commit adef6611598f04979e5690a768b873e6f3eb2e4a
parent bf99ee5e45e20f75539e34d4cae7a236a5638430
Author: Matsuda Kenji <info@mtkn.jp>
Date:   Thu,  5 Jan 2023 08:00:46 +0900
change unclear while statements to usual for statements
Diffstat:
1 file changed, 8 insertions(+), 14 deletions(-)
diff --git a/ex9/main.c b/ex9/main.c
@@ -199,22 +199,18 @@ game_play(void)
 				xi <= (int) player->p.x / BLOCK_SIZE + 1 &&
 				xi < WORLD_WIDTH;
 				xi++) {
-				blc = blh[xi]->first;
-				while (blc != NULL) {
+				for (blc = blh[xi]->first; blc != NULL; blc = blc->next) {
 					if (is_on_floor_before(player, blc->o)) {
 						player_is_falling = 0;
 					}
 					if (test_collision(player, blc->o))
 						append_ol(collidings, blc->o);
-					blc = blc->next;
 				}
 			}
 			if (collidings->first != NULL) {
 				sort_ol(collidings, player);
-				blc = collidings->first;
-				while (blc != NULL) {
+				for (blc = collidings->first; blc != NULL; blc = blc->next) {
 					handle_collision_mf(player, blc->o);
-					blc = blc->next;
 				}
 			}
 			free_ol(collidings);
@@ -243,28 +239,26 @@ game_play(void)
 		for (int xi = scroll_dst / BLOCK_SIZE;
 			xi < (WIN_WIDTH + scroll_dst) / BLOCK_SIZE + 1 &&
 			xi < WORLD_WIDTH; xi++) {
-			blc = blh[xi]->first;
-			while (blc != NULL) {
+			for (blc = blh[xi]->first; blc != NULL; blc = blc->next) {
 				x_draw_rectangle(0x00FF00,
 					blc->o->p.x - scroll_dst, blc->o->p.y,    // position
 					blc->o->body.rectangle.w,
 				    blc->o->body.rectangle.h);
-				blc = blc->next;
 			}
 		}
 		x_draw_rectangle(0x009FFF,
 					   player->p.x - scroll_dst, player->p.y,    // position
 					   player->body.rectangle.w, player->body.rectangle.h);
 
-		flc = flh->first;
-		if (0 <= flc->o->p.x - scroll_dst &&
-			flc->o->p.x - scroll_dst < WIN_WIDTH) {
-			while (flc != NULL) {
+		for (flc = flh->first; flc != NULL; flc = flc->next) {
+			if (0 <= flc->o->p.x - scroll_dst &&
+				flc->o->p.x - scroll_dst < WIN_WIDTH) {
 				x_draw_rectangle(0xFFFF00,
 					flc->o->p.x - scroll_dst, flc->o->p.y,    // position
 					flc->o->body.rectangle.w,
 					flc->o->body.rectangle.h);
-					flc = flc->next;
+			} else {
+				break;
 			}
 		}