「✨」 feat(Raycasting): Now working 🎉
This commit is contained in:
@ -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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@ -6,7 +6,7 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */
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/* Updated: 2024/11/02 13:59:41 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 15:58:33 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -20,7 +20,6 @@ void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
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{
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dda->distance.x = 100000;
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dda->h = false;
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dda->s = true;
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ray->tan = tan(ray->angle);
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if (cos(ray->angle) < -0.001)
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{
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@ -29,25 +28,18 @@ void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
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ray->pos.x = (((int)play->coord.x >> 6) << 6) - 0.001;
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ray->pos.y = (play->coord.x - ray->pos.x) * ray->tan + play->coord.y;
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}
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else if(cos(ray->angle) > 0.001)
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else if (cos(ray->angle) > 0.001)
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{
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ray->offset.x = CHUNK_SIZE;
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ray->offset.y = -CHUNK_SIZE * ray->tan;
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ray->pos.x = (((int)play->coord.x >> 6) << 6) + CHUNK_SIZE;
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ray->pos.y = (play->coord.x - ray->pos.x) * ray->tan + play->coord.y;
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}
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else
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{
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ray->pos.x = play->coord.x;
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ray->pos.y = play->coord.y;
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dda->s = false;
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}
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}
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void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
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{
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dda->distance.y = 100000;
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dda->s = true;
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dda->h = true;
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ray->tan = 1 / tan(ray->angle);
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if (sin(ray->angle) < -0.001)
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@ -57,29 +49,24 @@ void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
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ray->pos.y = (((int)play->coord.y >> 6) << 6) + CHUNK_SIZE;
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ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
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}
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else if(sin(ray->angle) > 0.001)
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else if (sin(ray->angle) > 0.001)
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{
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ray->offset.y = -CHUNK_SIZE;
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ray->offset.x = CHUNK_SIZE * ray->tan;
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ray->pos.y = (((int)play->coord.y >> 6) << 6) - 0.001;
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ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
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}
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else
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{
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ray->pos.x = play->coord.x;
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ray->pos.y = play->coord.y;
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dda->s = false;
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}
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}
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void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
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{
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while (dda->s && dda->i)
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while (dda->i)
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{
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dda->map.x = (int)((int)ray->pos.x / 64);
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dda->map.y = (int)((int)ray->pos.y / 64);
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if (dda->map.x >= 0 && dda->map.x < map->size.x && dda->map.y >= 0 && dda->map.y < map->size.y && \
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map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
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if (dda->map.x >= 0 && dda->map.x < map->size.x && dda->map.y >= 0 && \
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dda->map.y < map->size.y && \
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map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
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{
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dda->i = 0;
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if (dda->h)
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@ -99,18 +86,12 @@ void dda_algo(t_render *render, t_dda *dda, t_ray *ray)
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{
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setup_dda_hor(render->player, ray, dda);
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dda->i = render->world->size.y;
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//printf("caca pos = %f, %f\n", ray->pos.x, ray->pos.y);
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dda_loop(dda, ray, render->world, render->player);
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//printf("pipi pos = %f, %f\n", ray->pos.x, ray->pos.y);
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dda->hori.x = ray->pos.x;
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dda->hori.y = ray->pos.y;
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dda->hori = ray->pos;
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setup_dda_ver(render->player, ray, dda);
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dda->i = render->world->size.x;
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//printf("caca pos = %f, %f\n", ray->pos.x, ray->pos.y);
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dda_loop(dda, ray, render->world, render->player);
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//printf("pipi pos = %f, %f\n", ray->pos.x, ray->pos.y);
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dda->vert.x = ray->pos.x;
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dda->vert.y = ray->pos.y;
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dda->vert = ray->pos;
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if (dda->distance.y < dda->distance.x)
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{
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ray->pos.x = fabsf(dda->hori.x);
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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 16:37:56 by adjoly #+# #+# */
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/* Updated: 2024/11/02 14:21:14 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 15:50:23 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -33,13 +33,17 @@ int key_hook(int key, void *param)
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return (mlx_loop_end(render->mlx));
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if (key == W_KEY)
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{
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render->player->coord.x += PLAYER_SPEED * cos(render->player->direction);
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render->player->coord.y += PLAYER_SPEED * sin(render->player->direction);
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render->player->coord.x += PLAYER_SPEED * \
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cos(render->player->direction);
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render->player->coord.y += PLAYER_SPEED * \
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-sin(render->player->direction);
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}
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else if (key == S_KEY)
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{
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render->player->coord.x -= PLAYER_SPEED * cos(render->player->direction);
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render->player->coord.y -= PLAYER_SPEED * sin(render->player->direction);
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render->player->coord.x -= PLAYER_SPEED * \
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cos(render->player->direction);
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render->player->coord.y -= PLAYER_SPEED * \
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-sin(render->player->direction);
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}
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else if (key == D_KEY)
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change_direction(PLAYER_ROT_SPEED, false, render->player);
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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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@ -6,7 +6,7 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/26 15:47:29 by adjoly #+# #+# */
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/* Updated: 2024/11/02 14:25:24 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 15:42:28 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -24,14 +24,14 @@ void vec2_add(t_vec2 *first, t_vec2 second)
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first->x += second.x;
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first->y += second.y;
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}
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// to be removed
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void vec2_sub(t_vec2 *first, t_vec2 second)
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{
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first->x -= second.x;
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first->y -= second.y;
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}
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t_vec2 vec2_mul_ret(t_vec2 vec, uint16_t n)
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t_vec2 vec2_mul_ret(t_vec2 vec, float n)
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{
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t_vec2 ret;
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Reference in New Issue
Block a user