player rotates and moves, rays for raycasting on map
This commit is contained in:
11
Makefile
11
Makefile
@@ -15,6 +15,7 @@ D_SRCS = srcs \
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srcs/init \
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srcs/hook \
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srcs/draw \
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srcs/player \
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srcs/mem
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SRCS = cube3d.c
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@@ -27,11 +28,15 @@ SRCS += init_struct.c \
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# hook/
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SRCS += keyhook.c \
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key_do_action.c \
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key_is_action_1.c
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key_is_action_1.c \
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key_is_action_2.c
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# player/
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SRCS += player_moves.c \
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player_rotates.c \
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player_limits.c
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# draw/
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SRCS += draw.c \
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player_moves.c \
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player_limits.c
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draw_window.c
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# headers
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D_HEADERS = headers
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@@ -6,6 +6,7 @@
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# include <unistd.h> // for sleep()
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# include <stdlib.h> // for atoi()
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# include <stdio.h> // for printf()
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# include <math.h> // for M_PI, cos(), sin()
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# include "colors.h"
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# include "memorybook.h"
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@@ -2,6 +2,9 @@
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# define CUBE3D_MACRO_H
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# define MAX_NB_KEY 3
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# define SCREEN_DIST 50
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# define SCREEN_SIZE 100
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# define SCREEN_DEF 50
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# define ARROW_LEFT 65361
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# define ARROW_UP 65362
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@@ -32,24 +32,42 @@ int keyrelease(int keycode, t_game *game);
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// key_do_action.c
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void keypress_do_action(t_game *game);
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// key_is_action_1.c
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int is_esc(int *k_hook);
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int is_go_left(int *k_hook);
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int is_go_right(int *k_hook);
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int is_go_forward(int *k_hook);
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int is_go_backward(int *k_hook);
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int is_esc(int *k_hook, int *is_action);
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int is_go_left(int *k_hook, int *is_action);
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int is_go_right(int *k_hook, int *is_action);
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int is_go_forward(int *k_hook, int *is_action);
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int is_go_backward(int *k_hook, int *is_action);
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// key_is_action_2.c
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int is_turn_left(int *k_hook, int *is_action);
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int is_turn_right(int *k_hook, int *is_action);
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// -------------------------------
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// SRC/DRAW
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// SRC/PLAYER
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// -------------------------------
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// draw.c
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void draw(t_game *game);
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// player_moves.c
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void plr_posx_decrement(t_game *game);
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void plr_posy_decrement(t_game *game);
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void plr_posx_increment(t_game *game);
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void plr_posy_increment(t_game *game);
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// player_rotates.c
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void plr_turn_right(t_game *game);
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void plr_turn_left(t_game *game);
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// player_limits.c
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void plr_limits(t_game *game, int x, int y);
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int plr_out_limits(t_game *game, int x, int y);
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int is_wall(t_game *game, int cell_x, int cell_y);
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// -------------------------------
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// SRC/DRAW
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// -------------------------------
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// draw.c
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void draw_pixel(t_game *game, int x, int y, int color);
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void rotate(t_game *game, int *x, int *y);
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void rotate_double(t_game *game, double *x, double *y);
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void draw_line(t_game *game, int start_x, int start_y, int end_x, int end_y, int color);
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void draw(t_game *game);
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// draw_window.c
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void draw_rays(t_game *game);
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void draw_map(t_game *game);
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#endif
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@@ -1,6 +1,14 @@
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#ifndef CUBE3D_STRUCT_H
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# define CUBE3D_STRUCT_H
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typedef struct s_vec
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{
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int start_x;
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int start_y;
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int end_x;
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int end_y;
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} t_vec;
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typedef struct s_game
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{
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// window
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@@ -8,7 +16,27 @@ typedef struct s_game
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void *win_ptr;
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int win_size_x;
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int win_size_y;
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// rays
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t_vec screen_dist;
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t_vec screen_size;
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t_vec ray;
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// tmp
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int ray_highlight;
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int ray_activ;
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// map
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int map_size_x;
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int map_size_y;
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char **map;
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int cell;
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// rot
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int rot;
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double cosi;
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double cosj;
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double sini;
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double sinj;
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// player
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double plr_exact_x;
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double plr_exact_y;
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int plr_x;
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int plr_y;
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// key hook
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@@ -1,14 +1,6 @@
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#ifndef MEMORYBOOK_H
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# define MEMORYBOOK_H
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typedef void(*t_mb_func_exit)(void*);
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typedef struct s_exit
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{
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t_mb_func_exit f;
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void *param;
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} t_exit;
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void mb_init(void(*f)(void*), void *param);
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void *mb_alloc(size_t size);
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void mb_add(void *addr);
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@@ -24,6 +24,8 @@ int main(int ac, char **av)
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init_parsing(ac, av, game);
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mb_init(destroy_mlx, game);
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// draw game a first time before it start
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draw(game);
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// receive a keypress event
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mlx_hook(game->win_ptr, 2, 1L << 0, keypress, game);
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// receive a keyprelease event
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@@ -2,8 +2,8 @@
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static int pxl_out_limits(t_game *game, int x, int y)
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{
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int xmax;
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int ymax;
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int xmax;
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int ymax;
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xmax = game->sizel / (game->bpp / 8);
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ymax = game->win_size_y;
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@@ -12,7 +12,7 @@ static int pxl_out_limits(t_game *game, int x, int y)
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return (0);
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}
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static void draw_pixel(t_game *game, int x, int y, int color)
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void draw_pixel(t_game *game, int x, int y, int color)
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{
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unsigned int position;
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@@ -22,30 +22,73 @@ static void draw_pixel(t_game *game, int x, int y, int color)
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*(unsigned int*)(game->img_data + position) = color;
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}
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void rotate(t_game *game, int *x, int *y)
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{
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int old_x;
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int tmp_x;
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int tmp_y;
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// do nothing if not rotating
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if (game->rot == 0)
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return ;
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// offset center
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tmp_x = *x - game->plr_x;
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tmp_y = *y - game->plr_y;
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// calculate new coordinates
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old_x = tmp_x;
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tmp_x = tmp_x * game->cosi + tmp_y * game->cosj;
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tmp_y = old_x * game->sini + tmp_y * game->sinj;
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// de-offset center
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*x = tmp_x + game->plr_x;
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*y = tmp_y + game->plr_y;
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}
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void rotate_double(t_game *game, double *x, double *y)
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{
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double old_x;
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double tmp_x;
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double tmp_y;
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// do nothing if not rotating
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if (game->rot == 0)
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return ;
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// offset center
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tmp_x = *x - game->plr_exact_x;
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tmp_y = *y - game->plr_exact_y;
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// calculate new coordinates
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old_x = tmp_x;
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tmp_x = tmp_x * game->cosi + tmp_y * game->cosj;
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tmp_y = old_x * game->sini + tmp_y * game->sinj;
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// de-offset center
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*x = tmp_x + game->plr_exact_x;
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*y = tmp_y + game->plr_exact_y;
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}
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void draw_line(t_game *game, int start_x, int start_y, int end_x, int end_y, int color)
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{
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int dx;
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int dy;
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int i;
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int j;
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dx = end_x - start_x;
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dy = end_y - start_y;
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i = 0;
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j = 0;
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while (ft_abs(i) <= ft_abs(dx) && ft_abs(j) <= ft_abs(dy))
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{
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draw_pixel(game, start_x + i, start_y + j, color);
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if (!ft_abs(dx) || ft_abs(j) < ft_abs(i * dy / dx))
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j += ft_sign(dy);
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else
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i += ft_sign(dx);
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}
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}
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void draw(t_game *game)
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{
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// temp, draw a map of points
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int x;
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int y;
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int x_size;
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// unsigned int screen_size;
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x_size = game->sizel / (game->bpp / 8);
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// screen_size = x_size * game->win_size_y / 5;
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x = 0;
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y = 0;
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while (y <= game->win_size_y)
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{
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// y = x % x_size * 5;
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draw_pixel(game, x, y, 0x00999999);
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x += 5;
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if (x > x_size)
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{
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x = 0;
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y += 5;
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}
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}
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// temp
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draw_pixel(game, game->plr_x, game->plr_y, 0x0000FF00);
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draw_map(game);
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draw_rays(game);
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//draw_view(game);
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mlx_put_image_to_window(game->mlx_ptr, game->win_ptr, game->img_ptr, 0, 0);
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}
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202
srcs/draw/draw_window.c
Normal file
202
srcs/draw/draw_window.c
Normal file
@@ -0,0 +1,202 @@
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#include "cube3d.h"
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void ray_intersect(t_game *game, int start_x, int start_y, int *end_x, int *end_y)
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{
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int cell_x;
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int cell_y;
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int slope_x;
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int slope_y;
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int ray_sign_x;
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int ray_sign_y;
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int first_next_x;
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int first_next_y;
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int next_x;
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int next_y;
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int next_cell_x;
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int next_cell_y;
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int ray_step_x;
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int ray_step_y;
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int is_x;
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is_x = 0;
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// ray sign
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ray_sign_x = 1;
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if (start_x < *end_x)
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ray_sign_x = -1;
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ray_sign_y = 1;
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if (start_y < *end_y)
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ray_sign_y = -1;
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// cell position of ray
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cell_x = start_x / game->cell;
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cell_y = start_y / game->cell;
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// slope of ray
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slope_x = *end_x - start_x;
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slope_y = *end_y - start_y;
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// direction of next cell
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next_cell_x = -ray_sign_x;
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next_cell_y = -ray_sign_y;
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// ray steps in both axis
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ray_step_x = ft_abs(game->cell * slope_y);
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ray_step_y = ft_abs(game->cell * slope_x);
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// first next time ray cross grid
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first_next_x = start_x % game->cell;
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if (first_next_x && ray_sign_x < 0)
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first_next_x = game->cell - first_next_x;
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if (!first_next_x && ray_sign_x < 0)
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first_next_x = game->cell;
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first_next_y = start_y % game->cell;
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if (first_next_y && ray_sign_y < 0)
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first_next_y = game->cell - first_next_y;
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if (!first_next_y && ray_sign_y < 0)
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first_next_y = game->cell;
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next_x = ft_abs(first_next_x * slope_y);
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next_y = ft_abs(first_next_y * slope_x);
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// loop through grid
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if (game->ray_activ == 1) printf("\ncell_x:%i, cell_y:%i, first_next_x:%i, first_next_y:%i\n", cell_x, cell_y, first_next_x, first_next_y);
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while (!is_wall(game, cell_x, cell_y))
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{
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if (game->ray_activ == 1) printf("next_x:%-4i, next_y:%-4i, ", next_x, next_y);
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if (next_x > next_y)
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{
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cell_y += next_cell_y;
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next_y += ray_step_y;
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is_x = 0;
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}
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else
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{
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cell_x += next_cell_x;
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next_x += ray_step_x;
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is_x = 1;
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}
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if (game->ray_activ == 1) printf("cell_x:%-4i, cell_y:%-4i\n", cell_x, cell_y);
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}
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// end ray position
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double ratio;
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if (is_x)
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{
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*end_x = cell_x * game->cell;
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if (ray_sign_x == 1)
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*end_x += game->cell;
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if (slope_x)
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{
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ratio = (double)(*end_x - start_x) / (double)slope_x;
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*end_y = start_y + (double)slope_y * ratio;
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}
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}
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else
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{
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*end_y = cell_y * game->cell;
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if (ray_sign_y == 1)
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*end_y += game->cell;
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if (slope_y)
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{
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ratio = (double)(*end_y - start_y) / (double)slope_y;
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*end_x = start_x + (double)slope_x * ratio;
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}
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}
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}
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void draw_rays(t_game *game)
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{
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int start_x;
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int start_y;
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int end_x;
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int end_y;
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int i;
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// draw screen size
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start_x = game->screen_size.start_x + game->plr_x;
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start_y = game->screen_size.start_y + game->plr_y;
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rotate(game, &start_x, &start_y);
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end_x = game->screen_size.end_x + game->plr_x;
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end_y = game->screen_size.end_y + game->plr_y;
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rotate(game, &end_x, &end_y);
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draw_line(game, start_x, start_y, end_x, end_y, 0x00FFFFFF);
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// draw rays
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i = 0;
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while (i <= SCREEN_DEF)
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{
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// tmp display one ray with infos
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if (i == game->ray_highlight)
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game->ray_activ = 1;
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// tmp end
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start_x = game->ray.start_x + game->plr_x;
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start_y = game->ray.start_y + game->plr_y;
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end_x = game->ray.end_x + game->plr_x + i * SCREEN_SIZE / SCREEN_DEF;
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end_y = game->ray.end_y + game->plr_y;
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rotate(game, &end_x, &end_y);
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ray_intersect(game, start_x, start_y, &end_x, &end_y);
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draw_line(game, start_x, start_y, end_x, end_y, 0x00FF00FF);
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// tmp display one ray with infos
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if (game->ray_activ == 1)
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draw_line(game, start_x, start_y, end_x, end_y, 0x00FF0000);
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// tmp end
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i++;
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game->ray_activ = 0;
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}
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// draw screen dist
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start_x = game->screen_dist.start_x + game->plr_x;
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start_y = game->screen_dist.start_y + game->plr_y;
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end_x = game->screen_dist.end_x + game->plr_x;
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end_y = game->screen_dist.end_y + game->plr_y;
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rotate(game, &end_x, &end_y);
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draw_line(game, start_x, start_y, end_x, end_y, 0x00FFFFFF);
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}
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static void draw_square(t_game *game, int x, int y, int border, int fill, int size, int rotation)
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{
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int i;
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int j;
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int new_x;
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int new_y;
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i = 0;
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while (i < size)
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{
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j = 0;
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while (j < size)
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{
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new_x = x + j;
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new_y = y + i;
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if (rotation)
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rotate(game, &new_x, &new_y);
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if (!i || i == size - 1)
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draw_pixel(game, new_x, new_y, border);
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else if (!j || j == size - 1)
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draw_pixel(game, new_x, new_y, border);
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else
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draw_pixel(game, new_x, new_y, fill);
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j++;
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}
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i++;
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}
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}
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void draw_map(t_game *game)
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{
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int i;
|
||||
int j;
|
||||
int x;
|
||||
int y;
|
||||
|
||||
i = 0;
|
||||
x = 0;
|
||||
y = 0;
|
||||
while ((game->map)[i])
|
||||
{
|
||||
j = 0;
|
||||
while ((game->map)[i][j])
|
||||
{
|
||||
if ((game->map)[i][j] == '1' )
|
||||
draw_square(game, x, y, 0x00999999, 0x00000000, game->cell, 0);
|
||||
else
|
||||
draw_square(game, x, y, 0x00555555, 0x00333333, game->cell, 0);
|
||||
j++;
|
||||
x += game->cell;
|
||||
}
|
||||
i++;
|
||||
x = 0;
|
||||
y += game->cell;
|
||||
}
|
||||
draw_square(game, game->plr_x - game->cell / 2, game->plr_y - game->cell / 2, 0x00999900, 0x00330033, game->cell, 1);
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
#include "cube3d.h"
|
||||
|
||||
void plr_limits(t_game *game, int x, int y)
|
||||
{
|
||||
int xmax;
|
||||
int ymax;
|
||||
|
||||
xmax = game->sizel / (game->bpp / 8);
|
||||
ymax = game->win_size_y;
|
||||
if (x < 0)
|
||||
plr_posx_increment(game);
|
||||
else if (y < 0)
|
||||
plr_posy_increment(game);
|
||||
else if (x > xmax)
|
||||
plr_posx_decrement(game);
|
||||
else if (y > ymax)
|
||||
plr_posy_decrement(game);
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
#include "cube3d.h"
|
||||
|
||||
void plr_posx_decrement(t_game *game)
|
||||
{
|
||||
(game->plr_x) -= 5;
|
||||
plr_limits(game, game->plr_x, game->plr_y);
|
||||
}
|
||||
|
||||
void plr_posy_decrement(t_game *game)
|
||||
{
|
||||
(game->plr_y) -= 5;
|
||||
plr_limits(game, game->plr_x, game->plr_y);
|
||||
}
|
||||
|
||||
void plr_posx_increment(t_game *game)
|
||||
{
|
||||
(game->plr_x) += 5;
|
||||
plr_limits(game, game->plr_x, game->plr_y);
|
||||
}
|
||||
|
||||
void plr_posy_increment(t_game *game)
|
||||
{
|
||||
(game->plr_y) += 5;
|
||||
plr_limits(game, game->plr_x, game->plr_y);
|
||||
}
|
||||
@@ -3,15 +3,41 @@
|
||||
// temp, to test keypress hook
|
||||
void keypress_do_action(t_game *game)
|
||||
{
|
||||
if (is_esc(game->k_hook))
|
||||
int is_action;
|
||||
|
||||
is_action = 0;
|
||||
if (is_esc(game->k_hook, &is_action))
|
||||
shut_down(game);
|
||||
if (is_go_left(game->k_hook))
|
||||
if (is_go_left(game->k_hook, &is_action))
|
||||
plr_posx_decrement(game);
|
||||
if (is_go_right(game->k_hook))
|
||||
if (is_go_right(game->k_hook, &is_action))
|
||||
plr_posx_increment(game);
|
||||
if (is_go_forward(game->k_hook))
|
||||
if (is_go_forward(game->k_hook, &is_action))
|
||||
plr_posy_decrement(game);
|
||||
if (is_go_backward(game->k_hook))
|
||||
if (is_go_backward(game->k_hook, &is_action))
|
||||
plr_posy_increment(game);
|
||||
draw(game);
|
||||
if (is_turn_left(game->k_hook, &is_action))
|
||||
plr_turn_left(game);
|
||||
if (is_turn_right(game->k_hook, &is_action))
|
||||
plr_turn_right(game);
|
||||
// temp display one ray with infos
|
||||
if (!ft_arrintchr(game->k_hook, 65364, MAX_NB_KEY))
|
||||
{
|
||||
if (game->ray_highlight <= SCREEN_DEF)
|
||||
game->ray_highlight++;
|
||||
else
|
||||
game->ray_highlight = -1;
|
||||
is_action = 1;
|
||||
}
|
||||
if (!ft_arrintchr(game->k_hook, 65362, MAX_NB_KEY))
|
||||
{
|
||||
if (game->ray_highlight >= 0)
|
||||
game->ray_highlight--;
|
||||
else
|
||||
game->ray_highlight = SCREEN_DEF;
|
||||
is_action = 1;
|
||||
}
|
||||
// temp end
|
||||
if (is_action)
|
||||
draw(game);
|
||||
}
|
||||
|
||||
@@ -1,41 +1,61 @@
|
||||
#include "cube3d.h"
|
||||
|
||||
int is_esc(int *k_hook)
|
||||
int is_esc(int *k_hook, int *is_action)
|
||||
{
|
||||
if (!ft_arrintchr(k_hook, KEY_ESC, 3))
|
||||
if (!ft_arrintchr(k_hook, KEY_ESC, MAX_NB_KEY))
|
||||
{
|
||||
*is_action = 1;
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int is_go_left(int *k_hook)
|
||||
int is_go_left(int *k_hook, int *is_action)
|
||||
{
|
||||
if (!ft_arrintchr(k_hook, KEY_A, 3))
|
||||
if (!ft_arrintchr(k_hook, KEY_A, MAX_NB_KEY))
|
||||
{
|
||||
*is_action = 1;
|
||||
return 1;
|
||||
if (!ft_arrintchr(k_hook, KEY_Q, 3))
|
||||
}
|
||||
if (!ft_arrintchr(k_hook, KEY_Q, MAX_NB_KEY))
|
||||
{
|
||||
*is_action = 1;
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int is_go_right(int *k_hook)
|
||||
int is_go_right(int *k_hook, int *is_action)
|
||||
{
|
||||
if (!ft_arrintchr(k_hook, KEY_D, 3))
|
||||
if (!ft_arrintchr(k_hook, KEY_D, MAX_NB_KEY))
|
||||
{
|
||||
*is_action = 1;
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int is_go_forward(int *k_hook)
|
||||
int is_go_forward(int *k_hook, int *is_action)
|
||||
{
|
||||
if (!ft_arrintchr(k_hook, KEY_W, 3))
|
||||
if (!ft_arrintchr(k_hook, KEY_W, MAX_NB_KEY))
|
||||
{
|
||||
*is_action = 1;
|
||||
return 1;
|
||||
if (!ft_arrintchr(k_hook, KEY_Z, 3))
|
||||
}
|
||||
if (!ft_arrintchr(k_hook, KEY_Z, MAX_NB_KEY))
|
||||
{
|
||||
*is_action = 1;
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int is_go_backward(int *k_hook)
|
||||
int is_go_backward(int *k_hook, int *is_action)
|
||||
{
|
||||
if (!ft_arrintchr(k_hook, KEY_S, 3))
|
||||
if (!ft_arrintchr(k_hook, KEY_S, MAX_NB_KEY))
|
||||
{
|
||||
*is_action = 1;
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
21
srcs/hook/key_is_action_2.c
Normal file
21
srcs/hook/key_is_action_2.c
Normal file
@@ -0,0 +1,21 @@
|
||||
#include "cube3d.h"
|
||||
|
||||
int is_turn_left(int *k_hook, int *is_action)
|
||||
{
|
||||
if (!ft_arrintchr(k_hook, ARROW_LEFT, MAX_NB_KEY))
|
||||
{
|
||||
*is_action = 1;
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int is_turn_right(int *k_hook, int *is_action)
|
||||
{
|
||||
if (!ft_arrintchr(k_hook, ARROW_RIGHT, MAX_NB_KEY))
|
||||
{
|
||||
*is_action = 1;
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@@ -15,6 +15,7 @@ int keypress(int keycode, t_game *game)
|
||||
|
||||
// temp
|
||||
print_keycode(keycode);
|
||||
// temp end
|
||||
|
||||
i = 0;
|
||||
while (i < MAX_NB_KEY && game->k_hook[i] != 0 && game->k_hook[i] != keycode)
|
||||
|
||||
@@ -5,12 +5,24 @@ t_game *init_game(void)
|
||||
t_game *game;
|
||||
|
||||
game = mb_alloc(sizeof(t_game));
|
||||
game->cell = 20;
|
||||
// player first position
|
||||
game->plr_x = 0;
|
||||
game->plr_y = 0;
|
||||
game->plr_exact_x = 2 * game->cell;
|
||||
game->plr_exact_y = 2 * game->cell;
|
||||
game->plr_x = game->plr_exact_x;
|
||||
game->plr_y = game->plr_exact_y;
|
||||
// rotation
|
||||
game->rot = 0;
|
||||
game->cosi = 0;
|
||||
game->cosj = 0;
|
||||
game->sini = 0;
|
||||
game->sinj = 0;
|
||||
// map size
|
||||
game->map_size_x = 24;
|
||||
game->map_size_y = 24;
|
||||
// size window
|
||||
game->win_size_x = 500;
|
||||
game->win_size_y = 500;
|
||||
game->win_size_x = game->map_size_x * game->cell;
|
||||
game->win_size_y = game->map_size_y * game->cell;
|
||||
// init connexion to server
|
||||
game->mlx_ptr = mlx_init();
|
||||
mb_add(game->mlx_ptr);
|
||||
@@ -19,6 +31,72 @@ t_game *init_game(void)
|
||||
game->win_size_y, "test");
|
||||
// k(ey)_hook is the array containing the values of key press events
|
||||
ft_bzero(&game->k_hook, sizeof(game->k_hook));
|
||||
// map
|
||||
int tmp[24][24] = {
|
||||
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
|
||||
{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,1},
|
||||
{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,1,1,0,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,1,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
|
||||
};
|
||||
int i = 0;
|
||||
game->map = mb_alloc(sizeof(char*) * (game->map_size_y + 1));
|
||||
(game->map)[game->map_size_y] = NULL;
|
||||
while (i < 24)
|
||||
{
|
||||
(game->map)[i] = mb_alloc(sizeof(char) * (game->map_size_x + 1));
|
||||
(game->map)[i][game->map_size_x] = '\0';
|
||||
i++;
|
||||
}
|
||||
int j;
|
||||
i = 0;
|
||||
while (i < game->map_size_y)
|
||||
{
|
||||
j = 0;
|
||||
while (j < game->map_size_x)
|
||||
{
|
||||
(game->map)[i][j] = tmp[i][j] + '0';
|
||||
j++;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
// draw screen dist
|
||||
game->screen_dist.start_x = 0;
|
||||
game->screen_dist.start_y = 0;
|
||||
game->screen_dist.end_x = 0;
|
||||
game->screen_dist.end_y = -SCREEN_DIST;
|
||||
// draw screen size
|
||||
game->screen_size.start_x = -SCREEN_SIZE / 2;
|
||||
game->screen_size.start_y = -SCREEN_DIST;
|
||||
game->screen_size.end_x = SCREEN_SIZE / 2;
|
||||
game->screen_size.end_y = -SCREEN_DIST;
|
||||
// draw ray
|
||||
game->ray.start_x = 0;
|
||||
game->ray.start_y = 0;
|
||||
game->ray.end_x = -SCREEN_SIZE / 2;
|
||||
game->ray.end_y = -SCREEN_DIST;
|
||||
// tmp
|
||||
game->ray_highlight = -1;
|
||||
game->ray_activ = 0;
|
||||
// create image and get its data address
|
||||
game->img_ptr = mlx_new_image(game->mlx_ptr, game->win_size_x,
|
||||
game->win_size_y);
|
||||
|
||||
@@ -1,16 +1,13 @@
|
||||
#include "cube3d.h"
|
||||
|
||||
t_exit **mb_exit_func();
|
||||
t_list **mb_lst();
|
||||
int mb_comp_addr(void *to_find, void *to_compare);
|
||||
void mb_set_params_exit(void (*f)(void *), void *param);
|
||||
void mb_exec_exit_func();
|
||||
t_list **mb_get_lst(void);
|
||||
int mb_comp_addr(void *to_find, void *to_compare);
|
||||
|
||||
void mb_init(void(*f)(void*), void *param)
|
||||
void mb_init(void (*f)(void *), void *param)
|
||||
{
|
||||
t_exit **texit;
|
||||
|
||||
texit = mb_exit_func();
|
||||
(*texit)->param = param;
|
||||
(*texit)->f = f;
|
||||
mb_set_params_exit(f, param);
|
||||
}
|
||||
|
||||
void *mb_alloc(size_t size)
|
||||
@@ -18,7 +15,7 @@ void *mb_alloc(size_t size)
|
||||
void *tmp;
|
||||
t_list **lst;
|
||||
|
||||
lst = mb_lst();
|
||||
lst = mb_get_lst();
|
||||
tmp = ft_memalloc(size);
|
||||
if (!tmp)
|
||||
mb_exit(B_RED"failed create new allocation"RESET"\n");
|
||||
@@ -31,7 +28,7 @@ void mb_add(void *addr)
|
||||
{
|
||||
t_list **lst;
|
||||
|
||||
lst = mb_lst();
|
||||
lst = mb_get_lst();
|
||||
if (!ft_lstpush_back(lst, ft_lstcreate(addr)))
|
||||
mb_exit(B_RED"failed add new element to list"RESET"\n");
|
||||
}
|
||||
@@ -41,22 +38,19 @@ void mb_free(void *addr)
|
||||
t_list **lst;
|
||||
t_list *tmp;
|
||||
|
||||
lst = mb_lst();
|
||||
lst = mb_get_lst();
|
||||
tmp = ft_lstfind((*lst), addr, mb_comp_addr);
|
||||
if (!tmp)
|
||||
ft_putstr_fd(B_RED"element to free doesn't exist (maybe it was already freed)"RESET"\n", 2);
|
||||
ft_putstr_fd(B_RED"you try to free not allocated address"RESET"\n", 2);
|
||||
ft_lsterase(tmp, free);
|
||||
}
|
||||
|
||||
void mb_exit(char *str)
|
||||
{
|
||||
t_list **lst;
|
||||
t_exit **texit;
|
||||
|
||||
lst = mb_lst();
|
||||
texit = mb_exit_func();
|
||||
if ((*texit)->f)
|
||||
(*texit)->f((*texit)->param);
|
||||
lst = mb_get_lst();
|
||||
mb_exec_exit_func();
|
||||
ft_putstr_fd(str, 2);
|
||||
ft_lstfree((*lst), free);
|
||||
exit(0);
|
||||
|
||||
@@ -1,15 +1,46 @@
|
||||
#include "cube3d.h"
|
||||
|
||||
t_exit **mb_exit_func()
|
||||
{
|
||||
static t_exit *texit = NULL;
|
||||
/* private struct definition :
|
||||
* https://stackoverflow.com/questions/71724770/prototype-of-a-struct-in-c
|
||||
* it wasn't necessary after all :p I just added setters and getters here
|
||||
*/
|
||||
|
||||
if (!texit)
|
||||
texit = mb_alloc(sizeof(t_exit));
|
||||
return (&texit);
|
||||
typedef void(*t_mb_func_exit)(void*);
|
||||
|
||||
typedef struct s_mb_exit
|
||||
{
|
||||
t_mb_func_exit f;
|
||||
void *param;
|
||||
} t_mb_exit;
|
||||
|
||||
static t_mb_exit *mb_get_exit_struct(void)
|
||||
{
|
||||
static t_mb_exit *mbexit = NULL;
|
||||
|
||||
if (!mbexit)
|
||||
mbexit = mb_alloc(sizeof(t_mb_exit));
|
||||
return (mbexit);
|
||||
}
|
||||
|
||||
t_list **mb_lst()
|
||||
void mb_set_params_exit(void (*f)(void *), void *param)
|
||||
{
|
||||
t_mb_exit *mbexit;
|
||||
|
||||
mbexit = mb_get_exit_struct();
|
||||
mbexit->param = param;
|
||||
mbexit->f = f;
|
||||
}
|
||||
|
||||
void mb_exec_exit_func(void)
|
||||
{
|
||||
t_mb_exit *mbexit;
|
||||
|
||||
mbexit = mb_get_exit_struct();
|
||||
if (mbexit->f)
|
||||
mbexit->f(mbexit->param);
|
||||
}
|
||||
|
||||
t_list **mb_get_lst(void)
|
||||
{
|
||||
static t_list *lst = NULL;
|
||||
|
||||
@@ -20,4 +51,3 @@ int mb_comp_addr(void *to_find, void *to_compare)
|
||||
{
|
||||
return (to_find == to_compare);
|
||||
}
|
||||
|
||||
|
||||
30
srcs/player/player_limits.c
Normal file
30
srcs/player/player_limits.c
Normal file
@@ -0,0 +1,30 @@
|
||||
#include "cube3d.h"
|
||||
|
||||
int is_wall(t_game *game, int cell_x, int cell_y)
|
||||
{
|
||||
if (cell_x < 0 || cell_y < 0)
|
||||
return (1);
|
||||
if (cell_x > game->map_size_x || cell_y > game->map_size_y)
|
||||
return (1);
|
||||
if (game->map[cell_y][cell_x] != '0')
|
||||
return (1);
|
||||
return (0);
|
||||
}
|
||||
|
||||
int plr_out_limits(t_game *game, int x, int y)
|
||||
{
|
||||
int xmax;
|
||||
int ymax;
|
||||
int cell_x;
|
||||
int cell_y;
|
||||
|
||||
xmax = game->sizel / (game->bpp / 8);
|
||||
ymax = game->win_size_y;
|
||||
cell_x = x / game->cell;
|
||||
cell_y = y / game->cell;
|
||||
if (is_wall(game, cell_x, cell_y))
|
||||
return (1);
|
||||
if (x < 0 || y < 0 || x > xmax || y > ymax)
|
||||
return (1);
|
||||
return (0);
|
||||
}
|
||||
65
srcs/player/player_moves.c
Normal file
65
srcs/player/player_moves.c
Normal file
@@ -0,0 +1,65 @@
|
||||
#include "cube3d.h"
|
||||
|
||||
void plr_posx_decrement(t_game *game)
|
||||
{
|
||||
double pos_x;
|
||||
double pos_y;
|
||||
|
||||
pos_x = game->plr_exact_x - 5;
|
||||
pos_y = game->plr_exact_y;
|
||||
rotate_double(game, &pos_x, &pos_y);
|
||||
if (plr_out_limits(game, pos_x, pos_y))
|
||||
return ;
|
||||
game->plr_exact_x = pos_x;
|
||||
game->plr_exact_y = pos_y;
|
||||
(game->plr_x) = (int)pos_x;
|
||||
(game->plr_y) = (int)pos_y;
|
||||
}
|
||||
|
||||
void plr_posy_decrement(t_game *game)
|
||||
{
|
||||
double pos_x;
|
||||
double pos_y;
|
||||
|
||||
pos_x = game->plr_exact_x;
|
||||
pos_y = game->plr_exact_y - 5;
|
||||
rotate_double(game, &pos_x, &pos_y);
|
||||
if (plr_out_limits(game, pos_x, pos_y))
|
||||
return ;
|
||||
game->plr_exact_x = pos_x;
|
||||
game->plr_exact_y = pos_y;
|
||||
(game->plr_x) = (int)pos_x;
|
||||
(game->plr_y) = (int)pos_y;
|
||||
}
|
||||
|
||||
void plr_posx_increment(t_game *game)
|
||||
{
|
||||
double pos_x;
|
||||
double pos_y;
|
||||
|
||||
pos_x = game->plr_exact_x + 5;
|
||||
pos_y = game->plr_exact_y;
|
||||
rotate_double(game, &pos_x, &pos_y);
|
||||
if (plr_out_limits(game, pos_x, pos_y))
|
||||
return ;
|
||||
game->plr_exact_x = pos_x;
|
||||
game->plr_exact_y = pos_y;
|
||||
(game->plr_x) = (int)pos_x;
|
||||
(game->plr_y) = (int)pos_y;
|
||||
}
|
||||
|
||||
void plr_posy_increment(t_game *game)
|
||||
{
|
||||
double pos_x;
|
||||
double pos_y;
|
||||
|
||||
pos_x = game->plr_exact_x;
|
||||
pos_y = game->plr_exact_y + 5;
|
||||
rotate_double(game, &pos_x, &pos_y);
|
||||
if (plr_out_limits(game, pos_x, pos_y))
|
||||
return ;
|
||||
game->plr_exact_x = pos_x;
|
||||
game->plr_exact_y = pos_y;
|
||||
(game->plr_x) = (int)pos_x;
|
||||
(game->plr_y) = (int)pos_y;
|
||||
}
|
||||
35
srcs/player/player_rotates.c
Normal file
35
srcs/player/player_rotates.c
Normal file
@@ -0,0 +1,35 @@
|
||||
#include "cube3d.h"
|
||||
|
||||
void plr_turn_left(t_game *game)
|
||||
{
|
||||
double radi;
|
||||
double radj;
|
||||
|
||||
if (game->rot == -180)
|
||||
(game->rot) *= -1;
|
||||
(game->rot)--;
|
||||
// calculate trigo for rotations
|
||||
radi = game->rot * M_PI / 180;
|
||||
radj = radi + (M_PI / 2);
|
||||
game->cosi = cos(radi);
|
||||
game->sini = sin(radi);
|
||||
game->cosj = cos(radj);
|
||||
game->sinj = sin(radj);
|
||||
}
|
||||
|
||||
void plr_turn_right(t_game *game)
|
||||
{
|
||||
double radi;
|
||||
double radj;
|
||||
|
||||
if (game->rot == 180)
|
||||
(game->rot) *= -1;
|
||||
(game->rot)++;
|
||||
// calculate trigo for rotations
|
||||
radi = game->rot * M_PI / 180;
|
||||
radj = radi + (M_PI / 2);
|
||||
game->cosi = cos(radi);
|
||||
game->sini = sin(radi);
|
||||
game->cosj = cos(radj);
|
||||
game->sinj = sin(radj);
|
||||
}
|
||||
Reference in New Issue
Block a user