「✏️」 norm: Normed keys
This commit is contained in:
@ -6,7 +6,7 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/11 16:38:40 by adjoly #+# #+# */
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/* Created: 2024/09/11 16:38:40 by adjoly #+# #+# */
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/* Updated: 2024/11/11 13:27:55 by adjoly ### ########.fr */
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/* Updated: 2024/11/11 13:49:39 by adjoly ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -65,6 +65,8 @@ typedef struct s_render
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int key_down(int key, void *param);
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int key_down(int key, void *param);
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int key_up(int key, void *param);
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int key_up(int key, void *param);
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int window_event(int event, void *param);
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int window_event(int event, void *param);
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void move_right_left(t_render *render, bool right);
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void move_for_back(t_render *render, bool forward);
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/**
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/**
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* @brief This function is here to change the direction of the player
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* @brief This function is here to change the direction of the player
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42
src/cub3d.c
42
src/cub3d.c
@ -6,7 +6,7 @@
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/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
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/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */
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/* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */
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/* Updated: 2024/11/11 13:37:32 by adjoly ### ########.fr */
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/* Updated: 2024/11/11 13:49:05 by adjoly ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -20,43 +20,6 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include "utils.h"
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#include "utils.h"
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void move_for_back(t_render *render, bool forward)
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{
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if (forward)
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{
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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
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{
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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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}
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void move_right_left(t_render *render, bool right)
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{
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if (right)
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{
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render->player->coord.x += PLAYER_SPEED * \
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sin(render->player->direction);
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render->player->coord.y += PLAYER_SPEED * \
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cos(render->player->direction);
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}
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else
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{
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render->player->coord.x -= PLAYER_SPEED * \
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sin(render->player->direction);
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render->player->coord.y -= PLAYER_SPEED * \
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cos(render->player->direction);
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}
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}
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int loop(void *param)
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int loop(void *param)
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{
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{
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t_render *render;
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t_render *render;
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@ -97,7 +60,8 @@ void event_hook(t_render *render)
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{
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{
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mlx_on_event(render->mlx, render->win, MLX_KEYDOWN, key_down, render);
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mlx_on_event(render->mlx, render->win, MLX_KEYDOWN, key_down, render);
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mlx_on_event(render->mlx, render->win, MLX_KEYUP, key_up, render);
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mlx_on_event(render->mlx, render->win, MLX_KEYUP, key_up, render);
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mlx_on_event(render->mlx, render->win, MLX_WINDOW_EVENT, window_event, render);
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mlx_on_event(render->mlx, render->win, MLX_WINDOW_EVENT, \
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window_event, render);
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}
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}
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int main(int ac, char **av)
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int main(int ac, char **av)
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49
src/utils/movement.c
Normal file
49
src/utils/movement.c
Normal file
@ -0,0 +1,49 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* movement.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/11/11 13:48:35 by adjoly #+# #+# */
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/* Updated: 2024/11/11 13:48:44 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/game.h"
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void move_for_back(t_render *render, bool forward)
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{
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if (forward)
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{
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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
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{
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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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}
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void move_right_left(t_render *render, bool right)
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{
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if (right)
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{
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render->player->coord.x += PLAYER_SPEED * \
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sin(render->player->direction);
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render->player->coord.y += PLAYER_SPEED * \
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cos(render->player->direction);
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}
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else
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{
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render->player->coord.x -= PLAYER_SPEED * \
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sin(render->player->direction);
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render->player->coord.y -= PLAYER_SPEED * \
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cos(render->player->direction);
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}
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}
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