game image created but all wrong

This commit is contained in:
hugogogo
2022-04-24 21:18:36 +02:00
parent a11ea35ac1
commit 03f61d989b
6 changed files with 50 additions and 33 deletions

View File

@@ -30,27 +30,44 @@
}
// tmp end
void draw_column(t_game *game, t_rcast *rcast, t_vec *ray)
static void calcul_wall(t_rcast *rcast)
{
t_vec wall;
int height;
(void)game;
(void)rcast;
(void)ray;
(void)wall;
wall.start.x = rcast->ray_nb;
wall.end.x = rcast->ray_nb;
rcast->wall.start.x = rcast->ray_nb;
rcast->wall.end.x = rcast->ray_nb;
if (rcast->is_x == 1 && rcast->slope_y != 0)
height = (rcast->next_x - rcast->ray_step_x) / ft_abs(rcast->slope_y);
if (rcast->is_x == 0 && rcast->slope_x != 0)
height = (rcast->next_y - rcast->ray_step_y) / ft_abs(rcast->slope_x);
if (height > rcast->screen_height)
height = rcast->screen_height;
rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
}
void draw_column(t_game *game, t_rcast *rcast)
{
t_vec floor;
t_vec ceilling;
if (rcast->wall.start.y > 0)
{
rcast->wall_height = rcast->next_x - rcast->ray_step_x;
rcast->wall_height /= ft_abs(rcast->slope_y);
rcast->wall_height /= 2;
//printf("rcast->wall: %i\n", rcast->wall_height);
wall.start.y = rcast->screen_center / 2 + rcast->wall_height;
wall.end.y = rcast->screen_center / 2 - rcast->wall_height;
floor.start.x = rcast->ray_nb;
floor.end.x = rcast->ray_nb;
floor.start.y = rcast->screen_height;
floor.end.y = rcast->wall.start.y;
draw_line(&game->img, &floor, 0x00FF0000);
}
// draw_line(&game->img, wall, 0x00FF0000);
if (rcast->wall.start.y < rcast->screen_height)
{
ceilling.start.x = rcast->ray_nb;
ceilling.end.x = rcast->ray_nb;
ceilling.start.y = rcast->wall.end.y;
ceilling.end.y = 0;
draw_line(&game->img, &ceilling, 0x00FF0000);
}
draw_line(&game->img, &rcast->wall, 0x00FF00FF);
}
void raycast(t_game *game, t_rcast *rcast)
@@ -58,16 +75,17 @@ void raycast(t_game *game, t_rcast *rcast)
t_vec ray;
rcast->ray_nb = 0;
while (rcast->ray_nb <= rcast->screen_def)
while (rcast->ray_nb <= rcast->screen_width)
{
ray_intersect(game, rcast, &ray);
// tmp, to draw the map
calcul_ray_end(rcast, &ray);
draw_line(&game->map_img, ray, 0x00FF00FF);
draw_line(&game->map_img, &ray, 0x00FF00FF);
// tmp end
draw_column(game, rcast, &ray);
calcul_wall(rcast);
draw_column(game, rcast);
(rcast->ray_nb)++;
}
}