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https://codeberg.org/ACME-Corporation/cub3d.git
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feat: player coordinate are at the center of a tile
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parent
15de3cc857
commit
76fba8fd8a
2 changed files with 5 additions and 5 deletions
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@ -6,7 +6,7 @@
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/07/17 14:20:00 by kcolin #+# #+# */
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/* Created: 2025/07/17 14:20:00 by kcolin #+# #+# */
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/* Updated: 2025/07/17 15:55:44 by kcolin ### ########.fr */
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/* Updated: 2025/07/29 11:58:34 by kcolin ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -59,5 +59,5 @@ void draw_map(t_mapdata *map, t_player *player, t_img_data *data)
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}
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}
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i++;
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i++;
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}
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}
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draw_2d_wall(0x00FF0000, data, MAP_SIZE * (player->x / SIZE), MAP_SIZE * (player->y / SIZE));
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draw_2d_wall(0x00FF0000, data, MAP_SIZE * ((player->x - (float)SIZE / 2)) / SIZE, MAP_SIZE * ((player->y - (float)SIZE / 2) / SIZE));
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}
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}
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@ -6,7 +6,7 @@
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/07/17 14:14:30 by kcolin #+# #+# */
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/* Created: 2025/07/17 14:14:30 by kcolin #+# #+# */
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/* Updated: 2025/07/29 10:30:41 by kcolin ### ########.fr */
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/* Updated: 2025/07/29 11:56:42 by kcolin ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -32,8 +32,8 @@
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void init_player(t_mapdata *mapdata, t_player *player)
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void init_player(t_mapdata *mapdata, t_player *player)
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{
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{
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player->health = 100;
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player->health = 100;
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player->x = mapdata->startx * SIZE;
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player->x = mapdata->startx * SIZE + ((float)SIZE / 2);
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player->y = mapdata->starty * SIZE;
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player->y = mapdata->starty * SIZE + ((float)SIZE / 2);
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if (mapdata->map[mapdata->starty][mapdata->startx] == 'N')
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if (mapdata->map[mapdata->starty][mapdata->startx] == 'N')
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player->yaw = M_PI;
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player->yaw = M_PI;
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else if (mapdata->map[mapdata->starty][mapdata->startx] == 'S')
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else if (mapdata->map[mapdata->starty][mapdata->startx] == 'S')
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