game image created but all wrong
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@@ -63,7 +63,7 @@ int is_wall(t_game *game, int cell_x, int cell_y);
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// -------------------------------
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// draw.c
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void draw_pixel(t_img *img, int x, int y, int color);
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void draw_line(t_img *img, t_vec vec, int color);
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void draw_line(t_img *img, t_vec *vec, int color);
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void draw(t_game *game);
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// raycast.c
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void raycast(t_game *game, t_rcast *rcast);
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@@ -35,7 +35,9 @@ typedef struct s_rcast
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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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int screen_def;
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t_vec wall;
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int screen_width;
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int screen_height;
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int cell;
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int cell_x;
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int cell_y;
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@@ -53,8 +55,6 @@ typedef struct s_rcast
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int ray_step_y;
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int is_x;
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int ray_nb;
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int wall_height;
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int screen_center;
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double ratio;
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} t_rcast;
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@@ -22,19 +22,19 @@ void draw_pixel(t_img *img, int x, int y, int color)
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*(unsigned int*)(img->data + position) = color;
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}
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void draw_line(t_img *img, t_vec vec, int color)
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void draw_line(t_img *img, t_vec *vec, int color)
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{
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t_coord dist;
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int i;
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int j;
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dist.x = vec.end.x - vec.start.x;
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dist.y = vec.end.y - vec.start.y;
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dist.x = (*vec).end.x - (*vec).start.x;
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dist.y = (*vec).end.y - (*vec).start.y;
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i = 0;
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j = 0;
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while (ft_abs(i) <= ft_abs(dist.x) && ft_abs(j) <= ft_abs(dist.y))
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{
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draw_pixel(img, vec.start.x + i, vec.start.y + j, color);
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draw_pixel(img, (*vec).start.x + i, (*vec).start.y + j, color);
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if (!ft_abs(dist.x) || ft_abs(j) < ft_abs(i * dist.y / dist.x))
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j += ft_sign(dist.y);
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else
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@@ -113,14 +113,14 @@ void draw_line(t_img *img, t_vec vec, int color)
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screen.end.x = rcast->screen_size.end.x + game->plr.pos.x;
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screen.end.y = rcast->screen_size.end.y + game->plr.pos.y;
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rotate(&(game->plr), &(screen.end));
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draw_line(&game->map_img, screen, 0x00FFFFFF);
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draw_line(&game->map_img, &screen, 0x00FFFFFF);
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// draw screen dist
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screen.start.x = rcast->screen_dist.start.x + game->plr.pos.x;
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screen.start.y = rcast->screen_dist.start.y + game->plr.pos.y;
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screen.end.x = rcast->screen_dist.end.x + game->plr.pos.x;
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screen.end.y = rcast->screen_dist.end.y + game->plr.pos.y;
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rotate(&(game->plr), &(screen.end));
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draw_line(&game->map_img, screen, 0x00FFFFFF);
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draw_line(&game->map_img, &screen, 0x00FFFFFF);
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}
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// tmp end
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@@ -137,5 +137,5 @@ void draw(t_game *game)
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mlx_put_image_to_window(game->mlx_ptr, game->map_win.ptr, game->map_img.ptr, 0, SCREEN_HEIGHT);
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// tmp end
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// mlx_put_image_to_window(game->mlx_ptr, game->win.ptr, game->img.ptr, 0, 0);
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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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@@ -3,7 +3,6 @@
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static void init_raycast(t_rcast *rcast, t_vec *ray)
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{
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rcast->is_x = 0;
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rcast->wall_height = 0;
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// ray sign
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rcast->ray_sign_x = 1;
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if (ray->start.x < ray->end.x)
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@@ -30,27 +30,44 @@
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}
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// tmp end
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void draw_column(t_game *game, t_rcast *rcast, t_vec *ray)
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static void calcul_wall(t_rcast *rcast)
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{
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t_vec wall;
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int height;
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(void)game;
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(void)rcast;
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(void)ray;
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(void)wall;
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wall.start.x = rcast->ray_nb;
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wall.end.x = rcast->ray_nb;
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rcast->wall.start.x = rcast->ray_nb;
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rcast->wall.end.x = rcast->ray_nb;
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if (rcast->is_x == 1 && rcast->slope_y != 0)
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height = (rcast->next_x - rcast->ray_step_x) / ft_abs(rcast->slope_y);
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if (rcast->is_x == 0 && rcast->slope_x != 0)
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height = (rcast->next_y - rcast->ray_step_y) / ft_abs(rcast->slope_x);
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if (height > rcast->screen_height)
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height = rcast->screen_height;
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rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
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rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
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}
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void draw_column(t_game *game, t_rcast *rcast)
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{
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t_vec floor;
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t_vec ceilling;
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if (rcast->wall.start.y > 0)
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{
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rcast->wall_height = rcast->next_x - rcast->ray_step_x;
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rcast->wall_height /= ft_abs(rcast->slope_y);
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rcast->wall_height /= 2;
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//printf("rcast->wall: %i\n", rcast->wall_height);
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wall.start.y = rcast->screen_center / 2 + rcast->wall_height;
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wall.end.y = rcast->screen_center / 2 - rcast->wall_height;
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floor.start.x = rcast->ray_nb;
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floor.end.x = rcast->ray_nb;
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floor.start.y = rcast->screen_height;
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floor.end.y = rcast->wall.start.y;
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draw_line(&game->img, &floor, 0x00FF0000);
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}
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// draw_line(&game->img, wall, 0x00FF0000);
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if (rcast->wall.start.y < rcast->screen_height)
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{
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ceilling.start.x = rcast->ray_nb;
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ceilling.end.x = rcast->ray_nb;
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ceilling.start.y = rcast->wall.end.y;
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ceilling.end.y = 0;
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draw_line(&game->img, &ceilling, 0x00FF0000);
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}
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draw_line(&game->img, &rcast->wall, 0x00FF00FF);
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}
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void raycast(t_game *game, t_rcast *rcast)
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@@ -58,16 +75,17 @@ void raycast(t_game *game, t_rcast *rcast)
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t_vec ray;
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rcast->ray_nb = 0;
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while (rcast->ray_nb <= rcast->screen_def)
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while (rcast->ray_nb <= rcast->screen_width)
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{
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ray_intersect(game, rcast, &ray);
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// tmp, to draw the map
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calcul_ray_end(rcast, &ray);
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draw_line(&game->map_img, ray, 0x00FF00FF);
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draw_line(&game->map_img, &ray, 0x00FF00FF);
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// tmp end
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draw_column(game, rcast, &ray);
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calcul_wall(rcast);
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draw_column(game, rcast);
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(rcast->ray_nb)++;
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}
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}
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@@ -68,8 +68,8 @@ static void init_raycast(t_rcast *rcast)
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dist = (SCREEN_FOCAL / 2) * M_PI / 180;
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dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
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rcast->screen_def = SCREEN_WIDTH;
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rcast->screen_center = SCREEN_HEIGHT / 2;
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rcast->screen_width = SCREEN_WIDTH;
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rcast->screen_height = SCREEN_HEIGHT;
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// screen dist
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rcast->screen_dist.start.x = 0;
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rcast->screen_dist.start.y = 0;
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