player rotates and moves, rays for raycasting on map
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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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