tmp bring back rays and highlight for debug purpose
This commit is contained in:
@@ -20,7 +20,7 @@
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/* screen focal (in degree) */
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/* screen focal (in degree) */
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# define SCREEN_FOCAL 70
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# define SCREEN_FOCAL 70
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/* size of a cell on the map */
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/* size of a cell on the map */
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# define CELL 100
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# define CELL 20
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/*
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/*
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* keys macro
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* keys macro
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@@ -163,6 +163,16 @@ typedef struct s_game
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t_txt txt;
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t_txt txt;
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// map
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// map
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t_map map;
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t_map map;
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//tmp draw map
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// map window
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t_win map_win;
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t_img map_img;
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// rays
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int ray_highlight;
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int ray_activ;
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// tmp end
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// key hook
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// key hook
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int k_hook[MAX_NB_KEY];
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int k_hook[MAX_NB_KEY];
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} t_game;
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} t_game;
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@@ -1,5 +1,89 @@
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#include "cube3d.h"
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#include "cube3d.h"
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// tmp draw map
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static void draw_square(t_game *game, t_coord pos, int border, int fill, int size, int rotation)
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{
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int i;
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int j;
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t_coord new;
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i = 0;
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while (i < size)
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{
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j = 0;
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while (j < size)
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{
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new.x = pos.x + j;
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new.y = pos.y + i;
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if (rotation)
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rotate(&(game->plr), &(new));
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if (!i || i == size - 1)
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draw_pixel(&game->map_img, new.x, new.y, border);
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else if (!j || j == size - 1)
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draw_pixel(&game->map_img, new.x, new.y, border);
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else
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draw_pixel(&game->map_img, new.x, new.y, fill);
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j++;
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}
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i++;
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}
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}
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static void draw_map(t_game *game)
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{
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t_coord incr;
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t_coord pos;
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int cell;
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cell = game->map.cell;
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incr.x = 0;
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pos.x = 0;
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pos.y = 0;
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while ((game->map.content)[incr.x])
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{
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incr.y = 0;
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while ((game->map.content)[incr.x][incr.y])
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{
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if ((game->map.content)[incr.x][incr.y] == '1' )
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draw_square(game, pos, 0x00999999, 0x00000000, cell, 0);
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else
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draw_square(game, pos, 0x00555555, 0x00333333, cell, 0);
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(incr.y)++;
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pos.x += cell;
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}
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(incr.x)++;
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pos.x = 0;
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pos.y += cell;
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}
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pos.x = game->plr.pos.x - cell / 2;
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pos.y = game->plr.pos.y - cell / 2;
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draw_square(game, pos, 0x00999900, 0x00330033, cell, 1);
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}
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/*
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static void draw_screen(t_game *game, t_rcast *rcast)
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{
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t_vec screen;
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// draw screen size
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screen.start.x = rcast->screen_size.start.x + game->plr.pos.x;
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screen.start.y = rcast->screen_size.start.y + game->plr.pos.y;
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rotate(&(game->plr), &(screen.start));
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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 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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}
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*/
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// tmp end
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static int pxl_out_limits(t_img *img, int x, int y)
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static int pxl_out_limits(t_img *img, int x, int y)
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{
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{
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int xmax;
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int xmax;
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@@ -44,6 +128,16 @@ void draw_line(t_img *img, t_vec *vec, int color)
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void draw(t_game *game)
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void draw(t_game *game)
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{
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{
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// tmp draw map
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draw_map(game);
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// tmp end
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raycast(game, &(game->rcast));
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raycast(game, &(game->rcast));
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// tmp draw map
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// draw_screen(game, &(game->rcast));
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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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}
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@@ -1,5 +1,35 @@
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#include "cube3d.h"
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#include "cube3d.h"
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// tmp draw map
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static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
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{
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if (rcast->is_x)
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{
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ray->end.x = rcast->cell_x * rcast->cell;
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if (rcast->ray_sign_x == 1)
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ray->end.x += rcast->cell;
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if (rcast->slope_x)
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{
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rcast->ratio = (double)(ray->end.x - ray->start.x);
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rcast->ratio /= (double)rcast->slope_x;
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ray->end.y = ray->start.y + (double)rcast->slope_y * rcast->ratio;
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}
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}
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else
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{
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ray->end.y = rcast->cell_y * rcast->cell;
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if (rcast->ray_sign_y == 1)
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ray->end.y += rcast->cell;
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if (rcast->slope_y)
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{
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rcast->ratio = (double)(ray->end.y - ray->start.y);
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rcast->ratio /= (double)rcast->slope_y;
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ray->end.x = ray->start.x + (double)rcast->slope_x * rcast->ratio;
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}
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}
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}
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// tmp end
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static void calcul_img_column(t_game *game, t_rcast *rcast, t_wall *wall)
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static void calcul_img_column(t_game *game, t_rcast *rcast, t_wall *wall)
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{
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{
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int tmp;
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int tmp;
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@@ -63,7 +93,24 @@ void raycast(t_game *game, t_rcast *rcast)
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rcast->ray_nb = 0;
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rcast->ray_nb = 0;
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while (rcast->ray_nb <= rcast->screen_width)
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while (rcast->ray_nb <= rcast->screen_width)
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{
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{
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// tmp draw map
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// rays
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game->ray_activ = 0;
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if (rcast->ray_nb == game->ray_highlight)
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game->ray_activ = 1;
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//if (game->ray_activ) printf("hello\n");
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// tmp end
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ray_intersect_wall(game, rcast, &ray);
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ray_intersect_wall(game, rcast, &ray);
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// tmp draw map
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calcul_ray_end(rcast, &ray);
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if (game->ray_activ)
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draw_line(&game->map_img, &ray, 0x00FF00FF);
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else if (rcast->ray_nb % 10 == 0)
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draw_line(&game->map_img, &ray, 0x00FFFFFF);
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// tmp end
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calcul_wall(rcast);
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calcul_wall(rcast);
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calcul_img_column(game, rcast, &rcast->wall);
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calcul_img_column(game, rcast, &rcast->wall);
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draw_column(game, rcast, &rcast->wall, &game->txt);
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draw_column(game, rcast, &rcast->wall, &game->txt);
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@@ -30,6 +30,28 @@ int hook_action(t_game *game)
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plr_turn_left(&(game->plr));
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plr_turn_left(&(game->plr));
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if (is_turn_right(game->k_hook, &is_action))
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if (is_turn_right(game->k_hook, &is_action))
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plr_turn_right(&(game->plr));
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plr_turn_right(&(game->plr));
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// tmp draw map
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// temp display one ray with infos
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if (!ft_arrint(game->k_hook, 65364, MAX_NB_KEY))
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{
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if (game->ray_highlight <= SCREEN_WIDTH)
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game->ray_highlight++;
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else
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game->ray_highlight = -1;
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is_action = 1;
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}
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if (!ft_arrint(game->k_hook, 65362, MAX_NB_KEY))
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{
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if (game->ray_highlight >= 0)
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game->ray_highlight--;
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else
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game->ray_highlight = SCREEN_WIDTH;
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is_action = 1;
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}
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// temp end
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// tmp end
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if (is_action)
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if (is_action)
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draw(game);
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draw(game);
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return(0);
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return(0);
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@@ -51,6 +51,17 @@ void init_game(t_game *game)
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// init connexion to server
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// init connexion to server
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game->mlx_ptr = mlx_init();
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game->mlx_ptr = mlx_init();
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mb_add(game->mlx_ptr);
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mb_add(game->mlx_ptr);
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// tmp draw map
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game->map_win.size_x = game->map.size_x * CELL;
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game->map_win.size_y = game->map.size_y * CELL + SCREEN_HEIGHT;
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game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x, game->map_win.size_y, "map");
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init_img(&(game->map_img), game->mlx_ptr, &(game->map_win));
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// ray
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game->ray_highlight = -1;
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game->ray_activ = 0;
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// tmp end
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// create window
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// create window
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game->win.size_x = SCREEN_WIDTH;
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game->win.size_x = SCREEN_WIDTH;
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game->win.size_y = SCREEN_HEIGHT;
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game->win.size_y = SCREEN_HEIGHT;
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