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25
game/game.c
25
game/game.c
@ -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 12:59:53 by erey-bet #+# #+# */
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/* Updated: 2023/04/27 14:52:17 by erey-bet ### ########.fr */
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/* Updated: 2023/04/28 16:23:57 by erey-bet ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -14,28 +14,25 @@
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int start_game(t_map *map)
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{
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t_game *game;
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t_game game;
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game = init(map);
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if (!game)
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if (init(map, &game))
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return (1);
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if (!game->mlx)
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return (1);
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game->window = mlx_new_image(game->mlx, 128, 128);
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if (!game->window)
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game.window = mlx_new_image(game.mlx, WIDTH, HEIGHT);
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if (!game.window)
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{
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mlx_close_window(game->mlx);
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mlx_close_window(game.mlx);
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return(1);
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}
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if (mlx_image_to_window(game->mlx, game->window, 0, 0) == -1)
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if (mlx_image_to_window(game.mlx, game.window, 0, 0) == -1)
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{
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mlx_close_window(game->mlx);
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mlx_close_window(game.mlx);
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return(1);
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}
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mlx_key_hook(game->mlx, manage, game);
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mlx_loop(game->mlx);
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mlx_terminate(game->mlx);
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mlx_key_hook(game.mlx, manage, &game);
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mlx_loop(game.mlx);
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mlx_terminate(game.mlx);
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return (0);
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}
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17
game/game.h
17
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: 2023/04/27 14:52:04 by erey-bet ### ########.fr */
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/* Updated: 2023/05/02 15:32:43 by erey-bet ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -14,19 +14,34 @@
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# define GAME_H
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# include "../cube3D.h"
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# include <math.h>
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# define WIDTH 1920
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# define HEIGHT 1080
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typedef struct s_player
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{
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double pos_x;
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double pos_y;
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double dir_x;
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double dir_y;
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double pla_x;
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double pla_y;
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} t_ply;
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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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} t_ray;
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typedef struct s_game
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{
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mlx_t *mlx;
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mlx_image_t *window;
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t_ply *ply;
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t_map *map;
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t_ray *ray;
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} t_game;
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/* INIT */
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51
game/init.c
51
game/init.c
@ -6,49 +6,32 @@
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/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2023/04/27 14:50:22 by erey-bet #+# #+# */
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/* Updated: 2023/04/27 15:08:25 by erey-bet ### ########.fr */
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/* Updated: 2023/05/02 15:18:05 by erey-bet ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game.h"
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int check_free(t_game *game)
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void init_ply(t_map *map, t_ply *ply)
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{
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if (!game->mlx || !game->ply)
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{
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if (game->mlx)
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free(game->mlx);
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if (game->ply)
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free(game->ply);
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free(game);
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return (1);
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}
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return (0);
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}
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t_ply *init_ply(t_map *map)
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{
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t_ply *ply;
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ply = malloc(sizeof(t_ply));
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if (!ply)
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return (NULL);
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ply->pos_x = map->ply_x;
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ply->pos_y = map->ply_y;
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return (ply);
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}
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t_game *init(t_map *map)
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void init_ray(t_ray *ray)
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{
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t_game *game;
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game = malloc(sizeof(game));
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if (!game)
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return (NULL);
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game->mlx = mlx_init(1920, 1080, "jan lili", true);
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game->map = map;
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game->ply = init_ply(map);
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if (check_free(game))
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return (NULL);
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return (game);
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ray->x = 0;
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ray->y = 0;
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}
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void init(t_map *map, t_game &game)
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{
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t_ply ply;
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t_ray ray;
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game.mlx = mlx_init(WIDTH, HEIGHT, "jan lili", true);
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if (!game.mlx)
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return (NULL);
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game.map = map;
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init_ply(map, &ply);
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}
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@ -6,15 +6,22 @@
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/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2023/04/27 14:14:51 by erey-bet #+# #+# */
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/* Updated: 2023/04/27 14:35:39 by erey-bet ### ########.fr */
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/* Updated: 2023/04/28 12:50:21 by erey-bet ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game.h"
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int movement(double *to_add, double add)
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int movement(t_ply *ply, int key)
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{
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*to_add += add;
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else if (key == MLX_KEY_W)
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ply->pos_y -= 0.1;
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else if (key == MLX_KEY_S)
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ply->pos_y += 0.1;
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else if (key == MLX_KEY_D)
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ply->pos_x += 0.1;
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else if (key == MLX_KEY_A)
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ply->pos_x -= 0.1;
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return (1);
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}
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@ -25,14 +32,15 @@ int manage_keys(mlx_key_data_t keys, t_game *game)
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is_moving = 0;
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if (keys.key == MLX_KEY_ESCAPE)
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mlx_close_window(game->mlx);
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else if (keys.key == MLX_KEY_W)
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is_moving = movement(&game->ply->pos_y, -0.1);
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else if (keys.key == MLX_KEY_S)
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is_moving = movement(&game->ply->pos_y, 0.1);
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else if (keys.key == MLX_KEY_D)
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is_moving = movement(&game->ply->pos_x, 0.1);
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else if (keys.key == MLX_KEY_A)
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is_moving = movement(&game->ply->pos_x, -0.1);
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else if (keys.key == MLX_KEY_W
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|| keys.key == MLX_KEY_S
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|| keys.key == MLX_KEY_D
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|| keys.key == MLX_KEY_A)
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is_moving = movement(game->ply, keys.key);
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/*else if (key.key == MLX_KEY_RIGHT)
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game->ply->direc += 0.1;
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else if (key.key == MLX_KEY_LEFT)
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game->ply->direc -= 0.1;*/
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if (is_moving)
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return (1);
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return (0);
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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: 2023/04/27 14:36:06 by erey-bet ### ########.fr */
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/* Updated: 2023/05/02 13:12:15 by erey-bet ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game.h"
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int ray(t_game *game)
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{
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t_ply *p;
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t_ray *ray;
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double camera;
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int i;
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i = 0;
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p = game->ply;
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ray = game->ray;
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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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}
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}
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int raycasting(t_game *game)
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{
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(void)game;
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ray(game)
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write(1, "raycasting...\n", 14);
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return (0);
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}
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