「✨」 feat(Raycasting): Now working 🎉
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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: 2024/10/28 15:48:39 by adjoly #+# #+# */
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/* Updated: 2024/11/02 14:14:45 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 16:00:11 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -22,12 +22,13 @@ void draw_floor(t_render *render)
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size_t y;
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y = WINDOW_H / 2;
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while(y < WINDOW_H - 1)
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while (y < WINDOW_H - 1)
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{
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x = 0;
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while (x < WINDOW_W)
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{
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mlx_set_image_pixel(render->mlx, render->img, x, y, render->world->floor);
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mlx_set_image_pixel(render->mlx, render->img, x, y, \
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render->world->floor);
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x++;
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}
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y++;
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@ -40,12 +41,13 @@ void draw_celling(t_render *render)
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size_t y;
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y = 0;
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while(y < WINDOW_H / 2)
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while (y < WINDOW_H / 2)
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{
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x = 0;
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while (x < WINDOW_W)
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{
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mlx_set_image_pixel(render->mlx, render->img, x, y, render->world->celling);
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mlx_set_image_pixel(render->mlx, render->img, x, y, \
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render->world->celling);
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x++;
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}
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y++;
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@ -77,15 +79,18 @@ void render_frame(t_render *render)
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int i;
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t_dda dda;
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t_ray ray;
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float ang;
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i = WINDOW_W;
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ray.angle = render->player->direction - (M_PI / 180) / ((float)FOV / 2);
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ray.angle = render->player->direction - ((M_PI / 180) * ((float)FOV / 2));
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fix_ang(&ray.angle);
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draw_celling(render);
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draw_floor(render);
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while(i > -1)
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while (i > -1)
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{
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dda_algo(render, &dda, &ray);
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ang = cos(render->player->direction - ray.angle);
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ray.distance *= ang;
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print_line(render, &ray, i);
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ray.angle += (M_PI / 180) / ((float)WINDOW_W / FOV);
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fix_ang(&ray.angle);
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