plr moves through walls
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@@ -1,3 +1,10 @@
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# todo
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- resolve view buble
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- add slide against wall
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- resolve vertical ray
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- add textures
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# ressources
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# ressources
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- [tuto mlx](https://harm-smits.github.io/42docs/libs/minilibx/getting_started.html)
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- [tuto mlx](https://harm-smits.github.io/42docs/libs/minilibx/getting_started.html)
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@@ -55,8 +55,8 @@ void rotate_double(t_plr *plr, t_d_coord *coord);
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void plr_turn_right(t_plr *plr);
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void plr_turn_right(t_plr *plr);
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void plr_turn_left(t_plr *plr);
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void plr_turn_left(t_plr *plr);
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// player_limits.c
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// player_limits.c
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int plr_out_limits(t_game *game, int x, int y);
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int is_wall(t_game *game, int cell_x, int cell_y);
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int is_wall(t_game *game, int cell_x, int cell_y);
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int plr_out_limits(t_game *game, int x, int y);
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// -------------------------------
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// -------------------------------
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// SRC/DRAW
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// SRC/DRAW
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@@ -3,12 +3,18 @@
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void plr_posx_decrement(t_game *game, t_plr *plr)
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void plr_posx_decrement(t_game *game, t_plr *plr)
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{
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{
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t_d_coord pos;
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t_d_coord pos;
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int limit_x;
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int limit_y;
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pos.x = plr->exact.x - PLR_MV;
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pos.x = plr->exact.x - PLR_MV;
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pos.y = plr->exact.y;
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pos.y = plr->exact.y;
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rotate_double(plr, &pos);
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rotate_double(plr, &pos);
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if (plr_out_limits(game, pos.x, pos.y))
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limit_x = plr_out_limits(game, pos.x, plr->pos.y);
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return ;
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limit_y = plr_out_limits(game, plr->pos.x, pos.y);
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if (limit_x)
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pos.x = plr->exact.x;
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if (limit_y)
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pos.y = plr->exact.y;
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plr->exact.x = pos.x;
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plr->exact.x = pos.x;
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plr->exact.y = pos.y;
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plr->exact.y = pos.y;
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(plr->pos.x) = (int)(pos.x);
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(plr->pos.x) = (int)(pos.x);
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@@ -18,12 +24,18 @@ void plr_posx_decrement(t_game *game, t_plr *plr)
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void plr_posy_decrement(t_game *game, t_plr *plr)
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void plr_posy_decrement(t_game *game, t_plr *plr)
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{
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{
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t_d_coord pos;
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t_d_coord pos;
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int limit_x;
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int limit_y;
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pos.x = plr->exact.x;
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pos.x = plr->exact.x;
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pos.y = plr->exact.y - PLR_MV;
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pos.y = plr->exact.y - PLR_MV;
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rotate_double(plr, &(pos));
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rotate_double(plr, &(pos));
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if (plr_out_limits(game, pos.x, pos.y))
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limit_x = plr_out_limits(game, pos.x, plr->pos.y);
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return ;
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limit_y = plr_out_limits(game, plr->pos.x, pos.y);
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if (limit_x)
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pos.x = plr->exact.x;
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if (limit_y)
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pos.y = plr->exact.y;
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plr->exact.x = pos.x;
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plr->exact.x = pos.x;
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plr->exact.y = pos.y;
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plr->exact.y = pos.y;
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(plr->pos.x) = (int)(pos.x);
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(plr->pos.x) = (int)(pos.x);
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@@ -33,12 +45,18 @@ void plr_posy_decrement(t_game *game, t_plr *plr)
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void plr_posx_increment(t_game *game, t_plr *plr)
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void plr_posx_increment(t_game *game, t_plr *plr)
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{
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{
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t_d_coord pos;
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t_d_coord pos;
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int limit_x;
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int limit_y;
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pos.x = plr->exact.x + PLR_MV;
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pos.x = plr->exact.x + PLR_MV;
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pos.y = plr->exact.y;
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pos.y = plr->exact.y;
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rotate_double(plr, &(pos));
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rotate_double(plr, &(pos));
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if (plr_out_limits(game, pos.x, pos.y))
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limit_x = plr_out_limits(game, pos.x, plr->pos.y);
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return ;
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limit_y = plr_out_limits(game, plr->pos.x, pos.y);
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if (limit_x)
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pos.x = plr->exact.x;
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if (limit_y)
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pos.y = plr->exact.y;
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plr->exact.x = pos.x;
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plr->exact.x = pos.x;
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plr->exact.y = pos.y;
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plr->exact.y = pos.y;
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(plr->pos.x) = (int)(pos.x);
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(plr->pos.x) = (int)(pos.x);
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@@ -48,12 +66,18 @@ void plr_posx_increment(t_game *game, t_plr *plr)
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void plr_posy_increment(t_game *game, t_plr *plr)
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void plr_posy_increment(t_game *game, t_plr *plr)
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{
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{
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t_d_coord pos;
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t_d_coord pos;
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int limit_x;
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int limit_y;
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pos.x = plr->exact.x;
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pos.x = plr->exact.x;
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pos.y = plr->exact.y + PLR_MV;
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pos.y = plr->exact.y + PLR_MV;
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rotate_double(plr, &(pos));
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rotate_double(plr, &(pos));
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if (plr_out_limits(game, pos.x, pos.y))
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limit_x = plr_out_limits(game, pos.x, plr->pos.y);
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return ;
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limit_y = plr_out_limits(game, plr->pos.x, pos.y);
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if (limit_x)
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pos.x = plr->exact.x;
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if (limit_y)
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pos.y = plr->exact.y;
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plr->exact.x = pos.x;
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plr->exact.x = pos.x;
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plr->exact.y = pos.y;
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plr->exact.y = pos.y;
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(plr->pos.x) = (int)(pos.x);
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(plr->pos.x) = (int)(pos.x);
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