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https://codeberg.org/ACME-Corporation/cub3d.git
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feat: send single ray
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parent
ff07c5cea1
commit
805ddbab0b
4 changed files with 71 additions and 13 deletions
22
ressources/good_maps/testmap_2.cub
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22
ressources/good_maps/testmap_2.cub
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@ -0,0 +1,22 @@
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NO ./path_to_the_north_texture
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SO ./path_to_the_south_texture
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WE ./path_to_the_west_texture
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EA ./path_to_the_east_texture
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F 220,100,0
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C 225,30,0
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1111111111111111111111111
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1000000000110000000000001
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1011000001110000001000001
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1001000000000000010000001
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111111111011000001110000100000001
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100000000011000001110111110111111
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11110111111111011100000010001
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11110111111111011101010010001
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11000000110101011100000010001
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10000000000000001100000010001
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10000000000000001101010010001
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11000001110101011111011110N0111
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11110111 1110101 101111010001
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11111111 1111111 111111111111
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@ -15,8 +15,10 @@
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# define HEIGHT 800
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# define WIDTH 800
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# define SIZE 64
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# define MAP_SIZE 10
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# define RESSOURCE_DIR "ressources"
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# define MOVEMENT_SPEED 0.1
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# define MOVEMENT_SPEED 6.4
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# define ROTATION_SPEED 0.1
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# ifdef BONUS
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# define COMPILED_TEXT "Compiled with bonuses"
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@ -13,19 +13,19 @@
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#include "../map/mapdata.h"
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#include "../player/player.h"
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#include "drawutils.h"
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#include "../consts.h"
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void draw_2d_wall(unsigned int color, t_img_data *data,
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int x, int y)
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{
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int i;
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int j;
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static int size = 10;
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i = 0;
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while (i < size)
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while (i < MAP_SIZE)
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{
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j = 0;
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while (j < size)
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while (j < MAP_SIZE)
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{
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my_mlx_pixel_put(data, x + i, y + j, color);
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j++;
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@ -46,18 +46,18 @@ void draw_map(t_mapdata *map, t_player *player, t_img_data *data)
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while (map->map[i][j])
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{
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if (map->map[i][j] == '1')
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draw_2d_wall(map->f_color, data, 10 * j, 10 * i);
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draw_2d_wall(map->f_color, data, MAP_SIZE * j, MAP_SIZE * i);
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else if (map->map[i][j] == 'Z' || map->map[i][j] == 'z')
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draw_2d_wall(0x0008D9D6, data, 10 * j, 10 * i);
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draw_2d_wall(0x0008D9D6, data, MAP_SIZE * j, MAP_SIZE * i);
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else if (map->map[i][j] == 'D' || map->map[i][j] == 'd')
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draw_2d_wall(0x00FF2E63, data, 10 * j, 10 * i);
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draw_2d_wall(0x00FF2E63, data, MAP_SIZE * j, MAP_SIZE * i);
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else if (map->map[i][j] == 's')
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draw_2d_wall(0x00E84545, data, 10 * j, 10 * i);
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draw_2d_wall(0x00E84545, data, MAP_SIZE * j, MAP_SIZE * i);
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else if (map->map[i][j] == 'M')
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draw_2d_wall(0x00F4CE14, data, 10 * j, 10 * i);
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draw_2d_wall(0x00F4CE14, data, MAP_SIZE * j, MAP_SIZE * i);
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j++;
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}
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i++;
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}
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draw_2d_wall(0x00FF0000, data, 10 * player->x, 10 * player->y);
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draw_2d_wall(0x00FF0000, data, MAP_SIZE * (player->x / SIZE), MAP_SIZE * (player->y / SIZE));
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}
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40
src/main.c
40
src/main.c
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@ -6,15 +6,17 @@
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/07/17 14:14:30 by kcolin #+# #+# */
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/* Updated: 2025/07/24 14:31:07 by tchampio ### ########.fr */
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/* Updated: 2025/07/28 12:57:08 by kcolin ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "../libft/includes/libft.h"
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#include "../mlx/mlx.h"
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#include "consts.h"
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#include "draw/drawutils.h"
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#include "map/map_checker.h"
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#include "draw/draw_map.h"
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#include "map/mapdata.h"
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#include "utils/hooks.h"
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#include "utils/frees.h"
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#include <stdbool.h>
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@ -27,8 +29,8 @@
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void init_player(t_mapdata *mapdata, t_player *player)
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{
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player->health = 100;
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player->x = mapdata->startx;
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player->y = mapdata->starty;
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player->x = mapdata->startx * SIZE;
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player->y = mapdata->starty * SIZE;
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if (mapdata->map[mapdata->starty][mapdata->startx] == 'N')
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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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@ -39,10 +41,42 @@ void init_player(t_mapdata *mapdata, t_player *player)
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player->yaw = 3 * M_PI / 2;
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}
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bool touch(float px, float py, t_mapdata *map)
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{
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int x;
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int y;
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x = px / SIZE;
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y = py / SIZE;
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if (map->map[y][x] == '1')
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return (true);
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return (false);
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}
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int game_loop(t_cub3d_data *data)
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{
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mlx_destroy_image(data->mlx, data->img_data->img);
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data->img_data->img = mlx_new_image(data->mlx, WIDTH, HEIGHT);
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int column = 0;
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while (column < 1)
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{
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// calculate angle
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double cos_angle = cos(data->player.yaw);
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double sin_angle = sin(data->player.yaw);
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double ray_x = data->player.x;
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double ray_y = data->player.y;
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while (!touch(ray_x, ray_y, data->map))
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{
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my_mlx_pixel_put(data->img_data, (int)(MAP_SIZE * (ray_x / SIZE)), (int)(MAP_SIZE * (ray_y / SIZE)), 0xFF0000);
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ray_x += sin_angle;
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ray_y += cos_angle;
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}
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// calculate distance
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// draw
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column++;
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}
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draw_map(data->map, &data->player, data->img_data);
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mlx_put_image_to_window(data->mlx, data->mlx_win,
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data->img_data->img, 0, 0);
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