character(player,enemy)の当たり判定を作成。 <> 各衝突判定についての関数を詰めたもの *gint chara_collision_object(mySprite *p, mySprite *o);player対object衝突判定 *gint chara_collision_chara(mySprite *p, mySprite *e);player対enemy衝突判定 *void chara_collision_stage(mySprite *c);character対stage衝突判定 <> 各座標についての関数を詰めたもの *gint stage_sx(gint stwel);stage左辺x座標 *gint stage_ex(gint stwel);stage右辺x座標 *gint stage_sy(gint sthel);stage上辺y座標 *gint stage_ey(gint sthel);stage下辺y座標 *gint chara_sx(mySprite *c);character左辺x座標 *gint chara_ex(mySprite *c);character右辺x座標 *gint chara_sy(mySprite *c);character上辺y座標 *gint chara_ey(mySprite *c);character下辺y座標 <> ステージについての関数を詰めたもの *gint csx_stwel(mySprite *c);character左辺x座標をg_stage_hit配列の要素に変換 *gint cex_stwel(mySprite *c);character右辺x座標をg_stage_hit配列の要素に変換 *gint csy_sthel(mySprite *c);character上辺y座標をg_stage_hit配列の要素に変換 *gint cey_sthel(mySprite *c);character下辺y座標をg_stage_hit配列の要素に変換 *gboolean stage_cTL(mySprite *c);character左上のg_stage_hit配列の中身 *gboolean stage_cTR(mySprite *c);character右上のg_stage_hit配列の中身 *gboolean stage_cBL(mySprite *c);character左下のg_stage_hit配列の中身 *gboolean stage_cBR(mySprite *c);character右下のg_stage_hit配列の中身