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movement.c
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* movement.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: mspasic <[email protected]> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/14 19:21:55 by mspasic #+# #+# */
/* Updated: 2024/10/24 12:54:33 by mspasic ### ########.fr */
/* */
/* ************************************************************************** */
#include "cub3d.h"
void ft_move_up(t_cub *data)
{
t_vector angle;
angle.x = cos(data->texture.play.angle * g_convert);
angle.y = sin(data->texture.play.angle * g_convert);
if (check_coord((int)(data->texture.play.x + (0.5 * angle.x)), \
(int)(data->texture.play.y + (0.5 * angle.y)), data) == 0 && \
data->cur.distance > 0.7)
{
data->texture.play.x += 0.5 * angle.x;
data->texture.play.y += 0.5 * angle.y;
}
}
void ft_move_down(t_cub *data)
{
t_vector angle;
angle.x = cos(data->texture.play.angle * g_convert);
angle.y = sin(data->texture.play.angle * g_convert);
if (check_coord((int)(data->texture.play.x - (0.5 * angle.x)), \
(int)(data->texture.play.y - (0.5 * angle.y)), data) == 0)
{
data->texture.play.x -= 0.5 * angle.x;
data->texture.play.y -= 0.5 * angle.y;
}
}
void ft_move_right(t_cub *data)
{
t_vector angle;
angle.x = cos((data->texture.play.angle + 90) * g_convert);
angle.y = sin((data->texture.play.angle + 90) * g_convert);
if (check_coord((int)(data->texture.play.x + (0.5 * angle.x)), \
(int)(data->texture.play.y + (0.5 * angle.y)), data) == 0)
{
data->texture.play.x += 0.5 * angle.x;
data->texture.play.y += 0.5 * angle.y;
}
}
void ft_move_left(t_cub *data)
{
t_vector angle;
angle.x = cos((data->texture.play.angle - 90) * g_convert);
angle.y = sin((data->texture.play.angle - 90) * g_convert);
if (check_coord((int)(data->texture.play.x + (0.5 * angle.x)), \
(int)(data->texture.play.y + (0.5 * angle.y)), data) == 0)
{
data->texture.play.x += 0.5 * angle.x;
data->texture.play.y += 0.5 * angle.y;
}
}
void ft_hook(mlx_key_data_t keydata, void *param)
{
t_cub *data;
data = (t_cub *)param;
if (keydata.key == MLX_KEY_ESCAPE)
mlx_close_window(data->mlx);
if (keydata.key == MLX_KEY_UP || keydata.key == MLX_KEY_W)
ft_move_up(data);
if (keydata.key == MLX_KEY_DOWN || keydata.key == MLX_KEY_S)
ft_move_down(data);
if (keydata.key == MLX_KEY_A)
ft_move_left(data);
if (keydata.key == MLX_KEY_D)
ft_move_right(data);
if (keydata.key == MLX_KEY_LEFT)
{
data->texture.play.angle -= 15;
if (data->texture.play.angle < 0)
data->texture.play.angle += 360;
}
if (keydata.key == MLX_KEY_RIGHT)
{
data->texture.play.angle += 15;
if (data->texture.play.angle >= 360)
data->texture.play.angle -= 360;
}
}