Merge remote-tracking branch 'origin/quinten' into willem
This commit is contained in:
commit
93216e6f76
21
inc/collision.h
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21
inc/collision.h
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* collision.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/04/22 14:40:47 by qmennen #+# #+# */
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/* Updated: 2025/04/22 14:42:35 by qmennen ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef COLLISION_H
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# define COLLISION_H
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# include "cub3d.h"
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int collision_horizontal(t_map *map, t_player *player, float xa);
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int collision_vertical(t_map *map, t_player *player, float ya);
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#endif
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@ -45,6 +45,7 @@
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# include "hooks.h"
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# include "hooks.h"
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# include "render.h"
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# include "render.h"
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# include "player.h"
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# include "player.h"
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# include "collision.h"
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# include "parser.h"
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# include "parser.h"
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#endif
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#endif
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@ -18,5 +18,6 @@
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int map_create(t_game **game, int argc, char **argv);
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int map_create(t_game **game, int argc, char **argv);
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void map_free(t_map *map);
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void map_free(t_map *map);
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void print_map(t_map *map);
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void print_map(t_map *map);
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t_tile get_tile(t_map * map, int x, int y);
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#endif
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#endif
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@ -6,7 +6,7 @@
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/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
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/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/04/15 18:53:27 by qmennen #+# #+# */
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/* Created: 2025/04/15 18:53:27 by qmennen #+# #+# */
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/* Updated: 2025/04/17 19:49:36 by qmennen ### ########.fr */
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/* Updated: 2025/04/22 15:23:45 by qmennen ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -17,6 +17,6 @@
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int player_create(t_game **game);
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int player_create(t_game **game);
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void player_render(t_screen *screen, t_player *player);
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void player_render(t_screen *screen, t_player *player);
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void player_update(t_game *game);
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void player_update(t_game *game, float delta_time);
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#endif
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#endif
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@ -33,8 +33,9 @@ typedef struct s_vec2
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typedef struct s_player
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typedef struct s_player
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{
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{
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t_vec2 pos;
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t_vec2 pos;
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t_vec2 dir;
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t_vec2 camera;
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float speed;
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float speed;
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float angle;
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float fov;
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float fov;
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} t_player;
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} t_player;
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30
src/collision.c
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30
src/collision.c
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* collision.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/04/22 14:40:59 by qmennen #+# #+# */
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/* Updated: 2025/04/22 14:42:09 by qmennen ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "collision.h"
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int collision_horizontal(t_map *map, t_player *player, float xa)
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{
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t_tile tile;
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tile = get_tile(map, (int) ((player->pos.x + xa) / TILE_SIZE), (int) ((player->pos.y) / TILE_SIZE));
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return (tile != TILE_WALL && tile != TILE_VOID);
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}
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int collision_vertical(t_map *map, t_player *player, float ya)
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{
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t_tile tile;
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tile = get_tile(map, (int) ((player->pos.x) / TILE_SIZE), (int) ((player->pos.y + ya) / TILE_SIZE));
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return (tile != TILE_WALL && tile != TILE_VOID);
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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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/* By: qmennen <qmennen@student.codam.nl> +#+ */
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/* +#+ */
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/* +#+ */
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/* Created: 2025/04/15 15:46:08 by qmennen #+# #+# */
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/* Created: 2025/04/15 15:46:08 by qmennen #+# #+# */
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/* Updated: 2025/04/22 12:58:50 by whaffman ######## odam.nl */
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/* Updated: 2025/04/22 15:42:09 by whaffman ######## odam.nl */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -45,10 +45,12 @@ void free_game(t_game **game)
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void game_loop(void *param)
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void game_loop(void *param)
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{
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{
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t_game *game;
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t_game *game;
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float delta_time;
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game = (t_game *)param;
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game = (t_game *)param;
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delta_time = game->screen->mlx->delta_time;
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render_clear(game->screen);
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render_clear(game->screen);
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player_update(game);
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player_update(game, delta_time);
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render_entities(game);
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render_entities(game);
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render_map(game->screen, game->map);
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render_map(game->screen, game->map);
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keyboard_update(game); // Goes last
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keyboard_update(game); // Goes last
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10
src/map.c
10
src/map.c
@ -6,7 +6,7 @@
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/* By: whaffman <whaffman@student.codam.nl> +#+ */
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/* By: whaffman <whaffman@student.codam.nl> +#+ */
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/* +#+ */
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/* +#+ */
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/* Created: 2025/04/22 13:20:51 by whaffman #+# #+# */
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/* Created: 2025/04/22 13:20:51 by whaffman #+# #+# */
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/* Updated: 2025/04/22 13:20:52 by whaffman ######## odam.nl */
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/* Updated: 2025/04/22 15:43:35 by whaffman ######## odam.nl */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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#include <unistd.h>
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#include <unistd.h>
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#include "cub3d.h"
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#include "cub3d.h"
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#include "libft.h"
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#include "libft.h"
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#include "types.h"
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#define FAILURE 0
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#define FAILURE 0
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#define SUCCESS 1
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#define SUCCESS 1
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@ -247,3 +248,10 @@ void map_free(t_map *map)
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free(map->EA_texture);
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free(map->EA_texture);
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free(map);
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free(map);
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}
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}
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t_tile get_tile(t_map * map, int x, int y)
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{
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if (x < 0 || y < 0 || x >= map->width || y >= map->height)
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return (TILE_WALL);
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return (map->grid[y][x]);
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}
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49
src/player.c
49
src/player.c
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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#include "player.h"
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#include "cub3d.h"
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#include "render.h"
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#include "types.h"
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int player_create(t_game **game)
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int player_create(t_game **game)
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{
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{
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@ -21,36 +19,51 @@ int player_create(t_game **game)
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player = malloc(sizeof(t_player));
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player = malloc(sizeof(t_player));
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if (!player)
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if (!player)
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return (FAILURE);
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return (FAILURE);
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player->pos.x = 20.f;
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player->pos.x = 2 * TILE_SIZE;
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player->pos.y = 20.f;
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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->camera.x = 0;
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player->camera.y = 0.66f;
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player->speed = 80.f;
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player->speed = 80.f;
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player->fov = 90.f;
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player->fov = 90.f;
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(*game)->player = player;
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(*game)->player = player;
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return (SUCCESS);
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return (SUCCESS);
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}
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}
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static void move(t_player *player, int dir, float delta)
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static void move(t_map *map, t_player *player, int dir, float delta)
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{
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{
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player->pos.x += dir * (sin(player->angle) * player->speed * delta);
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float xa;
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player->pos.y += dir * -1 * (cos(player->angle) * player->speed * delta);
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float ya;
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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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}
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static void rotate(t_player *player, int dir)
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static void rotate(t_player *player, float rot_speed)
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{
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{
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player->angle += dir * .1f;
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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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}
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void player_update(t_game *game)
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void player_update(t_game *game, float delta_time)
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{
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{
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if (get_key(game, MLX_KEY_W))
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if (get_key(game, MLX_KEY_W))
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move(game->player, 1, game->screen->mlx->delta_time);
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move(game->map, game->player, 1, delta_time);
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else if (get_key(game, MLX_KEY_S))
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else if (get_key(game, MLX_KEY_S))
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move(game->player, -1, game->screen->mlx->delta_time);
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move(game->map, game->player, -1, delta_time);
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if (get_key(game, MLX_KEY_LEFT))
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if (get_key(game, MLX_KEY_LEFT))
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rotate(game->player, -1);
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rotate(game->player, .1f);
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else if (get_key(game, MLX_KEY_RIGHT))
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else if (get_key(game, MLX_KEY_RIGHT))
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rotate(game->player, 1);
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rotate(game->player, -.1f);
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}
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}
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void player_render(t_screen *screen, t_player *player)
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void player_render(t_screen *screen, t_player *player)
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@ -60,7 +73,7 @@ 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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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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return ;
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render_circle(screen, player->pos, 4, 0x3294a8ff);
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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.x = player->pos.x + player->dir.x * 30;
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direction.y = player->pos.y - cos(player->angle) * 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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render_line(screen, player->pos, direction, 0xa83232ff);
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}
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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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/* By: qmennen <qmennen@student.codam.nl> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/04/17 19:29:29 by qmennen #+# #+# */
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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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/* ************************************************************************** */
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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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return (FAILURE);
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(*game)->keyboard = keyboard;
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(*game)->keyboard = keyboard;
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i = 0;
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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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{
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(*game)->keyboard->keys[i] = 0;
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(*game)->keyboard->keys[i] = 0;
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i++;
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i++;
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Block a user