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4 commits
6cee6643e4
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4048f5d1e3
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4048f5d1e3 | ||
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0b00f5608c | ||
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c339bb7334 | ||
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784962c79d |
8 changed files with 75 additions and 45 deletions
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@ -6,7 +6,7 @@
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/* By: tchampio <tchampio@student.42lehavre.fr> +#+ +:+ +#+ */
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/* By: tchampio <tchampio@student.42lehavre.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/09/08 17:27:12 by tchampio #+# #+# */
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/* Created: 2025/09/08 17:27:12 by tchampio #+# #+# */
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/* Updated: 2025/09/16 15:03:09 by tchampio ### ########.fr */
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/* Updated: 2025/09/17 16:55:05 by tchampio ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -84,11 +84,11 @@ void create_hud(t_cub3d_data *data)
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draw_points(data);
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draw_points(data);
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draw_perks(data);
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draw_perks(data);
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draw_round(data);
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draw_round(data);
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if (data->player.weapon.is_shooting)
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if (data->player.weapon->is_shooting)
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matrix_image_put(data, data->player.weapon.shoot_texture,
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matrix_image_put(data, data->player.weapon->shoot_texture,
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WIDTH / 2, HEIGHT - 175);
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WIDTH / 2, HEIGHT - 175);
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else
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else
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matrix_image_put(data, data->player.weapon.texture,
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matrix_image_put(data, data->player.weapon->texture,
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WIDTH / 2, HEIGHT - 175);
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WIDTH / 2, HEIGHT - 175);
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matrix_set(data, WIDTH / 2, HEIGHT / 2, 0x0000FF00);
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matrix_set(data, WIDTH / 2, HEIGHT / 2, 0x0000FF00);
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}
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}
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39
src/main.c
39
src/main.c
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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: 2025/09/16 16:07:09 by tchampio ### ########.fr */
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/* Updated: 2025/09/17 16:55:39 by tchampio ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -46,38 +46,43 @@ void handle_shooting(t_cub3d_data *data)
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{
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{
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if (data->keypresses.is_space_pressed)
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if (data->keypresses.is_space_pressed)
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{
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{
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if (!data->player.weapon.is_auto)
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if (!data->player.weapon->is_auto)
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data->keypresses.is_space_pressed = false;
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data->keypresses.is_space_pressed = false;
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if (data->player.weapon.clip <= 0)
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if (data->last_since_shoot != 0 && data->player.weapon->is_auto)
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return ;
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{
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data->player.weapon.is_shooting = true;
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if (get_milliseconds() - data->last_since_shoot < 50000)
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data->last_since_shoot = get_milliseconds();
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return ;
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data->player.weapon.clip--;
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}
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if (data->player.weapon.clip == 0)
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if (data->player.weapon->clip <= 0 && data->player.weapon->remaining_ammos > 0)
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{
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{
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ft_printf("reloading\n");
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ft_printf("reloading\n");
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if (data->player.weapon.remaining_ammos < 8)
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if (data->player.weapon->remaining_ammos < 8)
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{
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{
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data->player.weapon.clip = data->player.weapon.remaining_ammos;
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data->player.weapon->clip = data->player.weapon->remaining_ammos;
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data->player.weapon.remaining_ammos = 0;
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data->player.weapon->remaining_ammos = 0;
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}
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}
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else
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else
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{
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{
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data->player.weapon.clip = 8;
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data->player.weapon->clip = 8;
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data->player.weapon.remaining_ammos -= 8;
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data->player.weapon->remaining_ammos -= 8;
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}
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}
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}
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}
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if (data->player.weapon->clip <= 0)
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return ;
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data->player.weapon->is_shooting = true;
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data->last_since_shoot = get_milliseconds();
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data->player.weapon->clip--;
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if (data->player.aimed_zombie)
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if (data->player.aimed_zombie)
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{
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{
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data->player.aimed_zombie->health -= 32;
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data->player.aimed_zombie->health -= 32;
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data->player.points += 10;
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data->player.points += 10;
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ft_printf("Shooting %p, now at %d HP %d/%d\n", data->player.aimed_zombie,
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ft_printf("Shooting %p, now at %d HP %d/%d\n", data->player.aimed_zombie,
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data->player.aimed_zombie->health, data->player.weapon.clip, data->player.weapon.remaining_ammos);
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data->player.aimed_zombie->health, data->player.weapon->clip, data->player.weapon->remaining_ammos);
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if (data->player.aimed_zombie->health <= 0)
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if (data->player.aimed_zombie->health <= 0)
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kill_zombie(data, data->player.aimed_zombie);
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kill_zombie(data, data->player.aimed_zombie);
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}
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}
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else
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else
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ft_printf("Shoot! %d/%d\n", data->player.weapon.clip, data->player.weapon.remaining_ammos);
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ft_printf("Shoot! %d/%d\n", data->player.weapon->clip, data->player.weapon->remaining_ammos);
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}
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}
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}
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}
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@ -96,10 +101,10 @@ int game_loop(t_cub3d_data *data)
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raycaster(data, &ray);
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raycaster(data, &ray);
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sprite_caster(data);
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sprite_caster(data);
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create_hud(data);
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create_hud(data);
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if (data->player.weapon.is_shooting)
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if (data->player.weapon->is_shooting)
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{
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{
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if (get_milliseconds() - data->last_since_shoot > 7000)
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if (get_milliseconds() - data->last_since_shoot > 7000)
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data->player.weapon.is_shooting = false;
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data->player.weapon->is_shooting = false;
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}
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}
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matrix_to_image(data);
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matrix_to_image(data);
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mlx_put_image_to_window(data->mlx, data->mlx_win,
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mlx_put_image_to_window(data->mlx, data->mlx_win,
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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: 2025/08/06 11:29:14 by kcolin #+# #+# */
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/* Created: 2025/08/06 11:29:14 by kcolin #+# #+# */
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/* Updated: 2025/09/16 16:06:46 by tchampio ### ########.fr */
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/* Updated: 2025/09/17 16:56:50 by tchampio ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -64,11 +64,12 @@ void init_player(t_cub3d_data *data, t_player *player, t_mapdata *map)
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player->health = 100;
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player->health = 100;
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player->points = 500;
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player->points = 500;
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ft_bzero(player->perk_order, 3);
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ft_bzero(player->perk_order, 3);
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ft_bzero(&player->weapon, sizeof(t_weapon));
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player->weapon = ft_calloc(sizeof(t_weapon), 1);
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player->weapon.clip = 8;
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player->weapon->clip = 8;
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player->weapon.remaining_ammos = 35;
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player->weapon->is_auto = true;
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player->weapon.texture = load_hud_texture(data, "ressources/weapon.xpm");
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player->weapon->remaining_ammos = 35;
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player->weapon.shoot_texture = load_hud_texture(data, "ressources/weapon_shooting.xpm");
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player->weapon->texture = load_hud_texture(data, "ressources/weapon.xpm");
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player->weapon->shoot_texture = load_hud_texture(data, "ressources/weapon_shooting.xpm");
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if (dir == 'N' || dir == 'S')
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if (dir == 'N' || dir == 'S')
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init_lon(player, dir);
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init_lon(player, dir);
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else
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else
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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 15:51:29 by kcolin #+# #+# */
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/* Created: 2025/07/17 15:51:29 by kcolin #+# #+# */
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/* Updated: 2025/09/16 15:01:18 by tchampio ### ########.fr */
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/* Updated: 2025/09/17 16:52:41 by tchampio ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -16,6 +16,7 @@
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# include "../map/mapdata.h"
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# include "../map/mapdata.h"
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# include "../draw/img_data.h"
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# include "../draw/img_data.h"
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# include "../sprites/sprite.h"
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# include "../sprites/sprite.h"
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# include "weapon.h"
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typedef struct s_vec2
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typedef struct s_vec2
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{
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{
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@ -31,17 +32,6 @@ typedef enum e_perks
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DOUBLETAP
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DOUBLETAP
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} t_perks;
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} t_perks;
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typedef struct s_weapon
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{
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t_img_data *texture;
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t_img_data *shoot_texture;
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bool is_auto;
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bool is_shooting;
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bool reloading;
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int clip;
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int remaining_ammos;
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} t_weapon;
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typedef struct s_player
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typedef struct s_player
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{
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{
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double x;
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double x;
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@ -57,7 +47,7 @@ typedef struct s_player
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bool has_doubletap;
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bool has_doubletap;
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t_perks perk_order[3];
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t_perks perk_order[3];
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t_vec2 movement;
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t_vec2 movement;
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t_weapon weapon;
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t_weapon *weapon;
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t_sprite *aimed_zombie;
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t_sprite *aimed_zombie;
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} t_player;
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} t_player;
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31
src/player/weapon.h
Normal file
31
src/player/weapon.h
Normal file
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@ -0,0 +1,31 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* weapon.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: tchampio <tchampio@student.42lehavre.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/09/17 16:50:52 by tchampio #+# #+# */
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/* Updated: 2025/09/17 16:52:29 by tchampio ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef WEAPON_H
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# define WEAPON_H
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# include "../draw/img_data.h"
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typedef struct s_weapon
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{
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t_img_data *texture;
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t_img_data *shoot_texture;
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bool is_auto;
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bool is_shooting;
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bool reloading;
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int clip;
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int remaining_ammos;
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int base_clip;
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int base_ammos;
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} t_weapon;
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#endif // WEAPON_H
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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: 2025/08/18 13:05:31 by kcolin #+# #+# */
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/* Created: 2025/08/18 13:05:31 by kcolin #+# #+# */
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/* Updated: 2025/09/16 16:08:40 by tchampio ### ########.fr */
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/* Updated: 2025/09/17 16:54:35 by tchampio ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -79,6 +79,6 @@ void destroy_hud_textures(t_cub3d_data *data)
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i = 0;
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i = 0;
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while (i < 3)
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while (i < 3)
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destroy_texture(data, data->perk_logos[i++]);
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destroy_texture(data, data->perk_logos[i++]);
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destroy_texture(data, data->player.weapon.texture);
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destroy_texture(data, data->player.weapon->texture);
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destroy_texture(data, data->player.weapon.shoot_texture);
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destroy_texture(data, data->player.weapon->shoot_texture);
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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 13:59:27 by kcolin #+# #+# */
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/* Created: 2025/07/17 13:59:27 by kcolin #+# #+# */
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/* Updated: 2025/09/08 14:15:58 by tchampio ### ########.fr */
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/* Updated: 2025/09/17 16:57:32 by tchampio ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -75,6 +75,7 @@ int destroy(t_cub3d_data *data, int exit_code)
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free(data->sprite_list);
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free(data->sprite_list);
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free(data->mlx);
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free(data->mlx);
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free(data->screen_matrix);
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free(data->screen_matrix);
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free(data->player.weapon);
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exit(exit_code);
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exit(exit_code);
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return (0);
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return (0);
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}
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}
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||||||
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|
@ -6,7 +6,7 @@
|
||||||
/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
|
/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
|
||||||
/* +#+#+#+#+#+ +#+ */
|
/* +#+#+#+#+#+ +#+ */
|
||||||
/* Created: 2025/07/17 14:22:57 by kcolin #+# #+# */
|
/* Created: 2025/07/17 14:22:57 by kcolin #+# #+# */
|
||||||
/* Updated: 2025/09/14 15:57:54 by tchampio ### ########.fr */
|
/* Updated: 2025/09/17 16:55:52 by tchampio ### ########.fr */
|
||||||
/* */
|
/* */
|
||||||
/* ************************************************************************** */
|
/* ************************************************************************** */
|
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|
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@ -43,6 +43,8 @@ int keypress_handler(int keycode, t_cub3d_data *data)
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data->player.points += 500;
|
data->player.points += 500;
|
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if (keycode == XK_u)
|
if (keycode == XK_u)
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data->round++;
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data->round++;
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if (keycode == XK_m)
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data->player.weapon->remaining_ammos = 1337;
|
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return (0);
|
return (0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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|
||||||
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