fixed minimap orientation and directions of movement
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433c3b7d89
@ -6,7 +6,7 @@
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/* By: qmennen <qmennen@student.codam.nl> +#+ */
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/* +#+ */
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/* Created: 2025/04/15 16:01:29 by qmennen #+# #+# */
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/* Updated: 2025/04/18 10:56:08 by whaffman ######## odam.nl */
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/* Updated: 2025/04/18 11:58:31 by whaffman ######## odam.nl */
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/* */
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/* ************************************************************************** */
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@ -14,7 +14,7 @@
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static int init_game(t_game **game)
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{
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if (! game_create(game))
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if (!game_create(game))
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return (FAILURE);
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if (!player_create(game))
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return (FAILURE);
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20
src/player.c
20
src/player.c
@ -1,12 +1,12 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* player.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* :::::::: */
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/* player.c :+: :+: */
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/* +:+ */
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/* By: qmennen <qmennen@student.codam.nl> +#+ */
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/* +#+ */
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/* Created: 2025/04/15 18:53:19 by qmennen #+# #+# */
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/* Updated: 2025/04/17 20:04:25 by qmennen ### ########.fr */
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/* Updated: 2025/04/18 12:15:31 by whaffman ######## odam.nl */
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/* */
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/* ************************************************************************** */
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@ -32,8 +32,8 @@ int player_create(t_game **game)
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static void move(t_player *player, int dir, float delta)
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{
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player->pos.x += dir * (cos(player->angle) * player->speed * delta);
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player->pos.y += dir * (sin(player->angle) * player->speed * delta);
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player->pos.x += dir * (sin(player->angle) * player->speed * delta);
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player->pos.y += dir * -1 * (cos(player->angle) * player->speed * delta);
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}
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static void rotate(t_player *player, int dir)
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@ -60,7 +60,7 @@ void player_render(t_screen *screen, t_player *player)
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if (player->pos.x < 0 || player->pos.x >= screen->width || player->pos.y < 0 || player->pos.y >= screen->height)
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return ;
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render_circle(screen, player->pos, 4, 0x3294a8ff);
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direction.x = player->pos.x + cos(player->angle) * 30;
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direction.y = player->pos.y + sin(player->angle) * 30;
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direction.x = player->pos.x + sin(player->angle) * 30;
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direction.y = player->pos.y - cos(player->angle) * 30;
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render_line(screen, player->pos, direction, 0xa83232ff);
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}
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@ -1,12 +1,12 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* render.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* :::::::: */
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/* render.c :+: :+: */
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/* +:+ */
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/* By: qmennen <qmennen@student.codam.nl> +#+ */
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/* +#+ */
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/* Created: 2025/04/15 16:28:10 by qmennen #+# #+# */
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/* Updated: 2025/04/17 20:14:43 by qmennen ### ########.fr */
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/* Updated: 2025/04/18 11:21:21 by whaffman ######## odam.nl */
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/* */
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/* ************************************************************************** */
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@ -51,7 +51,7 @@ void render_map(t_screen *screen, t_map *map)
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y = i / map->height;
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if (x < 0 || x >= map->width || y < 0 || y >= map->height)
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continue;
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render_tile(screen, x * TILE_SIZE, y * TILE_SIZE, map->grid[x][y]);
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render_tile(screen, x * TILE_SIZE, y * TILE_SIZE, map->grid[y][x]);
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i++;
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}
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}
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