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);