#ifndef CUBE3D_PROTO_H # define CUBE3D_PROTO_H // ------------------------------- // SRC // ------------------------------- // cube3d.c void destroy_mlx(void *param); int shut_down(); // ------------------------------- // SRC/INIT // ------------------------------- // init_struct.c t_game *init_game(void); // init_parsing.c void init_parsing(int ac, char **av, t_game *game); // ------------------------------- // SRC/PARSING // ------------------------------- // ------------------------------- // SRC/HOOK // ------------------------------- // keyhook.c int keypress(int keycode, t_game *game); int keyrelease(int keycode, t_game *game); // key_do_action.c void keypress_do_action(t_game *game); // key_is_action_1.c int is_esc(int *k_hook, int *is_action); int is_go_left(int *k_hook, int *is_action); int is_go_right(int *k_hook, int *is_action); int is_go_forward(int *k_hook, int *is_action); int is_go_backward(int *k_hook, int *is_action); // key_is_action_2.c int is_turn_left(int *k_hook, int *is_action); int is_turn_right(int *k_hook, int *is_action); // ------------------------------- // SRC/PLAYER // ------------------------------- // player_moves.c void plr_posx_decrement(t_game *game); void plr_posy_decrement(t_game *game); void plr_posx_increment(t_game *game); void plr_posy_increment(t_game *game); // player_rotates.c void plr_turn_right(t_game *game); void plr_turn_left(t_game *game); // 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); // ------------------------------- // SRC/DRAW // ------------------------------- // draw.c void draw_pixel(t_game *game, int x, int y, int color); void rotate(t_game *game, int *x, int *y); void rotate_double(t_game *game, double *x, double *y); void draw_line(t_game *game, int start_x, int start_y, int end_x, int end_y, int color); void draw(t_game *game); // draw_window.c void draw_rays(t_game *game); void draw_map(t_game *game); #endif