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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* main.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: narnaud <narnaud@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2022/05/21 19:22:50 by narnaud #+# #+# */
/* Updated: 2022/05/30 16:50:21 by narnaud ### ########.fr */
/* */
/* ************************************************************************** */
#include "../includes/cub3d.h"
void init_window(t_env *env)
{
void *mlx;
void *window;
mlx = mlx_init();
//if (!mlx)
//exit(error_msg("Mlx fail to init", 1));
env->mlx = mlx;
window = mlx_new_window(mlx, WIN_X_SZ, WIN_Y_SZ, "FdF");
//if (!window)
//exit(error_msg("Mlx fail to create window", 1));
env->win = window;
}
/*
void launch_game(){
}
*/
void draw_square(t_env *env, t_vec vec, int size, int color)
{
int step_x;
int step_y;
step_y = 0;
while (step_y < size)
{
step_x = 0;
while (step_x < size)
{
env->buffer[(env->line_bytes * (vec.y * size + step_y)) + (vec.x * size + step_x)] = color;
step_x++;
}
step_y++;
}
}
void render_minimap(t_env *env)
{
char **map;
t_vec vec;
vec.y = 0;
map = env->map;
while (map[vec.y])
{
vec.x = 0;
while (map[vec.y][vec.x])
{
if (map[vec.y][vec.x] == '0')
draw_square(env, vec, 24, 39424);
else if (map[vec.y][vec.x] == '1')
draw_square(env, vec, 24, 10420483);
else
draw_square(env, vec, 24, 255);
vec.x++;
}
vec.y++;
}
}
int main(int argc, char **argv)
{
t_env *env;
int y;
if (argc != 2)
return (EXIT_FAILURE);
env = parse_envFile(argv[1]);
if (DEBUG)
{
printf("\e[1;32m========> WALLS <========\e[0m\nNorth: %s\nSouth: %s\nWest: %s\nEast: %s\n",\
env->wallTexture[0], env->wallTexture[1],\
env->wallTexture[2], env->wallTexture[3]);
printf("\e[1;32m========================\e[0m\n");
printf("=> Floor color: %d\n=> Ceil color: %d\n", env->floorColor, env->ceilColor);
printf("\e[1;32m========> MAP <========\e[0m\n");
y = 0;
while (env->map[y])
printf("%s\n", env->map[y++]);
}
init_window(env);
env->img = mlx_new_image(env->mlx, WIN_X_SZ, WIN_Y_SZ);
env->buffer = (int *)mlx_get_data_addr(env->img, \
&env->pixel_bits, &env->line_bytes, &env->endian);
env->line_bytes /= 4;
//launch_game(env);
render_minimap(env);
mlx_put_image_to_window(env->mlx, env->win, env->img, 0, 0);
//mlx_key_hook(env->win, key_hook_primary, env);
mlx_loop(env->mlx);
return (EXIT_SUCCESS);
}