params adjust angle of view and size of game window

This commit is contained in:
hugogogo
2022-04-24 11:14:08 +02:00
parent fac1f78230
commit c886118bd6
9 changed files with 135 additions and 103 deletions

View File

@@ -1,13 +1,27 @@
#ifndef CUBE3D_MACRO_H
# define CUBE3D_MACRO_H
/*
* game params
*/
/* nbr pixel player move */
# define PLR_MV 1
/* nbr key you can press at the same time */
# define MAX_NB_KEY 3
# define SCREEN_DIST 50
# define SCREEN_SIZE 100
# define SCREEN_DEF 50
# define PLR_MV 5
/* screen width */
# define SCREEN_WIDTH 500
/* screen height */
# define SCREEN_HEIGHT 200
/* screen focal (in degree) */
# define SCREEN_FOCAL 90
/* size of a cell on the map */
# define CELL 20
/*
* keys macro
*/
# define ARROW_LEFT 65361
# define ARROW_UP 65362
# define ARROW_RIGHT 65363

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@@ -35,6 +35,8 @@ typedef struct s_rcast
t_vec screen_dist;
t_vec screen_size;
t_vec ray;
int screen_def;
int cell;
int cell_x;
int cell_y;
int slope_x;
@@ -84,6 +86,7 @@ typedef struct s_map
char **content;
int size_x;
int size_y;
int cell;
} t_map;
/*
@@ -110,18 +113,18 @@ typedef struct s_plr
typedef struct s_game
{
void *mlx_ptr;
// map window
t_win map_win;
t_img map_img;
// game window
// t_win win;
// t_img img;
t_win win;
t_img img;
// player
t_plr plr;
// rays
t_rcast rcast;
// map
t_map map;
// map window
t_win map_win;
t_img map_img;
// key hook
int k_hook[MAX_NB_KEY];
} t_game;

View File

@@ -11,8 +11,9 @@ void destroy_mlx(void *param)
mlx_destroy_window(game->mlx_ptr, game->map_win.ptr);
// tmp end
// mlx_destroy_image(game->mlx_ptr, game->img.ptr);
// mlx_destroy_window(game->mlx_ptr, game->win.ptr);
mlx_destroy_image(game->mlx_ptr, game->img.ptr);
mlx_destroy_window(game->mlx_ptr, game->win.ptr);
mlx_destroy_display(game->mlx_ptr);
}
@@ -33,17 +34,6 @@ int main(int ac, char **av)
// draw game a first time before it start
draw(game);
// tmp, to draw map
// receive a keypress event
mlx_hook(game->map_win.ptr, 2, 1L << 0, keypress, game);
// receive a keyprelease event
mlx_hook(game->map_win.ptr, 3, 1L << 1, keyrelease, game);
// receive event when clicking the red button to close the window
mlx_hook(game->map_win.ptr, 17, 1L << 17, shut_down, NULL);
// infinite loop that waits for events to occurs
// tmp end
/*
// receive a keypress event
mlx_hook(game->win.ptr, 2, 1L << 0, keypress, game);
// receive a keyprelease event
@@ -51,9 +41,8 @@ int main(int ac, char **av)
// receive event when clicking the red button to close the window
mlx_hook(game->win.ptr, 17, 1L << 17, shut_down, NULL);
// infinite loop that waits for events to occurs
*/
// mlx_loop_hook(game->mlx_ptr, hook_action, game);
mlx_loop_hook(game->mlx_ptr, hook_action, game);
mlx_loop(game->mlx_ptr);
return (0);
}

View File

@@ -75,7 +75,9 @@ void draw_line(t_game *game, t_vec vec, int color)
{
t_coord incr;
t_coord pos;
int cell;
cell = game->map.cell;
incr.x = 0;
pos.x = 0;
pos.y = 0;
@@ -85,19 +87,19 @@ void draw_line(t_game *game, t_vec vec, int color)
while ((game->map.content)[incr.x][incr.y])
{
if ((game->map.content)[incr.x][incr.y] == '1' )
draw_square(game, pos, 0x00999999, 0x00000000, CELL, 0);
draw_square(game, pos, 0x00999999, 0x00000000, cell, 0);
else
draw_square(game, pos, 0x00555555, 0x00333333, CELL, 0);
draw_square(game, pos, 0x00555555, 0x00333333, cell, 0);
(incr.y)++;
pos.x += CELL;
pos.x += cell;
}
(incr.x)++;
pos.x = 0;
pos.y += CELL;
pos.y += cell;
}
pos.x = game->plr.pos.x - CELL / 2;
pos.y = game->plr.pos.y - CELL / 2;
draw_square(game, pos, 0x00999900, 0x00330033, CELL, 1);
pos.x = game->plr.pos.x - cell / 2;
pos.y = game->plr.pos.y - cell / 2;
draw_square(game, pos, 0x00999900, 0x00330033, cell, 1);
}
static void draw_screen(t_game *game, t_rcast *rcast)
@@ -132,7 +134,7 @@ void draw(t_game *game)
// tmp, to draw map
draw_screen(game, &(game->rcast));
mlx_put_image_to_window(game->mlx_ptr, game->map_win.ptr, game->map_img.ptr, 0, 0);
mlx_put_image_to_window(game->mlx_ptr, game->map_win.ptr, game->map_img.ptr, 0, SCREEN_HEIGHT);
// tmp end
// mlx_put_image_to_window(game->mlx_ptr, game->win.ptr, game->img.ptr, 0, 0);

View File

@@ -12,8 +12,8 @@ static void init_raycast(t_rcast *rcast, t_vec *ray)
if (ray->start.y < ray->end.y)
rcast->ray_sign_y = -1;
// cell position of ray
rcast->cell_x = ray->start.x / CELL;
rcast->cell_y = ray->start.y / CELL;
rcast->cell_x = ray->start.x / rcast->cell;
rcast->cell_y = ray->start.y / rcast->cell;
// slope of ray
rcast->slope_x = ray->end.x - ray->start.x;
rcast->slope_y = ray->end.y - ray->start.y;
@@ -21,23 +21,22 @@ static void init_raycast(t_rcast *rcast, t_vec *ray)
rcast->next_cell_x = -rcast->ray_sign_x;
rcast->next_cell_y = -rcast->ray_sign_y;
// ray steps in both axis
rcast->ray_step_x = ft_abs(CELL * rcast->slope_y);
rcast->ray_step_y = ft_abs(CELL * rcast->slope_x);
rcast->ray_step_x = ft_abs(rcast->cell * rcast->slope_y);
rcast->ray_step_y = ft_abs(rcast->cell * rcast->slope_x);
}
static void init_first_step(t_rcast *rcast, t_vec *ray)
{
// first next time ray cross grid
rcast->first_next_x = ray->start.x % CELL;
rcast->first_next_x = ray->start.x % rcast->cell;
if (rcast->first_next_x && rcast->ray_sign_x < 0)
rcast->first_next_x = CELL - rcast->first_next_x;
rcast->first_next_x = rcast->cell - rcast->first_next_x;
if (!rcast->first_next_x && rcast->ray_sign_x < 0)
rcast->first_next_x = CELL;
rcast->first_next_y = ray->start.y % CELL;
rcast->first_next_x = rcast->cell;
rcast->first_next_y = ray->start.y % rcast->cell;
if (rcast->first_next_y && rcast->ray_sign_y < 0)
rcast->first_next_y = CELL - rcast->first_next_y;
rcast->first_next_y = rcast->cell - rcast->first_next_y;
if (!rcast->first_next_y && rcast->ray_sign_y < 0)
rcast->first_next_y = CELL;
rcast->first_next_y = rcast->cell;
rcast->next_x = ft_abs(rcast->first_next_x * rcast->slope_y);
rcast->next_y = ft_abs(rcast->first_next_y * rcast->slope_x);
}
@@ -58,45 +57,16 @@ static void next_cell(t_rcast *rcast)
}
}
static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
{
if (rcast->is_x)
{
ray->end.x = rcast->cell_x * CELL;
if (rcast->ray_sign_x == 1)
ray->end.x += CELL;
if (rcast->slope_x)
{
rcast->ratio = (double)(ray->end.x - ray->start.x) / (double)rcast->slope_x;
ray->end.y = ray->start.y + (double)rcast->slope_y * rcast->ratio;
}
}
else
{
ray->end.y = rcast->cell_y * CELL;
if (rcast->ray_sign_y == 1)
ray->end.y += CELL;
if (rcast->slope_y)
{
rcast->ratio = (double)(ray->end.y - ray->start.y) / (double)rcast->slope_y;
ray->end.x = ray->start.x + (double)rcast->slope_x * rcast->ratio;
}
}
}
void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray)
{
ray->start.x = rcast->ray.start.x + game->plr.pos.x;
ray->start.y = rcast->ray.start.y + game->plr.pos.y;
ray->end.x = rcast->ray.end.x + game->plr.pos.x;
ray->end.x += rcast->ray_nb * SCREEN_SIZE / SCREEN_DEF;
ray->end.x += rcast->ray_nb;
ray->end.y = rcast->ray.end.y + game->plr.pos.y;
rotate(&(game->plr), &(ray->end));
init_raycast(rcast, ray);
init_first_step(rcast, ray);
// loop through grid
while (!is_wall(game, rcast->cell_x, rcast->cell_y))
next_cell(rcast);
// end ray position
calcul_ray_end(rcast, ray);
}

View File

@@ -1,19 +1,57 @@
#include "cube3d.h"
// tmp, to draw rays
static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
{
if (rcast->is_x)
{
ray->end.x = rcast->cell_x * rcast->cell;
if (rcast->ray_sign_x == 1)
ray->end.x += rcast->cell;
if (rcast->slope_x)
{
rcast->ratio = (double)(ray->end.x - ray->start.x);
rcast->ratio /= (double)rcast->slope_x;
ray->end.y = ray->start.y + (double)rcast->slope_y * rcast->ratio;
}
}
else
{
ray->end.y = rcast->cell_y * rcast->cell;
if (rcast->ray_sign_y == 1)
ray->end.y += rcast->cell;
if (rcast->slope_y)
{
rcast->ratio = (double)(ray->end.y - ray->start.y);
rcast->ratio /= (double)rcast->slope_y;
ray->end.x = ray->start.x + (double)rcast->slope_x * rcast->ratio;
}
}
}
// tmp end
void draw_column(t_game *game, t_rcast *rcast, t_vec *ray)
{
(void)game;
(void)rcast;
(void)ray;
}
void raycast(t_game *game, t_rcast *rcast)
{
t_vec ray;
rcast->ray_nb = 0;
while (rcast->ray_nb <= SCREEN_DEF)
while (rcast->ray_nb <= rcast->screen_def)
{
ray_intersect(game, rcast, &ray);
// tmp, to draw the map
calcul_ray_end(rcast, &ray);
draw_line(game, ray, 0x00FF00FF);
// tmp end
// draw_column();
draw_column(game, rcast, &ray);
(rcast->ray_nb)++;
}
}

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@@ -1,12 +1,12 @@
#include "cube3d.h"
// temp, to map all the keys on linux and mac
static int print_keycode(int keycode)
{
ft_putnbr_fd(keycode, 1);
ft_putchar_fd('\n', 1);
return(0);
}
static int print_keycode(int keycode)
{
ft_putnbr_fd(keycode, 1);
ft_putchar_fd('\n', 1);
return(0);
}
// temp end
int hook_action(t_game *game)
@@ -38,7 +38,7 @@ int keypress(int keycode, t_game *game)
unsigned i;
// temp
print_keycode(keycode);
print_keycode(keycode);
// temp end
i = 0;
@@ -48,7 +48,7 @@ int keypress(int keycode, t_game *game)
game->k_hook[i] = 0;
else if (i < MAX_NB_KEY)
game->k_hook[i] = keycode;
hook_action(game);
// hook_action(game);
return (0);
}

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@@ -12,6 +12,7 @@ static void init_map(t_map *map)
{
map->size_x = 24;
map->size_y = 24;
map->cell = CELL;
// map
int tmp[24][24] = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
@@ -64,21 +65,26 @@ static void init_map(t_map *map)
static void init_raycast(t_rcast *rcast)
{
// draw screen dist
double dist;
dist = (SCREEN_FOCAL / 2) * M_PI / 180;
dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
rcast->screen_def = SCREEN_WIDTH;
// screen dist
rcast->screen_dist.start.x = 0;
rcast->screen_dist.start.y = 0;
rcast->screen_dist.end.x = 0;
rcast->screen_dist.end.y = -SCREEN_DIST;
// draw screen size
rcast->screen_size.start.x = -SCREEN_SIZE / 2;
rcast->screen_size.start.y = -SCREEN_DIST;
rcast->screen_size.end.x = SCREEN_SIZE / 2;
rcast->screen_size.end.y = -SCREEN_DIST;
// draw ray
rcast->screen_dist.end.y = -dist;
// screen size
rcast->screen_size.start.x = -SCREEN_WIDTH / 2;
rcast->screen_size.start.y = -dist;
rcast->screen_size.end.x = SCREEN_WIDTH / 2;
rcast->screen_size.end.y = -dist;
// first ray
rcast->ray.start.x = 0;
rcast->ray.start.y = 0;
rcast->ray.end.x = -SCREEN_SIZE / 2;
rcast->ray.end.y = -SCREEN_DIST;
rcast->ray.end.x = -SCREEN_WIDTH / 2;
rcast->ray.end.y = -dist;
}
static void init_plr(t_plr *plr)
@@ -105,20 +111,30 @@ t_game *init_game(void)
init_map(&(game->map));
// plr
init_plr(&(game->plr));
// size window map
game->map_win.size_x = game->map.size_x * CELL;
game->map_win.size_y = game->map.size_y * CELL;
// init connexion to server
game->mlx_ptr = mlx_init();
mb_add(game->mlx_ptr);
// create the window
game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x,
game->map_win.size_y, "test");
// tmp draw map
// size window map
game->map_win.size_x = game->map.size_x * CELL;
game->map_win.size_y = game->map.size_y * CELL + SCREEN_HEIGHT;
// create the window
game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x,
game->map_win.size_y, "map");
// create image and get its data address
init_img(&(game->map_img), game);
// tmp end
game->win.size_x = SCREEN_WIDTH;
game->win.size_y = SCREEN_HEIGHT;
game->win.ptr = mlx_new_window(game->mlx_ptr, game->win.size_x,
game->win.size_y, "cub3d");
init_img(&(game->img), game);
// k(ey)_hook is the array containing the values of key press events
ft_bzero(&game->k_hook, sizeof(game->k_hook));
// raycasting
init_raycast(&(game->rcast));
// create image and get its data address
init_img(&(game->map_img), game);
game->rcast.cell = game->map.cell;
return (game);
}

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@@ -20,8 +20,8 @@ int plr_out_limits(t_game *game, int x, int y)
xmax = game->map_img.sizel / (game->map_img.bpp / 8);
ymax = game->map_win.size_y;
cell_x = x / CELL;
cell_y = y / CELL;
cell_x = x / game->map.cell;
cell_y = y / game->map.cell;
if (is_wall(game, cell_x, cell_y))
return (1);
if (x < 0 || y < 0 || x > xmax || y > ymax)