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🏗️」 wip(ft_passagepietion): passage pieton working 👍

This commit is contained in:
Maelys
2024-11-01 16:34:54 +01:00
parent 90c84c7b37
commit 0d54c93764
7 changed files with 29 additions and 24 deletions

View File

@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */
/* Updated: 2024/10/30 14:42:06 by adjoly ### ########.fr */
/* Updated: 2024/11/01 16:13:57 by madumerg ### ########.fr */
/* */
/* ************************************************************************** */
@ -14,10 +14,12 @@
#include <game/settings.h>
#include <game/dda.h>
#include <math.h>
#include <stdbool.h>
void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
{
dda->h = true;
dda->distance.x = 1000000;
dda->h = false;
dda->s = true;
ray->tan = tan(ray->angle);
if (cos(ray->angle) < -0.001)
@ -36,36 +38,37 @@ void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
}
else
{
dda->s = false;
ray->pos.x = play->coord.x;
ray->pos.y = play->coord.y;
dda->s = false;
}
}
void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
{
dda->distance.y = 1000000;
dda->s = true;
dda->h = false;
dda->h = true;
ray->tan = 1 / tan(ray->angle);
if (sin(ray->angle) < -0.001)
{
ray->offset.y = CHUNK_SIZE;
ray->offset.x = -CHUNK_SIZE * ray->tan;
ray->pos.y = (((int)play->coord.y >> 6) << 6) - CHUNK_SIZE;
ray->pos.y = (((int)play->coord.y >> 6) << 6) + CHUNK_SIZE;
ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
}
else if(sin(ray->angle) > 0.001)
{
ray->offset.y = -CHUNK_SIZE;
ray->offset.x = CHUNK_SIZE * ray->tan;
ray->pos.y = (((int)play->coord.y >> 6) << 6) + 0.001;
ray->pos.y = (((int)play->coord.y >> 6) << 6) - 0.001;
ray->pos.x -= (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
}
else
{
dda->s = false;
ray->pos.x = play->coord.x;
ray->pos.y = play->coord.y;
dda->s = false;
}
}
@ -80,7 +83,6 @@ void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
{
dda->map.x = (int)(ray->pos.x / 64);
dda->map.y = (int)(ray->pos.y / 64);
printf("%f, %f\n", ray->pos.x, ray->pos.y);
if (dda->map.x >= 0 && dda->map.x < w && dda->map.y >= 0 && dda->map.y < h && \
map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
{