player: direction vector

This commit is contained in:
Quinten 2025-04-22 15:23:02 +02:00
parent 1252edf661
commit 89e0ef21c9
3 changed files with 20 additions and 10 deletions

View File

@ -33,8 +33,8 @@ typedef struct s_vec2
typedef struct s_player
{
t_vec2 pos;
t_vec2 dir;
float speed;
float angle;
float fov;
} t_player;

View File

@ -21,7 +21,8 @@ int player_create(t_game **game)
return (FAILURE);
player->pos.x = 2 * TILE_SIZE;
player->pos.y = 2 * TILE_SIZE;
player->angle = 0.f;
player->dir.x = 1;
player->dir.y = 0;
player->speed = 80.f;
player->fov = 90.f;
(*game)->player = player;
@ -34,14 +35,23 @@ static void move(t_map *map, t_player *player, int dir, float delta)
float xa;
float ya;
xa = dir * (sin(player->angle) * player->speed * delta);
ya = dir * -1 * (cos(player->angle) * player->speed * delta);
xa = dir * player->dir.x * player->speed * delta;
ya = dir * -1 * player->dir.y * player->speed * delta;
if ( xa != 0 && collision_horizontal(map, player, xa))
player->pos.x += xa;
if ( ya != 0 && collision_vertical(map, player, ya))
player->pos.y += ya;
}
static void rotate(t_player *player, float rot_speed)
{
double old_x;
old_x = player->dir.x;
player->dir.x = player->dir.x * cos(rot_speed) - player->dir.y * sin(rot_speed);
player->dir.y = old_x * sin(rot_speed) + player->dir.y * cos(rot_speed);
}
void player_update(t_game *game)
{
if (get_key(game, MLX_KEY_W))
@ -49,9 +59,9 @@ void player_update(t_game *game)
else if (get_key(game, MLX_KEY_S))
move(game->map, game->player, -1, game->screen->mlx->delta_time);
if (get_key(game, MLX_KEY_LEFT))
game->player->angle -= .1f;
rotate(game->player, .1f);
else if (get_key(game, MLX_KEY_RIGHT))
game->player->angle += .1f;
rotate(game->player, -.1f);
}
void player_render(t_screen *screen, t_player *player)
@ -61,7 +71,7 @@ void player_render(t_screen *screen, t_player *player)
if (player->pos.x < 0 || player->pos.x >= screen->width || player->pos.y < 0 || player->pos.y >= screen->height)
return ;
render_circle(screen, player->pos, 4, 0x3294a8ff);
direction.x = player->pos.x + sin(player->angle) * 30;
direction.y = player->pos.y - cos(player->angle) * 30;
direction.x = player->pos.x + player->dir.x * 30;
direction.y = player->pos.y - player->dir.y * 30;
render_line(screen, player->pos, direction, 0xa83232ff);
}

View File

@ -6,7 +6,7 @@
/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/04/17 19:29:29 by qmennen #+# #+# */
/* Updated: 2025/04/17 19:59:53 by qmennen ### ########.fr */
/* Updated: 2025/04/22 14:46:18 by qmennen ### ########.fr */
/* */
/* ************************************************************************** */
@ -22,7 +22,7 @@ int keyboard_create(t_game **game)
return (FAILURE);
(*game)->keyboard = keyboard;
i = 0;
while (i < NUM_KEYS)
while (i < NUM_KEYS) // TODO: Better
{
(*game)->keyboard->keys[i] = 0;
i++;