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https://codeberg.org/ACME-Corporation/cub3d.git
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feat: separate utility functions for cardinal and intercardinal directions
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parent
8fd70cb18a
commit
b53fa93377
2 changed files with 44 additions and 11 deletions
39
src/main.c
39
src/main.c
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@ -70,7 +70,7 @@ void draw_line(t_cub3d_data *data, float start_angle)
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}
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}
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t_direction angle_dir(float angle)
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t_cardinal_dir angle_cardinal_dir(float angle)
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{
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if (angle >= g_southwest || (angle > g_south && angle < g_southeast))
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return (SOUTH);
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@ -81,9 +81,25 @@ t_direction angle_dir(float angle)
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return (WEST);
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}
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t_direction player_dir(t_player player)
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t_cardinal_dir player_cardinal_dir(t_player player)
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{
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return (angle_dir(player.yaw));
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return (angle_cardinal_dir(player.yaw));
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}
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t_intercardinal_dir angle_intercardinal_dir(float angle)
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{
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if (angle >= g_south && angle < g_east)
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return (SOUTHEAST);
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if (angle >= g_east && angle < g_north)
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return (NORTHEAST);
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if (angle >= g_north && angle < g_west)
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return (NORTHWEST);
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return (SOUTHWEST);
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}
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t_intercardinal_dir player_intercardinal_dir(t_player player)
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{
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return (angle_intercardinal_dir(player.yaw));
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}
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int game_loop(t_cub3d_data *data)
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@ -91,13 +107,22 @@ int game_loop(t_cub3d_data *data)
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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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if (player_dir(data->player) == SOUTH)
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if (player_intercardinal_dir(data->player) == SOUTHEAST)
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ft_printf("southeast ");
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if (player_intercardinal_dir(data->player) == SOUTHWEST)
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ft_printf("southwest ");
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if (player_intercardinal_dir(data->player) == NORTHEAST)
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ft_printf("northeast ");
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if (player_intercardinal_dir(data->player) == NORTHWEST)
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ft_printf("northwest ");
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if (player_cardinal_dir(data->player) == SOUTH)
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ft_printf("south\n");
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if (player_dir(data->player) == EAST)
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if (player_cardinal_dir(data->player) == EAST)
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ft_printf("east\n");
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if (player_dir(data->player) == NORTH)
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if (player_cardinal_dir(data->player) == NORTH)
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ft_printf("north\n");
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if (player_dir(data->player) == WEST)
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if (player_cardinal_dir(data->player) == WEST)
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ft_printf("west\n");
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float ray_angle = data->player.yaw - M_PI / 6;
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