Files
42_INT_10_cube3d/srcs/player/player_moves.c

114 lines
2.5 KiB
C

#include "cube3d.h"
void plr_posx_decrement(t_game *game, t_plr *plr)
{
t_d_coord pos;
int limit_x;
int limit_y;
int limit_xy;
pos.x = plr->exact.x - PLR_MV;
pos.y = plr->exact.y;
rotate_double(plr, &pos);
limit_x = plr_out_limits(game, pos.x, plr->pos.y);
limit_y = plr_out_limits(game, plr->pos.x, pos.y);
limit_xy = plr_out_limits(game, pos.x, pos.y);
if (limit_x)
pos.x = plr->exact.x;
if (limit_y)
pos.y = plr->exact.y;
if (limit_xy && !limit_y && !limit_x)
{
pos.x = plr->exact.x;
pos.y = plr->exact.y;
}
plr->exact.x = pos.x;
plr->exact.y = pos.y;
(plr->pos.x) = (int)(pos.x);
(plr->pos.y) = (int)(pos.y);
}
void plr_posy_decrement(t_game *game, t_plr *plr)
{
t_d_coord pos;
int limit_x;
int limit_y;
int limit_xy;
pos.x = plr->exact.x;
pos.y = plr->exact.y - PLR_MV;
rotate_double(plr, &(pos));
limit_x = plr_out_limits(game, pos.x, plr->pos.y);
limit_y = plr_out_limits(game, plr->pos.x, pos.y);
limit_xy = plr_out_limits(game, pos.x, pos.y);
if (limit_x)
pos.x = plr->exact.x;
if (limit_y)
pos.y = plr->exact.y;
if (limit_xy && !limit_y && !limit_x)
{
pos.x = plr->exact.x;
pos.y = plr->exact.y;
}
plr->exact.x = pos.x;
plr->exact.y = pos.y;
(plr->pos.x) = (int)(pos.x);
(plr->pos.y) = (int)(pos.y);
}
void plr_posx_increment(t_game *game, t_plr *plr)
{
t_d_coord pos;
int limit_x;
int limit_y;
int limit_xy;
pos.x = plr->exact.x + PLR_MV;
pos.y = plr->exact.y;
rotate_double(plr, &(pos));
limit_x = plr_out_limits(game, pos.x, plr->pos.y);
limit_y = plr_out_limits(game, plr->pos.x, pos.y);
limit_xy = plr_out_limits(game, pos.x, pos.y);
if (limit_x)
pos.x = plr->exact.x;
if (limit_y)
pos.y = plr->exact.y;
if (limit_xy && !limit_y && !limit_x)
{
pos.x = plr->exact.x;
pos.y = plr->exact.y;
}
plr->exact.x = pos.x;
plr->exact.y = pos.y;
(plr->pos.x) = (int)(pos.x);
(plr->pos.y) = (int)(pos.y);
}
void plr_posy_increment(t_game *game, t_plr *plr)
{
t_d_coord pos;
int limit_x;
int limit_y;
int limit_xy;
pos.x = plr->exact.x;
pos.y = plr->exact.y + PLR_MV;
rotate_double(plr, &(pos));
limit_x = plr_out_limits(game, pos.x, plr->pos.y);
limit_y = plr_out_limits(game, plr->pos.x, pos.y);
limit_xy = plr_out_limits(game, pos.x, pos.y);
if (limit_x)
pos.x = plr->exact.x;
if (limit_y)
pos.y = plr->exact.y;
if (limit_xy && !limit_y && !limit_x)
{
pos.x = plr->exact.x;
pos.y = plr->exact.y;
}
plr->exact.x = pos.x;
plr->exact.y = pos.y;
(plr->pos.x) = (int)(pos.x);
(plr->pos.y) = (int)(pos.y);
}