player rotates and moves, rays for raycasting on map

This commit is contained in:
Hugo LAMY
2022-04-18 18:27:16 +02:00
parent 00b3612c16
commit 01eb2255d2
21 changed files with 689 additions and 138 deletions

View File

@@ -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);