ obj 34 screen.c for(x=0;x<obj->size.x;x++){ obj 35 screen.c if(obj->shape[(int)(obj->size.x)*y+x] !=' '){ obj 20 screen.h unsigned char checkcollision(vector2 pos, object* obj);