Mercurial > hg > Game > Cerium
changeset 299:3cb2530b4ca4 draft
UTF-8
author | Shinji KONO <kono@ie.u-ryukyu.ac.jp> |
---|---|
date | Sun, 07 Jun 2009 15:20:10 +0900 |
parents | 768452fab95e |
children | 68d4267cb4a4 |
files | Renderer/DataPack/Test/SpanPack/polygonpack.cpp Renderer/test_render/SpanC.cpp Renderer/test_render/enemy_action.cpp TaskManager/Test/simple_pack/span.cpp TaskManager/Test/simple_render/SpanC.cpp TaskManager/Test/test_render/SpanC.cpp TaskManager/Test/test_render/enemy_action.cpp |
diffstat | 7 files changed, 45 insertions(+), 45 deletions(-) [+] |
line wrap: on
line diff
--- a/Renderer/DataPack/Test/SpanPack/polygonpack.cpp Sun Jun 07 15:17:41 2009 +0900 +++ b/Renderer/DataPack/Test/SpanPack/polygonpack.cpp Sun Jun 07 15:20:10 2009 +0900 @@ -84,7 +84,7 @@ int end_y = (int)vMin->y; if (start_y<end_y) { - int i; i=end_y; end_y=start_y; start_y = i; //y$B$NF~$lBX$((B + int i; i=end_y; end_y=start_y; start_y = i; //yの入れ替え k = 1; l = -1; } @@ -92,13 +92,13 @@ div_y = start_y - end_y; // > 0 for(i = k; i < div_y+1; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x); tmp_end = calc(vMid->x - vMin->x ,div_y, i, vMin->x); tmp_z = calc(vMid1->z - vMin->z ,div_y, i, vMin->z); tmp_zpos = calc(vMid->z - vMin->z ,div_y, i, vMin->z); //printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos); - //$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B + //ここからspanの左端と右端に対応するテクスチャを計算する tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \ ( ((div_y - i)/(div_y)) * vMin->tex_x); tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \
--- a/Renderer/test_render/SpanC.cpp Sun Jun 07 15:17:41 2009 +0900 +++ b/Renderer/test_render/SpanC.cpp Sun Jun 07 15:20:10 2009 +0900 @@ -5,7 +5,7 @@ using namespace std; -// f1:x$B$NA}2CNL(B f2:y$B$NA}2CNL(B i:....... base:$B4pK\$H$J$kD:E@$N(By$B:BI8(B +// f1:xの増加量 f2:yの増加量 i:....... base:基本となる頂点のy座標 static float calc(float f1, float f2,int i, float base){ float ans; ans = f1/f2*i + base; @@ -78,7 +78,7 @@ int end_y = (int)vMin->y; if (start_y<end_y) { - int i; i=end_y; end_y=start_y; start_y = i; //y$B$NF~$lBX$((B + int i; i=end_y; end_y=start_y; start_y = i; //yの入れ替え //Vertex *v; v = vMin; vMin = vMid; vMid = v; /* incli_x1 = vMin->x - vMid->x; incli_x2 = vMin->x - vMid1->x; @@ -96,13 +96,13 @@ //if(div_y < 1 && div_y > -1) div_y = 1; for(i = k; i < div_y+1; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x); tmp_end = calc(vMid->x - vMin->x ,div_y, i, vMin->x); tmp_z = calc(vMid1->z - vMin->z ,div_y, i, vMin->z); tmp_zpos = calc(vMid->z - vMin->z ,div_y, i, vMin->z); //printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos); - //$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B + //ここからspanの左端と右端に対応するテクスチャを計算する tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \ ( ((div_y - i)/(div_y)) * vMin->tex_x); tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \ @@ -113,7 +113,7 @@ tmp_tey2 =( (i/(div_y)) * vMid->tex_y) + \ ( ((div_y - i)/(div_y)) * vMin->tex_y); - //$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B + //ここで左端がxposかendを判断し、描画するspanを作る if(tmp_xpos > tmp_end) { x = (int)tmp_end; y = (int)vMin->y + i*l; @@ -236,13 +236,13 @@ if(div_y < 1 && div_y > -1) div_y = 1; for(i = 0; i < div_x+1; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMax->x - vMin->x,div_y, i, vMin->x); tmp_end = calc(vMid->x - vMin->x,div_x, i, vMin->x); tmp_z = calc(vMax->z - vMin->z,div_y, i, vMin->z); tmp_zpos = calc(vMid->z - vMin->z,div_x, i, vMin->z); - //$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B + //ここからspanの左端と右端に対応するテクスチャを計算する tmp_tex1 =( (i/(div_y)) * vMax->tex_x) + \ ( ((div_y - i)/(div_y)) * vMin->tex_x); tmp_tex2 =( (i/(div_x)) * vMid->tex_x) + \ @@ -253,7 +253,7 @@ tmp_tey2 =( (i/(div_x)) * vMid->tex_y) + \ ( ((div_x - i)/(div_x)) * vMin->tex_y); - //$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B + //ここで左端がxposかendを判断し、描画するspanを作る if(tmp_xpos > tmp_end) { x = (int)tmp_end; y = (int)vMin->y + i; @@ -315,7 +315,7 @@ if(div_y < 1 && div_y > -1) div_y = 1; for(i = 0; i < div_x; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMax->x-vMin->x, div_y, (i+1+top_triangle), vMin->x); tmp_end = calc(vMax->x-vMid->x, div_x, (i+1), vMid->x); tmp_z = calc(vMax->z-vMin->z, div_y, (i+1+top_triangle), vMin->z); @@ -389,7 +389,7 @@ #endif } -// i:$BJ,;R!"(Bf1:$BD9$5(B f2:$BBP1~$9$kD:E@(B1 f3:$BBP1~$9$kD:E@(B2 +// i:分子、f1:長さ f2:対応する頂点1 f3:対応する頂点2 /* float Span::calc2(int i, float f1, float f2, float f3) { float ans;
--- a/Renderer/test_render/enemy_action.cpp Sun Jun 07 15:17:41 2009 +0900 +++ b/Renderer/test_render/enemy_action.cpp Sun Jun 07 15:20:10 2009 +0900 @@ -31,7 +31,7 @@ if(judge == HIT) { E_PLANE->set_move_collision(null_move, enemy_collision); - printf("ENEMY_hit!!!_n"); + printf("ENEMY_hit!!!\n"); //scene_graph->delete_object(node, node->next,node->prev); } #endif
--- a/TaskManager/Test/simple_pack/span.cpp Sun Jun 07 15:17:41 2009 +0900 +++ b/TaskManager/Test/simple_pack/span.cpp Sun Jun 07 15:20:10 2009 +0900 @@ -5,7 +5,7 @@ using namespace std; -// f1:x$B$NA}2CNL(B f2:y$B$NA}2CNL(B i:....... base:$B4pK\$H$J$kD:E@$N(By$B:BI8(B +// f1:xの増加量 f2:yの増加量 i:....... base:基本となる頂点のy座標 static float calc(float f1, float f2,int i, float base){ float ans; ans = f1/f2*i + base; @@ -78,7 +78,7 @@ int end_y = (int)vMin->y; if (start_y<end_y) { - int i; i=end_y; end_y=start_y; start_y = i; //y$B$NF~$lBX$((B + int i; i=end_y; end_y=start_y; start_y = i; //yの入れ替え //Vertex *v; v = vMin; vMin = vMid; vMid = v; /* incli_x1 = vMin->x - vMid->x; incli_x2 = vMin->x - vMid1->x; @@ -96,13 +96,13 @@ //if(div_y < 1 && div_y > -1) div_y = 1; for(i = k; i < div_y+1; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x); tmp_end = calc(vMid->x - vMin->x ,div_y, i, vMin->x); tmp_z = calc(vMid1->z - vMin->z ,div_y, i, vMin->z); tmp_zpos = calc(vMid->z - vMin->z ,div_y, i, vMin->z); //printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos); - //$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B + //ここからspanの左端と右端に対応するテクスチャを計算する tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \ ( ((div_y - i)/(div_y)) * vMin->tex_x); tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \ @@ -113,7 +113,7 @@ tmp_tey2 =( (i/(div_y)) * vMid->tex_y) + \ ( ((div_y - i)/(div_y)) * vMin->tex_y); - //$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B + //ここで左端がxposかendを判断し、描画するspanを作る if(tmp_xpos > tmp_end) { x = (int)tmp_end; y = (int)vMin->y + i*l; @@ -236,13 +236,13 @@ if(div_y < 1 && div_y > -1) div_y = 1; for(i = 0; i < div_x+1; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMax->x - vMin->x,div_y, i, vMin->x); tmp_end = calc(vMid->x - vMin->x,div_x, i, vMin->x); tmp_z = calc(vMax->z - vMin->z,div_y, i, vMin->z); tmp_zpos = calc(vMid->z - vMin->z,div_x, i, vMin->z); - //$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B + //ここからspanの左端と右端に対応するテクスチャを計算する tmp_tex1 =( (i/(div_y)) * vMax->tex_x) + \ ( ((div_y - i)/(div_y)) * vMin->tex_x); tmp_tex2 =( (i/(div_x)) * vMid->tex_x) + \ @@ -253,7 +253,7 @@ tmp_tey2 =( (i/(div_x)) * vMid->tex_y) + \ ( ((div_x - i)/(div_x)) * vMin->tex_y); - //$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B + //ここで左端がxposかendを判断し、描画するspanを作る if(tmp_xpos > tmp_end) { x = (int)tmp_end; y = (int)vMin->y + i; @@ -315,7 +315,7 @@ if(div_y < 1 && div_y > -1) div_y = 1; for(i = 0; i < div_x; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMax->x-vMin->x, div_y, (i+1+top_triangle), vMin->x); tmp_end = calc(vMax->x-vMid->x, div_x, (i+1), vMid->x); tmp_z = calc(vMax->z-vMin->z, div_y, (i+1+top_triangle), vMin->z); @@ -389,7 +389,7 @@ #endif } -// i:$BJ,;R!"(Bf1:$BD9$5(B f2:$BBP1~$9$kD:E@(B1 f3:$BBP1~$9$kD:E@(B2 +// i:分子、f1:長さ f2:対応する頂点1 f3:対応する頂点2 /* float Span::calc2(int i, float f1, float f2, float f3) { float ans;
--- a/TaskManager/Test/simple_render/SpanC.cpp Sun Jun 07 15:17:41 2009 +0900 +++ b/TaskManager/Test/simple_render/SpanC.cpp Sun Jun 07 15:20:10 2009 +0900 @@ -5,7 +5,7 @@ using namespace std; -// f1:x$B$NA}2CNL(B f2:y$B$NA}2CNL(B i:....... base:$B4pK\$H$J$kD:E@$N(By$B:BI8(B +// f1:xの増加量 f2:yの増加量 i:....... base:基本となる頂点のy座標 static float calc(float f1, float f2,int i, float base){ float ans; ans = f1/f2*i + base; @@ -78,7 +78,7 @@ int end_y = (int)vMin->y; if (start_y<end_y) { - int i; i=end_y; end_y=start_y; start_y = i; //y$B$NF~$lBX$((B + int i; i=end_y; end_y=start_y; start_y = i; //yの入れ替え //Vertex *v; v = vMin; vMin = vMid; vMid = v; /* incli_x1 = vMin->x - vMid->x; incli_x2 = vMin->x - vMid1->x; @@ -96,13 +96,13 @@ //if(div_y < 1 && div_y > -1) div_y = 1; for(i = k; i < div_y+1; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x); tmp_end = calc(vMid->x - vMin->x ,div_y, i, vMin->x); tmp_z = calc(vMid1->z - vMin->z ,div_y, i, vMin->z); tmp_zpos = calc(vMid->z - vMin->z ,div_y, i, vMin->z); //printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos); - //$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B + //ここからspanの左端と右端に対応するテクスチャを計算する tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \ ( ((div_y - i)/(div_y)) * vMin->tex_x); tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \ @@ -113,7 +113,7 @@ tmp_tey2 =( (i/(div_y)) * vMid->tex_y) + \ ( ((div_y - i)/(div_y)) * vMin->tex_y); - //$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B + //ここで左端がxposかendを判断し、描画するspanを作る if(tmp_xpos > tmp_end) { x = (int)tmp_end; y = (int)vMin->y + i*l; @@ -236,13 +236,13 @@ if(div_y < 1 && div_y > -1) div_y = 1; for(i = 0; i < div_x+1; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMax->x - vMin->x,div_y, i, vMin->x); tmp_end = calc(vMid->x - vMin->x,div_x, i, vMin->x); tmp_z = calc(vMax->z - vMin->z,div_y, i, vMin->z); tmp_zpos = calc(vMid->z - vMin->z,div_x, i, vMin->z); - //$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B + //ここからspanの左端と右端に対応するテクスチャを計算する tmp_tex1 =( (i/(div_y)) * vMax->tex_x) + \ ( ((div_y - i)/(div_y)) * vMin->tex_x); tmp_tex2 =( (i/(div_x)) * vMid->tex_x) + \ @@ -253,7 +253,7 @@ tmp_tey2 =( (i/(div_x)) * vMid->tex_y) + \ ( ((div_x - i)/(div_x)) * vMin->tex_y); - //$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B + //ここで左端がxposかendを判断し、描画するspanを作る if(tmp_xpos > tmp_end) { x = (int)tmp_end; y = (int)vMin->y + i; @@ -315,7 +315,7 @@ if(div_y < 1 && div_y > -1) div_y = 1; for(i = 0; i < div_x; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMax->x-vMin->x, div_y, (i+1+top_triangle), vMin->x); tmp_end = calc(vMax->x-vMid->x, div_x, (i+1), vMid->x); tmp_z = calc(vMax->z-vMin->z, div_y, (i+1+top_triangle), vMin->z); @@ -389,7 +389,7 @@ #endif } -// i:$BJ,;R!"(Bf1:$BD9$5(B f2:$BBP1~$9$kD:E@(B1 f3:$BBP1~$9$kD:E@(B2 +// i:分子、f1:長さ f2:対応する頂点1 f3:対応する頂点2 /* float Span::calc2(int i, float f1, float f2, float f3) { float ans;
--- a/TaskManager/Test/test_render/SpanC.cpp Sun Jun 07 15:17:41 2009 +0900 +++ b/TaskManager/Test/test_render/SpanC.cpp Sun Jun 07 15:20:10 2009 +0900 @@ -5,7 +5,7 @@ using namespace std; -// f1:x$B$NA}2CNL(B f2:y$B$NA}2CNL(B i:....... base:$B4pK\$H$J$kD:E@$N(By$B:BI8(B +// f1:xの増加量 f2:yの増加量 i:....... base:基本となる頂点のy座標 static float calc(float f1, float f2,int i, float base){ float ans; ans = f1/f2*i + base; @@ -78,7 +78,7 @@ int end_y = (int)vMin->y; if (start_y<end_y) { - int i; i=end_y; end_y=start_y; start_y = i; //y$B$NF~$lBX$((B + int i; i=end_y; end_y=start_y; start_y = i; //yの入れ替え //Vertex *v; v = vMin; vMin = vMid; vMid = v; /* incli_x1 = vMin->x - vMid->x; incli_x2 = vMin->x - vMid1->x; @@ -96,13 +96,13 @@ //if(div_y < 1 && div_y > -1) div_y = 1; for(i = k; i < div_y+1; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x); tmp_end = calc(vMid->x - vMin->x ,div_y, i, vMin->x); tmp_z = calc(vMid1->z - vMin->z ,div_y, i, vMin->z); tmp_zpos = calc(vMid->z - vMin->z ,div_y, i, vMin->z); //printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos); - //$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B + //ここからspanの左端と右端に対応するテクスチャを計算する tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \ ( ((div_y - i)/(div_y)) * vMin->tex_x); tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \ @@ -113,7 +113,7 @@ tmp_tey2 =( (i/(div_y)) * vMid->tex_y) + \ ( ((div_y - i)/(div_y)) * vMin->tex_y); - //$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B + //ここで左端がxposかendを判断し、描画するspanを作る if(tmp_xpos > tmp_end) { x = (int)tmp_end; y = (int)vMin->y + i*l; @@ -236,13 +236,13 @@ if(div_y < 1 && div_y > -1) div_y = 1; for(i = 0; i < div_x+1; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMax->x - vMin->x,div_y, i, vMin->x); tmp_end = calc(vMid->x - vMin->x,div_x, i, vMin->x); tmp_z = calc(vMax->z - vMin->z,div_y, i, vMin->z); tmp_zpos = calc(vMid->z - vMin->z,div_x, i, vMin->z); - //$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B + //ここからspanの左端と右端に対応するテクスチャを計算する tmp_tex1 =( (i/(div_y)) * vMax->tex_x) + \ ( ((div_y - i)/(div_y)) * vMin->tex_x); tmp_tex2 =( (i/(div_x)) * vMid->tex_x) + \ @@ -253,7 +253,7 @@ tmp_tey2 =( (i/(div_x)) * vMid->tex_y) + \ ( ((div_x - i)/(div_x)) * vMin->tex_y); - //$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B + //ここで左端がxposかendを判断し、描画するspanを作る if(tmp_xpos > tmp_end) { x = (int)tmp_end; y = (int)vMin->y + i; @@ -315,7 +315,7 @@ if(div_y < 1 && div_y > -1) div_y = 1; for(i = 0; i < div_x; i++) { - //$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B + //ここでspanの左端と右端のx,zを求めてる tmp_xpos = calc(vMax->x-vMin->x, div_y, (i+1+top_triangle), vMin->x); tmp_end = calc(vMax->x-vMid->x, div_x, (i+1), vMid->x); tmp_z = calc(vMax->z-vMin->z, div_y, (i+1+top_triangle), vMin->z); @@ -389,7 +389,7 @@ #endif } -// i:$BJ,;R!"(Bf1:$BD9$5(B f2:$BBP1~$9$kD:E@(B1 f3:$BBP1~$9$kD:E@(B2 +// i:分子、f1:長さ f2:対応する頂点1 f3:対応する頂点2 /* float Span::calc2(int i, float f1, float f2, float f3) { float ans;
--- a/TaskManager/Test/test_render/enemy_action.cpp Sun Jun 07 15:17:41 2009 +0900 +++ b/TaskManager/Test/test_render/enemy_action.cpp Sun Jun 07 15:20:10 2009 +0900 @@ -31,7 +31,7 @@ if(judge == HIT) { E_PLANE->set_move_collision(null_move, enemy_collision); - printf("ENEMY_hit!!!_n"); + printf("ENEMY_hit!!!\n"); //scene_graph->delete_object(node, node->next,node->prev); } #endif