diff options
| author | Jordan Halase <jordan@halase.me> | 2019-09-27 17:05:05 -0500 | 
|---|---|---|
| committer | Jordan Halase <jordan@halase.me> | 2019-09-27 17:05:05 -0500 | 
| commit | a9798702ddb7e4bcb7b9154db08579ed07faadfb (patch) | |
| tree | e63bd30fd9f464695a6b8a367a1a85122076b31c | |
| parent | f754a990d27369e1c21f5d3314770ebd5a2bf1aa (diff) | |
Do not export functions in single compilation unit
| -rw-r--r-- | main.c | 16 | 
1 files changed, 8 insertions, 8 deletions
| @@ -32,7 +32,7 @@  #define PIOVER2		1.570796327f  #define INVSQRT2	0.707106781f -void fatal_sdl() +static void fatal_sdl()  {  	fprintf(stderr, "%s\n", SDL_GetError());  	SDL_ShowSimpleMessageBox( @@ -83,7 +83,7 @@ struct BulletPool {  struct BulletPool player_bullets; -bool bullets_shoot(struct BulletPool *pool, const vec2 position, const vec2 velocity) +static bool bullets_shoot(struct BulletPool *pool, const vec2 position, const vec2 velocity)  {  	if (pool->used >= MAX_BULLETS) {  		return false; @@ -117,7 +117,7 @@ static bool is_point_in_screen(const vec2 position)  	return true;  } -void bullets_integrate(struct BulletPool *pool) +static void bullets_integrate(struct BulletPool *pool)  {  	for (uint32_t i = 0; i < MAX_BULLETS; ++i) {  		if (!viszero(pool->bullets[i].velocity)) { @@ -131,7 +131,7 @@ void bullets_integrate(struct BulletPool *pool)  	}  } -void bullets_draw(const struct BulletPool *pool, SDL_Renderer *ren) +static void bullets_draw(const struct BulletPool *pool, SDL_Renderer *ren)  {  	uint32_t num_bullets = 0;  	SDL_Point points[MAX_BULLETS]; @@ -171,7 +171,7 @@ struct Player {  #define PLAYER_RENDER_RADIUS	INVSQRT2 -void player_create(struct Player *player, const vec2 position, const float update_rate) +static void player_create(struct Player *player, const vec2 position, const float update_rate)  {  	*player = (struct Player){  		.body = { @@ -187,7 +187,7 @@ void player_create(struct Player *player, const vec2 position, const float updat  	};  } -void player_input(struct Player *player, const Uint8 *keys) +static void player_input(struct Player *player, const Uint8 *keys)  {  	struct KinematicBody *body = &player->body;  	bool update_direction = false; @@ -226,7 +226,7 @@ void player_input(struct Player *player, const Uint8 *keys)  	}  } -void kinematic_integrate(struct KinematicBody *body) +static void kinematic_integrate(struct KinematicBody *body)  {  	body->angle += body->angular_velocity;  	while (body->angle < 0.0f) body->angle += TWOPI; @@ -246,7 +246,7 @@ void kinematic_integrate(struct KinematicBody *body)  	body->position = vadd(body->position, body->velocity);  } -void kinematic_wrap(struct KinematicBody *body) +static void kinematic_wrap(struct KinematicBody *body)  {  	while (body->position.x > SCREEN_WIDTH_F + body->collision_radius) {  		body->position.x -= SCREEN_WIDTH_F; | 
