「✨」 feat: Added get_ray_angle function
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@ -1,8 +0,0 @@
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# 1 "<stdin>"
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# 1 "<built-in>" 1
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# 1 "<built-in>" 3
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# 384 "<built-in>" 3
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# 1 "<command line>" 1
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# 1 "<built-in>" 2
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# 1 "<stdin>" 2
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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: 2024/09/24 16:50:56 by adjoly ### ########.fr */
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/* Updated: 2024/09/29 16:47:32 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -19,22 +19,6 @@
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# include <stdbool.h>
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# include <unistd.h>
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typedef struct s_player
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{
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t_coord coords;
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double direction;
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} t_player;
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typedef struct s_cub
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{
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void *mlx;
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void *win;
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void *sprites;
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void *img;
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char **map;
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t_player player;
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} t_cub;
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# define ESCAPE_KEY 41
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# define W_KEY 26
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# define S_KEY 22
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@ -46,6 +30,31 @@ typedef struct s_cub
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# define PLAYER_ROT_SPEED (2 * M_PI) / 8
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# define PLAYER_SPEED 3
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# define MAP_CHUNK_SIZE 64
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# define RAY_SIZE 2
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# define FOV 60 * (M_PI / 180)
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typedef struct s_ray_dir
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{
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float x;
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float y;
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} t_ray_dir;
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typedef struct s_player
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{
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t_coord coords;
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double direction;
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t_ray_dir ray_dir[WINDOW_X / RAY_SIZE];
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} t_player;
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typedef struct s_cub
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{
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void *mlx;
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void *win;
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void *sprites;
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void *img;
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char **map;
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t_player player;
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} t_cub;
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/**
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* @brief This function is used to handle keypress
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@ -6,7 +6,7 @@
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/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */
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/* Updated: 2024/09/24 18:31:05 by adjoly ### ########.fr */
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/* Updated: 2024/09/29 14:44:07 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -29,10 +29,10 @@ int main(int ac, char **av)
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(void)ac;
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(void)av;
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cub.mlx = mlx_init();
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cub.win = mlx_new_window(cub.mlx, 600, 600, "WTF");
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cub.win = mlx_new_window(cub.mlx, WINDOW_X, WINDOW_Y, "WTF");
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cub.player.coords.x = 100;
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cub.player.coords.y = 100;
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cub.img = mlx_new_image(cub.mlx, 600, 600);
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cub.img = mlx_new_image(cub.mlx, WINDOW_X, WINDOW_Y);
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get_player_image(&cub, 0);
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mlx_put_image_to_window(cub.mlx, cub.win, cub.img, 0, 0);
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mlx_on_event(cub.mlx, cub.win, MLX_KEYDOWN, key_hook, &cub);
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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: 2024/09/13 11:05:02 by adjoly #+# #+# */
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/* Updated: 2024/09/24 14:40:23 by adjoly ### ########.fr */
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/* Updated: 2024/09/29 14:44:28 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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28
src/raycasting/get_ray_angle.c
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src/raycasting/get_ray_angle.c
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@ -0,0 +1,28 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* get_ray_angle.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/29 15:26:29 by adjoly #+# #+# */
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/* Updated: 2024/09/29 16:46:44 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game.h"
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void get_ray_angle(t_player *player)
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{
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uint16_t x;
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float ray_angle;
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x = 0;
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while (x < WINDOW_X)
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{
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ray_angle = player->direction - (FOV / 2) + (x / WINDOW_X) * FOV;
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player->ray_angle[x / RAY_SIZE].x = cos(ray_angle);
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player->ray_angle[x / RAY_SIZE].y = sin(ray_angle);
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x += RAY_SIZE;
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}
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}
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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: 2024/09/23 14:41:31 by adjoly ### ########.fr */
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/* Updated: 2024/09/29 14:45:02 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -29,7 +29,7 @@ int key_hook(int key, void *param)
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{
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mlx_clear_window(cub->mlx, cub->win);
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mlx_destroy_image(cub->mlx, cub->img);
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cub->img = mlx_new_image(cub->mlx, 600, 600);
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cub->img = mlx_new_image(cub->mlx, WINDOW_X, WINDOW_Y);
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get_player_image(cub, key);
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mlx_put_image_to_window(cub->mlx, cub->win, cub->img, 0, 0);
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}
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