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);