player rotates and moves, rays for raycasting on map
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@@ -5,12 +5,24 @@ t_game *init_game(void)
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t_game *game;
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game = mb_alloc(sizeof(t_game));
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game->cell = 20;
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// player first position
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game->plr_x = 0;
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game->plr_y = 0;
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game->plr_exact_x = 2 * game->cell;
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game->plr_exact_y = 2 * game->cell;
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game->plr_x = game->plr_exact_x;
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game->plr_y = game->plr_exact_y;
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// rotation
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game->rot = 0;
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game->cosi = 0;
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game->cosj = 0;
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game->sini = 0;
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game->sinj = 0;
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// map size
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game->map_size_x = 24;
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game->map_size_y = 24;
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// size window
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game->win_size_x = 500;
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game->win_size_y = 500;
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game->win_size_x = game->map_size_x * game->cell;
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game->win_size_y = game->map_size_y * game->cell;
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// init connexion to server
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game->mlx_ptr = mlx_init();
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mb_add(game->mlx_ptr);
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@@ -19,6 +31,72 @@ t_game *init_game(void)
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game->win_size_y, "test");
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// k(ey)_hook is the array containing the values of key press events
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ft_bzero(&game->k_hook, sizeof(game->k_hook));
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// map
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int tmp[24][24] = {
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
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{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,1},
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{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,1,1,0,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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};
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int i = 0;
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game->map = mb_alloc(sizeof(char*) * (game->map_size_y + 1));
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(game->map)[game->map_size_y] = NULL;
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while (i < 24)
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{
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(game->map)[i] = mb_alloc(sizeof(char) * (game->map_size_x + 1));
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(game->map)[i][game->map_size_x] = '\0';
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i++;
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}
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int j;
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i = 0;
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while (i < game->map_size_y)
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{
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j = 0;
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while (j < game->map_size_x)
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{
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(game->map)[i][j] = tmp[i][j] + '0';
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j++;
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}
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i++;
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}
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// draw screen dist
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game->screen_dist.start_x = 0;
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game->screen_dist.start_y = 0;
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game->screen_dist.end_x = 0;
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game->screen_dist.end_y = -SCREEN_DIST;
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// draw screen size
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game->screen_size.start_x = -SCREEN_SIZE / 2;
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game->screen_size.start_y = -SCREEN_DIST;
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game->screen_size.end_x = SCREEN_SIZE / 2;
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game->screen_size.end_y = -SCREEN_DIST;
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// draw ray
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game->ray.start_x = 0;
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game->ray.start_y = 0;
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game->ray.end_x = -SCREEN_SIZE / 2;
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game->ray.end_y = -SCREEN_DIST;
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// tmp
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game->ray_highlight = -1;
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game->ray_activ = 0;
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// create image and get its data address
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game->img_ptr = mlx_new_image(game->mlx_ptr, game->win_size_x,
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game->win_size_y);
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