/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* initialize.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: qmennen +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2025/04/22 17:08:26 by qmennen #+# #+# */ /* Updated: 2025/06/03 19:31:25 by qmennen ### ########.fr */ /* */ /* ************************************************************************** */ #include "cub3d.h" t_sprite make_sprite(t_sprite_lib *def, double x, double y) { t_sprite sprite; ft_memset(&sprite, 0, sizeof(t_sprite)); sprite.texture = def->texture; sprite.n_frames = sprite.texture->width / sprite.texture->height; sprite.animation_speed = 10; sprite.pos.x = x; sprite.pos.y = y; sprite.type = def->type; return (sprite); } static int init_temp(t_game **game) { mlx_texture_t *hud_texture; hud_texture = mlx_load_png("./assets/overlay2.png"); (*game)->screen->hud = mlx_texture_to_image((*game)->screen->mlx, hud_texture); mlx_delete_texture(hud_texture); return (SUCCESS); } int initialize_cub3d(t_game **game, const char *mapfile) { if (!game_create(game)) return (FAILURE); if (!player_create(game)) return (FAILURE); if (!map_create(game, mapfile)) return (FAILURE); if (!texture_load(*game)) return (FAILURE); if (!shader_init(game)) return (FAILURE); if (!screen_create(game)) return (FAILURE); if (!load_uniforms(game)) return (FAILURE); if (!keyboard_create(game)) return (FAILURE); if (!init_temp(game)) return (FAILURE); if (!screen_display((*game)->screen)) return (FAILURE); return (SUCCESS); }