#include "cube3d.h" static void init_img(t_img *img, void *mlx_ptr, t_win *win) { img->ptr = mlx_new_image(mlx_ptr, win->size_x, win->size_y); img->data = mlx_get_data_addr(img->ptr, &img->bpp, &img->szl, &img->ndn); img->height = win->size_y; } static void init_raycast(t_rcast *rcast) { double dist; dist = (SCREEN_FOCAL / 2) * M_PI / 180; dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist)); rcast->screen_dist = dist; rcast->screen_width = SCREEN_WIDTH; rcast->screen_height = SCREEN_HEIGHT; // 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_WIDTH / 2; rcast->ray.end.y = -dist; } static void init_plr(t_plr *plr, t_map *map) { // player first position plr->exact.x = map->plr_x * CELL + CELL / 2; plr->exact.y = map->plr_y * CELL + CELL / 2; plr->pos.x = plr->exact.x; plr->pos.y = plr->exact.y; // rotation plr->deg = PLR_ROT; plr->rot = 0; plr->cosi = 0; plr->cosj = 0; plr->sini = 0; plr->sinj = 0; } void init_game(t_game *game) { // plr init_plr(&(game->plr), &(game->map)); // init connexion to server game->mlx_ptr = mlx_init(); mb_add(game->mlx_ptr); // tmp draw map game->map_win.size_x = game->map.size_x * CELL; game->map_win.size_y = game->map.size_y * CELL + SCREEN_HEIGHT; game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x, game->map_win.size_y, "map"); init_img(&(game->map_img), game->mlx_ptr, &(game->map_win)); // ray game->ray_highlight = -1; game->ray_activ = 0; // tmp end // create window 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"); // create img init_img(&(game->img), game->mlx_ptr, &game->win); // create textures img init_txtr(&game->txt, game->mlx_ptr); // 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)); game->rcast.cell = game->map.cell; }