wip several test to avoid buble effects, one wihtout doubles
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@@ -68,13 +68,10 @@ 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_dist = dist;
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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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rcast->screen_dist.end.x = 0;
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rcast->screen_dist.end.y = -dist;
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rcast->hor = HORIZON;
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// screen size
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rcast->screen_size.start.x = -SCREEN_WIDTH / 2;
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rcast->screen_size.start.y = -dist;
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@@ -132,6 +129,5 @@ t_game *init_game(void)
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// raycasting
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init_raycast(&(game->rcast));
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game->rcast.cell = game->map.cell;
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game->wall.height = WALL_HEIGHT;
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return (game);
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}
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