79 lines
2.2 KiB
C
79 lines
2.2 KiB
C
#include "cube3d.h"
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static void init_img(t_img *img, void *mlx_ptr, t_win *win)
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{
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img->ptr = mlx_new_image(mlx_ptr, win->size_x, win->size_y);
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img->data = mlx_get_data_addr(img->ptr, &img->bpp, &img->szl, &img->ndn);
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img->height = win->size_y;
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}
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static void init_raycast(t_rcast *rcast)
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{
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double dist;
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dist = (SCREEN_FOCAL / 2) * M_PI / 180;
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dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
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rcast->screen_dist = dist;
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rcast->screen_width = SCREEN_WIDTH;
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rcast->screen_height = SCREEN_HEIGHT;
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// screen size
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rcast->screen_size.start.x = -SCREEN_WIDTH / 2;
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rcast->screen_size.start.y = -dist;
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rcast->screen_size.end.x = SCREEN_WIDTH / 2;
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rcast->screen_size.end.y = -dist;
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// first ray
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rcast->ray.start.x = 0;
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rcast->ray.start.y = 0;
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rcast->ray.end.x = -SCREEN_WIDTH / 2;
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rcast->ray.end.y = -dist;
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}
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static void init_plr(t_plr *plr, t_map *map)
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{
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// player first position
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plr->exact.x = map->plr_x * CELL + CELL / 2;
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plr->exact.y = map->plr_y * CELL + CELL / 2;
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plr->pos.x = plr->exact.x;
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plr->pos.y = plr->exact.y;
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// rotation
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plr->deg = PLR_ROT;
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plr->rot = 0;
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plr->cosi = 0;
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plr->cosj = 0;
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plr->sini = 0;
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plr->sinj = 0;
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}
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void init_game(t_game *game)
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{
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// plr
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init_plr(&(game->plr), &(game->map));
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// init connexion to server
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game->mlx_ptr = mlx_init();
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mb_add(game->mlx_ptr);
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// tmp draw map
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game->map_win.size_x = game->map.size_x * CELL;
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game->map_win.size_y = game->map.size_y * CELL + SCREEN_HEIGHT;
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game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x, game->map_win.size_y, "map");
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init_img(&(game->map_img), game->mlx_ptr, &(game->map_win));
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// ray
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game->ray_highlight = -1;
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game->ray_activ = 0;
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// tmp end
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// create window
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game->win.size_x = SCREEN_WIDTH;
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game->win.size_y = SCREEN_HEIGHT;
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game->win.ptr = mlx_new_window(game->mlx_ptr, game->win.size_x, game->win.size_y, "cub3d");
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// create img
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init_img(&(game->img), game->mlx_ptr, &game->win);
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// create textures img
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init_txtr(&game->txt, game->mlx_ptr);
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// k(ey)_hook is the array containing the values of key press events
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ft_bzero(&game->k_hook, sizeof(game->k_hook));
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// raycasting
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init_raycast(&(game->rcast));
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game->rcast.cell = game->map.cell;
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}
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