render player and angle

This commit is contained in:
Quinten Mennen 2025-04-17 18:10:57 +02:00
parent 061d583b3f
commit 2ebf2a6e12
6 changed files with 144 additions and 6 deletions

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@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/15 12:22:29 by qmennen #+# #+# */
/* Updated: 2025/04/15 18:55:25 by qmennen ### ########.fr */
/* Updated: 2025/04/17 17:59:23 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
@ -21,6 +21,7 @@
# include "game.h"
# include "screen.h"
# include "keyhandle.h"
# include "line.h"
# include "render.h"
# include "player.h"

20
inc/line.h Normal file
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@ -0,0 +1,20 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* line.h :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/17 17:49:09 by qmennen #+# #+# */
/* Updated: 2025/04/17 17:59:09 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef LINE_H
# define LINE_H
# include "cub3d.h"
void line_low(t_screen *screen, t_vec2 start, t_vec2 end, unsigned int color);
void line_high(t_screen *screen, t_vec2 start, t_vec2 end, unsigned int color);
#endif

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@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/15 16:28:16 by qmennen #+# #+# */
/* Updated: 2025/04/15 18:55:54 by qmennen ### ########.fr */
/* Updated: 2025/04/17 17:59:35 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
@ -15,6 +15,8 @@
# include "cub3d.h"
void render_line(t_screen *screen, t_vec2 start, t_vec2 end, unsigned int color);
void render_circle(t_screen *screen, t_vec2 point, int radius, unsigned int color);
void render_clear(t_screen *screen);
void render_entities(t_game *game);

69
src/line.c Normal file
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@ -0,0 +1,69 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* line.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/17 17:49:01 by qmennen #+# #+# */
/* Updated: 2025/04/17 18:04:30 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
#include "line.h"
#include "MLX42.h"
void line_low(t_screen *screen, t_vec2 start, t_vec2 end, unsigned int color)
{
int delta;
int yi;
t_vec2 current;
t_vec2 delta_point;
delta_point.x = end.x - start.x;
delta_point.y = abs((int) end.y - (int) start.y);
yi = 1;
if (end.y - start.y < 0)
yi = -1;
delta = 2 * delta_point.y - delta_point.x;
current = start;
while (current.x <= end.x)
{
mlx_put_pixel(screen->img, (int)current.x, (int)current.y, color);
if (delta > 0)
{
current.y += yi;
delta -= 2 * delta_point.x;
}
delta += 2 * delta_point.y;
current.x++;
}
}
void line_high(t_screen *screen, t_vec2 start, t_vec2 end, unsigned int color)
{
int delta;
int xi;
t_vec2 current;
t_vec2 delta_point;
delta_point.x = abs((int) end.x - (int) start.x);
delta_point.y = end.y - start.y;
xi = 1;
if (end.x - start.x < 0)
xi = -1;
delta = 2 * delta_point.x - delta_point.y;
current = start;
while (current.y <= end.y)
{
mlx_put_pixel(screen->img, (int)current.x, (int)current.y, color);
if (delta > 0)
{
current.x += xi;
delta -= 2 * delta_point.y;
}
delta += 2 * delta_point.x;
current.y++;
}
}

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@ -6,11 +6,12 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/15 18:53:19 by qmennen #+# #+# */
/* Updated: 2025/04/15 19:11:48 by qmennen ### ########.fr */
/* Updated: 2025/04/17 18:10:17 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
#include "player.h"
#include "render.h"
#include "types.h"
int player_create(t_game **game)
@ -49,7 +50,11 @@ void player_move(keys_t key, t_player *player)
void player_render(t_screen *screen, t_player *player)
{
t_vec2 direction;
if (player->pos.x < 0 || player->pos.x >= screen->width || player->pos.y < 0 || player->pos.y >= screen->height)
return ;
mlx_put_pixel(screen->img, (int) player->pos.x, (int) player->pos.y, 0xFFFFFFFF);
render_circle(screen, player->pos, 10, 0x3294a8ff);
direction.x = player->pos.x + cos(player->angle) * 30;
direction.y = player->pos.y + sin(player->angle) * 30;
render_line(screen, player->pos, direction, 0xa83232ff);
}

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@ -6,12 +6,11 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/15 16:28:10 by qmennen #+# #+# */
/* Updated: 2025/04/15 19:20:00 by qmennen ### ########.fr */
/* Updated: 2025/04/17 17:59:14 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
#include "render.h"
#include "MLX42.h"
void render_clear(t_screen *screen)
{
@ -22,6 +21,48 @@ void render_clear(t_screen *screen)
mlx_put_pixel(screen->img, i % screen->width, i / screen->width, 0x212121FF);
}
void render_circle(t_screen *screen, t_vec2 point, int radius, unsigned int color)
{
int i;
int size;
int x;
int y;
i = 0;
size = 2 * radius + 1;
while (i <= size * size)
{
x = i % size - radius;
y = i / size - radius;
if (x * x + y * y <= radius * radius)
mlx_put_pixel(screen->img, (int) point.x + x, (int) point.y + y, color);
i++;
}
}
void render_line(t_screen *screen, t_vec2 start, t_vec2 end, unsigned int color)
{
if ((start.x < 0 || start.x >= (int) screen->img->width
|| start.y < 0 || start.y >= (int) screen->img->height)
&& (end.x < 0 || end.x >= (int) screen->img->width
|| end.y < 0 || end.y >= (int) screen->img->height))
return ;
if (abs((int) end.y - (int) start.y) < abs((int) end.x - (int) start.x))
{
if (start.x > end.x)
line_low(screen, end, start, color);
else
line_low(screen, start, end, color);
}
else
{
if (start.y > end.y)
line_high(screen, end, start, color);
else
line_high(screen, start, end, color);
}
}
void render_entities(t_game *game)
{
player_render(game->screen, game->player);