「🔨」 fix(Raycasting): Working as expected
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55
src/utils/convert_parsing.c
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55
src/utils/convert_parsing.c
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* convert_parsing.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/11/06 13:01:03 by adjoly #+# #+# */
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/* Updated: 2024/11/06 13:44:16 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/settings.h"
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#include "mlx.h"
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#include "parsing.h"
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#include "game/game.h"
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t_player init_player(t_pars parsing)
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{
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t_player player;
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player.coord.x = parsing.coor.x * CHUNK_SIZE + (CHUNK_SIZE / 2);
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player.coord.y = parsing.coor.y * CHUNK_SIZE + (CHUNK_SIZE / 2);
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if (parsing.l_player == 'N')
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player.direction = M_PI / 2;
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else if (parsing.l_player == 'S')
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player.direction = -(M_PI / 2);
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else if (parsing.l_player == 'W')
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player.direction = M_PI;
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else if (parsing.l_player == 'E')
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player.direction = 0;
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return (player);
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}
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t_map init_world(t_pars parsing)
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{
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t_map map;
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map.arr = parsing.map;
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map.size.x = ft_strlen(parsing.map[0]);
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map.size.y = ft_count_line_map(parsing.map, 0);
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map.floor = parsing.f_color;
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map.celling = parsing.c_color;
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return (map);
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}
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void init_texture(t_render *render, t_pars parsing)
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{
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int i;
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render->texture[0] = mlx_png_file_to_image(render->mlx, parsing.no_png, &i, &i);
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render->texture[1] = mlx_png_file_to_image(render->mlx, parsing.we_png, &i, &i);
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render->texture[2] = mlx_png_file_to_image(render->mlx, parsing.so_png, &i, &i);
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render->texture[3] = mlx_png_file_to_image(render->mlx, parsing.ea_png, &i, &i);
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}
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