「✨」 feat(Raycasting): Now working 🎉
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@ -6,23 +6,22 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/28 13:04:36 by adjoly #+# #+# */
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/* Updated: 2024/10/29 14:15:59 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 15:57:19 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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# ifndef DDA_H
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#ifndef DDA_H
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# define DDA_H
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# include <math.h>
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# include "game.h"
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#include "game/vectwo.h"
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# include "game/vectwo.h"
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typedef struct s_dda
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{
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bool h;
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int i;
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bool s;
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t_vec2 map;
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t_vec2 vert;
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t_vec2 hori;
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@ -6,7 +6,7 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/11 16:38:40 by adjoly #+# #+# */
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/* Updated: 2024/10/29 13:56:32 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 15:55:39 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -53,7 +53,6 @@ typedef struct s_render
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void *texture[4];
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} t_render;
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/**
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* @brief This function is used to handle keypress
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*
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@ -64,7 +63,6 @@ typedef struct s_render
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*/
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int key_hook(int key, void *param);
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/**
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* @brief This function is here to change the direction of the player
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* by setting the t_player->direction and check overflow to be
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@ -77,7 +75,6 @@ int key_hook(int key, void *param);
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*/
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void change_direction(float speed, bool clockwise, t_player *player);
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/**
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* @brief Render a cub3d frame by executing a dda on every ray and
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* putting the pixel on the window
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@ -6,11 +6,11 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/04 14:06:39 by adjoly #+# #+# */
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/* Updated: 2024/11/02 14:15:03 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 15:55:02 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef SETTINGS_H
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#ifndef SETTINGS_H
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# define SETTINGS_H
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// Key code
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@ -24,8 +24,8 @@
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# define WINDOW_W 1600
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# define WINDOW_H 900
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# define PLAYER_ROT_SPEED (2 * M_PI) / 128
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# define PLAYER_SPEED 0.5
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# define PLAYER_ROT_SPEED 0.034906585039887
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# define PLAYER_SPEED 1.5
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# define FOV 70
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# define CHUNK_SIZE 64
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@ -6,14 +6,14 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/29 10:07:24 by adjoly #+# #+# */
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/* Updated: 2024/10/29 10:08:04 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 15:54:32 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef UTILS_MATH_H
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# define UTILS_MATH_H
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#include <math.h>
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# include <math.h>
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void fix_ang(float *ang);
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@ -6,13 +6,15 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/28 13:32:14 by adjoly #+# #+# */
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/* Updated: 2024/10/28 14:24:56 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 15:51:49 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef VECTWO_H
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# define VECTWO_H
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# include <stdint.h>
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typedef struct s_vec2
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{
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float x;
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@ -35,4 +37,9 @@ void vec2_add(t_vec2 *first, t_vec2 second);
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* @brief Just substract second to first
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*/
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void vec2_sub(t_vec2 *first, t_vec2 second);
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/**
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* @brief Multiply a vec2 by a number n and returns it
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*/
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t_vec2 vec2_mul_ret(t_vec2 vec, float n);
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#endif
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