possibility to choose angle of view

This commit is contained in:
hugogogo
2022-04-23 11:58:11 +02:00
parent fac1f78230
commit e9b0dd7ec9
9 changed files with 72 additions and 48 deletions

View File

@@ -1,13 +1,25 @@
#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 definition */
# define SCREEN_DEF 100
/* 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

View File

@@ -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;
/*

View File

@@ -53,7 +53,7 @@ int main(int ac, char **av)
// 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)

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 +21,23 @@ 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);
}
@@ -62,9 +62,9 @@ static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
{
if (rcast->is_x)
{
ray->end.x = rcast->cell_x * CELL;
ray->end.x = rcast->cell_x * rcast->cell;
if (rcast->ray_sign_x == 1)
ray->end.x += CELL;
ray->end.x += rcast->cell;
if (rcast->slope_x)
{
rcast->ratio = (double)(ray->end.x - ray->start.x) / (double)rcast->slope_x;
@@ -73,9 +73,9 @@ static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
}
else
{
ray->end.y = rcast->cell_y * CELL;
ray->end.y = rcast->cell_y * rcast->cell;
if (rcast->ray_sign_y == 1)
ray->end.y += CELL;
ray->end.y += rcast->cell;
if (rcast->slope_y)
{
rcast->ratio = (double)(ray->end.y - ray->start.y) / (double)rcast->slope_y;
@@ -89,7 +89,7 @@ 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);

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@@ -5,7 +5,7 @@ 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);

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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);
}

View File

@@ -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_DEF / 2) / sin(dist));
rcast->screen_def = SCREEN_DEF;
// 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_DEF / 2;
rcast->screen_size.start.y = -dist;
rcast->screen_size.end.x = SCREEN_DEF / 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_DEF / 2;
rcast->ray.end.y = -dist;
}
static void init_plr(t_plr *plr)
@@ -118,6 +124,7 @@ t_game *init_game(void)
ft_bzero(&game->k_hook, sizeof(game->k_hook));
// raycasting
init_raycast(&(game->rcast));
game->rcast.cell = game->map.cell;
// create image and get its data address
init_img(&(game->map_img), game);
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)