Merge branch 'master' of git.sr.ht:~xamora/cube3D
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commit
5511732657
BIN
game/.game.h.swp
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BIN
game/.game.h.swp
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121
game/dda.c
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121
game/dda.c
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* dda.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2023/05/02 15:49:00 by erey-bet #+# #+# */
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/* Updated: 2023/05/02 16:58:31 by erey-bet ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game.h"
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void init_dda(t_game *game, t_dda *dda)
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{
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t_ray *ray
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ray = game->ray;
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dda->map_x = (int)game->ply->pos_x;
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dda->map_y = (int)game->ply->pos_y;
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if (ray->dir_x == 0)
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dda->delta_dist_x = 1e30;
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else
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dda->delta_dist_x = abs(1 / ray->dir_x);
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if (ray->dir_y == 0)
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dda->delta_dist_y = 1e30;
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else
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dda->delta_dist_y = abs(1 / ray->dir_y);
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dda->hit = 0;
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if (ray->dir_x < 0)
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{
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dda->step_x = -1;
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dda->side_dist_x = (game->ply->pos_x - dda->map_x) * dda->delta_dist_x;
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}
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else
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{
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dda->step_x = 1;
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dda->side_dist_x = (dda->map_x + 1.0 - game->ply->pos_y) * dda->delta_dist_x;
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}
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if (ray->dir_y < 0)
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{
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dda->step_y = -1;
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dda->side_dist_y = (game->ply->pos_y - dda->map_y) * dda->delta_dist_y;
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}
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else
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{
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dda->step_y = 1;
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dda->side_dist_y = (dda->map_y + 1.0 - game->ply->pos_y) * dda->delta_dist_y;
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}
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}
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void loop_dda(t_game *game, t_dda *dda)
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{
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while (dda->hit == 0)
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{
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if (dda->side_dist_x < dda->side_dist_y)
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{
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dda->side_dist_x += dda->delta_dist_x;
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dda->map_x += dda->step_x;
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dda->side = 0;
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}
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else
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{
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dda->side_dist_y += dda->delta_dist_y;
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dda->map_y += dda->step_y;
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dda->side = 1;
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}
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if (game->map->map[dda->map_x][dda->map_y] > 0)
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dda->hit = 1;
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}
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}
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void ray_dda(t_game *game, t_dda *dda)
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{
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if(dda->side == 0)
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dda->perp_wall_dist = (dda->side_dist_x - dda->delta_dist_x);
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else
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dda->perp_wall_dist = (dda->side_dist_y - dda->delta_dist_y);
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dda->line_height = (int)(HEIGHT / dda->perp_wall_dist);
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dda->draw_start = -dda->line_height / 2 + HEIGHT / 2;
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if(dda->draw_start < 0)
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dda->draw_start = 0;
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dda->draw_end = dda->line_height / 2 + HEIGHT / 2;
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if(draw_end >= HEIGHT)
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draw_end = HEIGHT - 1;
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}
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int create_trgb(int t, int r, int g, int b)
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{
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return (t << 24 | r << 16 | g << 8 | b);
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}
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#include <time.h>
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#include <stdlib.h>
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void draw_dda(t_game *game, t_dda *dda)
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{
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int color;
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srand(time(NULL));
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int r = rand() % 4;
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if (r == 0)
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color = create_trgv(255, 150, 10, 200);
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else if (r == 1)
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color = create_trgv(255, 10, 150, 200);
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else if (r == 2)
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color = create_trgv(255, 200, 150, 10);
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else if (r == 3)
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color = create_trgv(255, 10, 200, 150);
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mlx_put_pixel(game->mlx->window, abs(x), y,
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}
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void dda(t_game *game, t_dda *dda)
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{
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init_dda(game, dda);
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loop_dda(game, dda);
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ray_dda(game, dda);
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draw_dda(game, dda);
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}
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21
game/game.h
21
game/game.h
@ -6,7 +6,7 @@
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/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2023/04/26 15:29:34 by erey-bet #+# #+# */
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/* Updated: 2023/05/02 15:32:43 by erey-bet ### ########.fr */
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/* Updated: 2023/05/02 15:56:17 by erey-bet ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -31,10 +31,25 @@ typedef struct s_player
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typedef struct s_raycast
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{
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double x;
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double y;
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double dir_x;
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double dir_y;
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} t_ray;
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typedef struct s_dda
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{
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int map_x;
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int map_y;
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double side_dist_x;
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double side_dist_y;
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double delta_dist_x;
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double delta_dist_y;
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double perp_wall_dist;
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int step_x;
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int step_y;
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int hit;
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int side;
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} t_dda;
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typedef struct s_game
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{
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mlx_t *mlx;
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@ -6,7 +6,7 @@
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/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2023/04/27 14:30:29 by erey-bet #+# #+# */
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/* Updated: 2023/05/02 13:12:15 by erey-bet ### ########.fr */
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/* Updated: 2023/05/02 15:56:09 by erey-bet ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -25,8 +25,8 @@ int ray(t_game *game)
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while (i <= WIDTH)
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{
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camera = 2 * i / (double)WIDTH - 1; //x-coordinate in camera space
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ray->x = p->dir_x + p->pla_x * camera;
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ray->y = p->dir_y + p->pla_y * camera;
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ray->dir_x = p->dir_x + p->pla_x * camera;
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ray->dir_y = p->dir_y + p->pla_y * camera;
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}
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}
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