From 356ccc1b6b834d502d203036feac4800b0ed3361 Mon Sep 17 00:00:00 2001 From: Dominik Kaiser Date: Wed, 15 May 2024 14:49:40 +0200 Subject: Rename t_player to t_actor --- include/so_long.h | 10 +++++----- src/collision.c | 24 ++++++++++++------------ src/init.c | 10 +++++----- src/player_process.c | 4 ++-- 4 files changed, 24 insertions(+), 24 deletions(-) diff --git a/include/so_long.h b/include/so_long.h index 48c34aa..4118166 100644 --- a/include/so_long.h +++ b/include/so_long.h @@ -6,7 +6,7 @@ /* By: dkaiser position.x + (player->velocity.x * delta_time); - move_pos.y = player->position.y; + move_pos.x = actor->position.x + (actor->velocity.x * delta_time); + move_pos.y = actor->position.y; - if ((check_wall_collision(move_pos, player->size, map) & (RIGHT | LEFT)) == 0) - player->position.x = move_pos.x; + if ((check_wall_collision(move_pos, actor->size, map) & (RIGHT | LEFT)) == 0) + actor->position.x = move_pos.x; else - player->velocity.x = 0; + actor->velocity.x = 0; - move_pos.x = player->position.x; - move_pos.y = player->position.y + (player->velocity.y * delta_time); - if ((check_wall_collision(move_pos, player->size, map) & (UP | DOWN)) == 0) - player->position.y = move_pos.y; + move_pos.x = actor->position.x; + move_pos.y = actor->position.y + (actor->velocity.y * delta_time); + if ((check_wall_collision(move_pos, actor->size, map) & (UP | DOWN)) == 0) + actor->position.y = move_pos.y; else - player->velocity.y = 0; + actor->velocity.y = 0; } int is_on_floor(t_vector pos, t_ivector size, t_tilemap *map) diff --git a/src/init.c b/src/init.c index 9959da6..9926826 100644 --- a/src/init.c +++ b/src/init.c @@ -6,7 +6,7 @@ /* By: dkaiser input_direction = ZERO; init_hooks(game); - init_player(game); + init_actor(game); return (0); } @@ -33,10 +33,10 @@ static void init_hooks(t_game *game) mlx_key_hook(game->mlx, on_key_input, game); } -static void init_player(t_game *game) +static void init_actor(t_game *game) { mlx_texture_t *texture; - t_player *player; + t_actor *player; player = &game->player; texture = mlx_load_png("textures/player.png"); diff --git a/src/player_process.c b/src/player_process.c index 7e27530..c66d13d 100644 --- a/src/player_process.c +++ b/src/player_process.c @@ -6,7 +6,7 @@ /* By: dkaiser player; player->direction = get_direction_from_input(game); -- cgit v1.2.3 From ef93ab8638e4b2526bfbbea9788cd884fc362bbb Mon Sep 17 00:00:00 2001 From: Dominik Kaiser Date: Wed, 15 May 2024 15:09:01 +0200 Subject: Change collision function input to t_collider --- include/so_long.h | 15 ++++++---- src/collision.c | 81 +++++++++++++++++++++++++--------------------------- src/player_process.c | 10 ++++--- 3 files changed, 55 insertions(+), 51 deletions(-) diff --git a/include/so_long.h b/include/so_long.h index 4118166..585527e 100644 --- a/include/so_long.h +++ b/include/so_long.h @@ -6,7 +6,7 @@ /* By: dkaiser b_pos.x - && a_pos.y < b_size.y + b_pos.y && a_pos.y + a_size.y > b_pos.y) + if (a.position.x < b.size.x + b.position.x && a.position.x + + a.size.x > b.position.x && a.position.y < b.size.y + b.position.y + && a.position.y + a.size.y > b.position.y) { - if (a_pos.x < b_pos.x) + if (a.position.x < b.position.x) result |= RIGHT; - if (a_pos.x > b_pos.x) + if (a.position.x > b.position.x) result |= LEFT; - if (a_pos.y < b_pos.y) + if (a.position.y < b.position.y) result |= DOWN; - if (a_pos.y > b_pos.y) + if (a.position.y > b.position.y) result |= UP; } return (result); } -int check_wall_collision(t_vector a_pos, t_ivector a_size, t_tilemap *map) +int check_wall_collision(t_collider collider, t_tilemap *map) { int result; - t_ivector a_tile; + t_ivector local_tile; t_ivector check_tile; int x; int y; - result = 0; - a_tile = screen_to_grid_pos(a_pos, map->tile_size); + result = 0; + local_tile = screen_to_grid_pos(collider.position, map->tile_size); x = -1; while (x <= 1) { y = -1; while (y <= 1) { - check_tile.x = a_tile.x + x; - check_tile.y = a_tile.y + y; - result |= check_wall_collision_with_cell(a_pos, a_size, map, - check_tile); + check_tile.x = local_tile.x + x; + check_tile.y = local_tile.y + y; + result |= check_wall_collision_with_cell(collider, map, check_tile); y++; } x++; @@ -68,46 +67,44 @@ int check_wall_collision(t_vector a_pos, t_ivector a_size, t_tilemap *map) return (result); } -static int check_wall_collision_with_cell(t_vector a_pos, t_ivector a_size, - t_tilemap *map, t_ivector tile) +static int check_wall_collision_with_cell(t_collider collider, t_tilemap *map, + t_ivector tile) { - t_vector wall_pos; - t_ivector wall_size; + t_collider wall; if (get_tile(map, tile.x, tile.y) == WALL) { - wall_pos = grid_to_screen_pos(tile, map->tile_size); - wall_size.x = map->tile_size.x; - wall_size.y = map->tile_size.y; - return (check_collision(a_pos, a_size, wall_pos, wall_size)); + wall.position = grid_to_screen_pos(tile, map->tile_size); + wall.size.x = map->tile_size.x; + wall.size.y = map->tile_size.y; + return (check_collision(collider, wall)); } return (0); } -void move_and_slide(t_actor *actor, t_tilemap *map, double delta_time) +void move_and_slide(t_actor *actor, t_tilemap *map, double delta_time) { - t_vector move_pos; - - move_pos.x = actor->position.x + (actor->velocity.x * delta_time); - move_pos.y = actor->position.y; + t_collider c; - if ((check_wall_collision(move_pos, actor->size, map) & (RIGHT | LEFT)) == 0) - actor->position.x = move_pos.x; + c.size = actor->size; + c.position.x = actor->position.x + (actor->velocity.x * delta_time); + c.position.y = actor->position.y; + if ((check_wall_collision(c, map) & (RIGHT | LEFT)) == 0) + actor->position.x = c.position.x; else actor->velocity.x = 0; - - move_pos.x = actor->position.x; - move_pos.y = actor->position.y + (actor->velocity.y * delta_time); - if ((check_wall_collision(move_pos, actor->size, map) & (UP | DOWN)) == 0) - actor->position.y = move_pos.y; + c.position.x = actor->position.x; + c.position.y = actor->position.y + (actor->velocity.y * delta_time); + if ((check_wall_collision(c, map) & (UP | DOWN)) == 0) + actor->position.y = c.position.y; else actor->velocity.y = 0; } -int is_on_floor(t_vector pos, t_ivector size, t_tilemap *map) +int is_on_floor(t_collider collider, t_tilemap *map) { - pos.y += 5; - if (check_wall_collision(pos, size, map)) + collider.position.y += 5; + if (check_wall_collision(collider, map)) return (1); return (0); } diff --git a/src/player_process.c b/src/player_process.c index c66d13d..0194d59 100644 --- a/src/player_process.c +++ b/src/player_process.c @@ -6,7 +6,7 @@ /* By: dkaiser player; player->direction = get_direction_from_input(game); player->velocity.x = player->direction.x * PLAYER_MOVE_SPEED; player->velocity.y += 50; - if (player->direction.y == -1 && is_on_floor(player->position, player->size, - &game->map)) + c.position = player->position; + c.size = player->size; + if (player->direction.y == -1 && is_on_floor(c, &game->map)) player->velocity.y = -1000; move_and_slide(player, &game->map, game->mlx->delta_time); } -- cgit v1.2.3 From 98eb4ded98daf048a97c59b9bd23b0068bd4ba32 Mon Sep 17 00:00:00 2001 From: Dominik Kaiser Date: Wed, 15 May 2024 15:10:55 +0200 Subject: Resolve some norme errors --- include/so_long.h | 13 ++++++------- src/draw.c | 15 ++++++++------- src/init.c | 7 +++---- src/map_utils.c | 16 ++++++++-------- 4 files changed, 25 insertions(+), 26 deletions(-) diff --git a/include/so_long.h b/include/so_long.h index 585527e..4a3c924 100644 --- a/include/so_long.h +++ b/include/so_long.h @@ -6,7 +6,7 @@ /* By: dkaiser mlx, wall_texture); @@ -33,7 +33,8 @@ int draw_map(t_game *game) while (y < game->map.grid_size.y) { if (game->map.tiles[y * game->map.grid_size.x + x] == WALL) - mlx_image_to_window(game->mlx, wall_image, x * game->map.tile_size.x, y * game->map.tile_size.y); + mlx_image_to_window(game->mlx, wall_image, x + * game->map.tile_size.x, y * game->map.tile_size.y); y++; } x++; diff --git a/src/init.c b/src/init.c index 9926826..e7fedf2 100644 --- a/src/init.c +++ b/src/init.c @@ -6,7 +6,7 @@ /* By: dkaiser mlx = mlx_init(1920, 1080, "so_long", false); // TODO: make size and title dynamic game->input_direction = ZERO; @@ -36,7 +35,7 @@ static void init_hooks(t_game *game) static void init_actor(t_game *game) { mlx_texture_t *texture; - t_actor *player; + t_actor *player; player = &game->player; texture = mlx_load_png("textures/player.png"); @@ -49,5 +48,5 @@ static void init_actor(t_game *game) player->img = mlx_texture_to_image(game->mlx, texture); mlx_resize_image(player->img, player->size.x, player->size.y); mlx_image_to_window(game->mlx, player->img, player->position.x, - player->position.y); + player->position.y); } diff --git a/src/map_utils.c b/src/map_utils.c index 82acaa9..6d8fbd9 100644 --- a/src/map_utils.c +++ b/src/map_utils.c @@ -6,7 +6,7 @@ /* By: dkaiser tiles[y * map->grid_size.x + x]; + return (map->tiles[y * map->grid_size.x + x]); } -- cgit v1.2.3 From e5d9814f121ad378b2364806b2a4791e86654382 Mon Sep 17 00:00:00 2001 From: Dominik Kaiser Date: Wed, 15 May 2024 15:21:18 +0200 Subject: Make collision functions more generic --- include/so_long.h | 4 ++-- src/collision.c | 32 ++++++++++++++++---------------- 2 files changed, 18 insertions(+), 18 deletions(-) diff --git a/include/so_long.h b/include/so_long.h index 4a3c924..1f25424 100644 --- a/include/so_long.h +++ b/include/so_long.h @@ -6,7 +6,7 @@ /* By: dkaiser tile_size); - wall.size.x = map->tile_size.x; - wall.size.y = map->tile_size.y; - return (check_collision(collider, wall)); + tile_collider.position = grid_to_screen_pos(tile, map->tile_size); + tile_collider.size.x = map->tile_size.x; + tile_collider.size.y = map->tile_size.y; + return (check_collision(collider, tile_collider)); } return (0); } @@ -89,13 +89,13 @@ void move_and_slide(t_actor *actor, t_tilemap *map, double delta_time) c.size = actor->size; c.position.x = actor->position.x + (actor->velocity.x * delta_time); c.position.y = actor->position.y; - if ((check_wall_collision(c, map) & (RIGHT | LEFT)) == 0) + if ((check_map_collision(c, map, WALL) & (RIGHT | LEFT)) == 0) actor->position.x = c.position.x; else actor->velocity.x = 0; c.position.x = actor->position.x; c.position.y = actor->position.y + (actor->velocity.y * delta_time); - if ((check_wall_collision(c, map) & (UP | DOWN)) == 0) + if ((check_map_collision(c, map, WALL) & (UP | DOWN)) == 0) actor->position.y = c.position.y; else actor->velocity.y = 0; @@ -104,7 +104,7 @@ void move_and_slide(t_actor *actor, t_tilemap *map, double delta_time) int is_on_floor(t_collider collider, t_tilemap *map) { collider.position.y += 5; - if (check_wall_collision(collider, map)) + if (check_map_collision(collider, map, WALL)) return (1); return (0); } -- cgit v1.2.3 From 111ae98a90841e3eb47a762aae11a2cceb6b6396 Mon Sep 17 00:00:00 2001 From: Dominik Kaiser Date: Wed, 15 May 2024 16:58:49 +0200 Subject: Rename draw_map() to draw_walls() --- include/so_long.h | 4 ++-- src/draw.c | 4 ++-- src/main.c | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/include/so_long.h b/include/so_long.h index 1f25424..5d0d394 100644 --- a/include/so_long.h +++ b/include/so_long.h @@ -6,7 +6,7 @@ /* By: dkaiser player; player->direction = get_direction_from_input(game); player->velocity.x = player->direction.x * PLAYER_MOVE_SPEED; player->velocity.y += 50; - c.position = player->position; - c.size = player->size; - if (player->direction.y == -1 && is_on_floor(c, &game->map)) + if (player->direction.y == -1 && is_on_floor( + (t_collider){player->position, + player->size}, &game->map)) player->velocity.y = -1000; move_and_slide(player, &game->map, game->mlx->delta_time); } -- cgit v1.2.3