player: direction vector
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1252edf661
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89e0ef21c9
@ -33,8 +33,8 @@ typedef struct s_vec2
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typedef struct s_player
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{
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t_vec2 pos;
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t_vec2 dir;
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float speed;
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float angle;
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float fov;
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} t_player;
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24
src/player.c
24
src/player.c
@ -21,7 +21,8 @@ int player_create(t_game **game)
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return (FAILURE);
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player->pos.x = 2 * TILE_SIZE;
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player->pos.y = 2 * TILE_SIZE;
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player->angle = 0.f;
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player->dir.x = 1;
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player->dir.y = 0;
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player->speed = 80.f;
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player->fov = 90.f;
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(*game)->player = player;
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@ -34,14 +35,23 @@ static void move(t_map *map, t_player *player, int dir, float delta)
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float xa;
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float ya;
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xa = dir * (sin(player->angle) * player->speed * delta);
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ya = dir * -1 * (cos(player->angle) * player->speed * delta);
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xa = dir * player->dir.x * player->speed * delta;
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ya = dir * -1 * player->dir.y * player->speed * delta;
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if ( xa != 0 && collision_horizontal(map, player, xa))
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player->pos.x += xa;
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if ( ya != 0 && collision_vertical(map, player, ya))
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player->pos.y += ya;
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}
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static void rotate(t_player *player, float rot_speed)
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{
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double old_x;
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old_x = player->dir.x;
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player->dir.x = player->dir.x * cos(rot_speed) - player->dir.y * sin(rot_speed);
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player->dir.y = old_x * sin(rot_speed) + player->dir.y * cos(rot_speed);
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}
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void player_update(t_game *game)
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{
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if (get_key(game, MLX_KEY_W))
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@ -49,9 +59,9 @@ void player_update(t_game *game)
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else if (get_key(game, MLX_KEY_S))
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move(game->map, game->player, -1, game->screen->mlx->delta_time);
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if (get_key(game, MLX_KEY_LEFT))
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game->player->angle -= .1f;
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rotate(game->player, .1f);
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else if (get_key(game, MLX_KEY_RIGHT))
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game->player->angle += .1f;
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rotate(game->player, -.1f);
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}
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void player_render(t_screen *screen, t_player *player)
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@ -61,7 +71,7 @@ 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 + sin(player->angle) * 30;
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direction.y = player->pos.y - cos(player->angle) * 30;
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direction.x = player->pos.x + player->dir.x * 30;
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direction.y = player->pos.y - player->dir.y * 30;
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render_line(screen, player->pos, direction, 0xa83232ff);
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}
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@ -6,7 +6,7 @@
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/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/04/17 19:29:29 by qmennen #+# #+# */
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/* Updated: 2025/04/17 19:59:53 by qmennen ### ########.fr */
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/* Updated: 2025/04/22 14:46:18 by qmennen ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -22,7 +22,7 @@ int keyboard_create(t_game **game)
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return (FAILURE);
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(*game)->keyboard = keyboard;
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i = 0;
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while (i < NUM_KEYS)
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while (i < NUM_KEYS) // TODO: Better
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{
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(*game)->keyboard->keys[i] = 0;
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i++;
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