player rotates and moves, rays for raycasting on map
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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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