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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* mlx_2.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: narnaud <narnaud@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2022/06/01 13:47:30 by narnaud #+# #+# */
/* Updated: 2022/11/22 06:23:25 by narnaud ### ########.fr */
/* */
/* ************************************************************************** */
#include "../../includes/cub3d.h"
int exit_game(t_env *env)
{
int i;
i = 0;
while (i < 5)
mlx_destroy_image(env->mlx, env->tex[i++].img);
mlx_destroy_image(env->mlx, env->img);
exit(EXIT_SUCCESS);
}
int key_press_hook(int keycode, t_env *env)
{
if (keycode == KEY_M)
env->minimap = !env->minimap;
else if (keycode == KEY_ECHAP)
exit_game(env);
else
env->controls[keycode] = 1;
return (1);
}
int key_release_hook(int keycode, t_env *env)
{
env->controls[keycode] = 0;
return (1);
}
/* The loop hook of the game:
*
* Each tick, calculate new pos and orientation of the player thanks to the
* keys pressed and recalculate the render.
*/
int update_hook(t_env *env)
{
t_dvec d;
d.x = ((env->controls[KEY_W] - env->controls[KEY_S]) * env->player_dir.x \
+ (env->controls[KEY_D] - env->controls[KEY_A]) * env->cam_plan.x) \
/ (20 - env->controls[KEY_SHFT] * 10);
d.y = ((env->controls[KEY_W] - env->controls[KEY_S]) * env->player_dir.y \
+ (env->controls[KEY_D] - env->controls[KEY_A]) * env->cam_plan.y) \
/ (20 - env->controls[KEY_SHFT] * 10);
if (env->map[(int)env->player_pos.y][(int)(env->player_pos.x + d.x)] != '1')
dvec_set(&env->player_pos, env->player_pos.x + d.x, env->player_pos.y);
if (env->map[(int)(env->player_pos.y + d.y)][(int)env->player_pos.x] != '1')
dvec_set(&env->player_pos, env->player_pos.x, env->player_pos.y + d.y);
env->player_dir = dvec_rot(env->player_dir,
(double)(env->controls[KEY_RIGHT] - env->controls[KEY_LEFT])
* M_PI / 180, 1);
env->cam_plan = dvec_rot(env->player_dir, M_PI / 2, 0.66);
render(env);
return (1);
}