plr moves through walls

This commit is contained in:
hugogogo
2022-04-27 00:11:55 +02:00
parent f3ced10b82
commit a0f32dee98
3 changed files with 40 additions and 9 deletions

View File

@@ -1,3 +1,10 @@
# todo
- resolve view buble
- add slide against wall
- resolve vertical ray
- add textures
# ressources
- [tuto mlx](https://harm-smits.github.io/42docs/libs/minilibx/getting_started.html)

View File

@@ -55,8 +55,8 @@ void rotate_double(t_plr *plr, t_d_coord *coord);
void plr_turn_right(t_plr *plr);
void plr_turn_left(t_plr *plr);
// player_limits.c
int plr_out_limits(t_game *game, int x, int y);
int is_wall(t_game *game, int cell_x, int cell_y);
int plr_out_limits(t_game *game, int x, int y);
// -------------------------------
// SRC/DRAW

View File

@@ -3,12 +3,18 @@
void plr_posx_decrement(t_game *game, t_plr *plr)
{
t_d_coord pos;
int limit_x;
int limit_y;
pos.x = plr->exact.x - PLR_MV;
pos.y = plr->exact.y;
rotate_double(plr, &pos);
if (plr_out_limits(game, pos.x, pos.y))
return ;
limit_x = plr_out_limits(game, pos.x, plr->pos.y);
limit_y = plr_out_limits(game, plr->pos.x, pos.y);
if (limit_x)
pos.x = plr->exact.x;
if (limit_y)
pos.y = plr->exact.y;
plr->exact.x = pos.x;
plr->exact.y = pos.y;
(plr->pos.x) = (int)(pos.x);
@@ -18,12 +24,18 @@ void plr_posx_decrement(t_game *game, t_plr *plr)
void plr_posy_decrement(t_game *game, t_plr *plr)
{
t_d_coord pos;
int limit_x;
int limit_y;
pos.x = plr->exact.x;
pos.y = plr->exact.y - PLR_MV;
rotate_double(plr, &(pos));
if (plr_out_limits(game, pos.x, pos.y))
return ;
limit_x = plr_out_limits(game, pos.x, plr->pos.y);
limit_y = plr_out_limits(game, plr->pos.x, pos.y);
if (limit_x)
pos.x = plr->exact.x;
if (limit_y)
pos.y = plr->exact.y;
plr->exact.x = pos.x;
plr->exact.y = pos.y;
(plr->pos.x) = (int)(pos.x);
@@ -33,12 +45,18 @@ void plr_posy_decrement(t_game *game, t_plr *plr)
void plr_posx_increment(t_game *game, t_plr *plr)
{
t_d_coord pos;
int limit_x;
int limit_y;
pos.x = plr->exact.x + PLR_MV;
pos.y = plr->exact.y;
rotate_double(plr, &(pos));
if (plr_out_limits(game, pos.x, pos.y))
return ;
limit_x = plr_out_limits(game, pos.x, plr->pos.y);
limit_y = plr_out_limits(game, plr->pos.x, pos.y);
if (limit_x)
pos.x = plr->exact.x;
if (limit_y)
pos.y = plr->exact.y;
plr->exact.x = pos.x;
plr->exact.y = pos.y;
(plr->pos.x) = (int)(pos.x);
@@ -48,12 +66,18 @@ void plr_posx_increment(t_game *game, t_plr *plr)
void plr_posy_increment(t_game *game, t_plr *plr)
{
t_d_coord pos;
int limit_x;
int limit_y;
pos.x = plr->exact.x;
pos.y = plr->exact.y + PLR_MV;
rotate_double(plr, &(pos));
if (plr_out_limits(game, pos.x, pos.y))
return ;
limit_x = plr_out_limits(game, pos.x, plr->pos.y);
limit_y = plr_out_limits(game, plr->pos.x, pos.y);
if (limit_x)
pos.x = plr->exact.x;
if (limit_y)
pos.y = plr->exact.y;
plr->exact.x = pos.x;
plr->exact.y = pos.y;
(plr->pos.x) = (int)(pos.x);