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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* player_process.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/14 12:40:05 by dkaiser #+# #+# */
/* Updated: 2024/05/14 15:12:28 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
#include "ft_printf.h"
#include "so_long.h"
static t_vector get_direction_from_input(t_game *game);
void player_process(t_game *game)
{
t_player *player;
t_vector collision_pos;
int collision;
player = &game->player;
player->direction = get_direction_from_input(game);
player->velocity.x = player->direction.x * PLAYER_MOVE_SPEED
* game->mlx->delta_time;
player->velocity.y = player->direction.y * PLAYER_MOVE_SPEED
* game->mlx->delta_time;
collision_pos.x = player->position.x + player->velocity.x;
collision_pos.y = player->position.y + player->velocity.y;
collision = check_wall_collision(collision_pos, game->map.tile_size, &game->map);
if (collision & LEFT && player->velocity.x < 0)
player->velocity.x = 0;
if (collision & RIGHT && player->velocity.x > 0)
player->velocity.x = 0;
if (collision & UP && player->velocity.y < 0)
player->velocity.y = 0;
if (collision & DOWN && player->velocity.y > 0)
player->velocity.y = 0;
player->position.x += player->velocity.x;
player->position.y += player->velocity.y;
}
static t_vector get_direction_from_input(t_game *game)
{
t_vector result;
result.x = ((game->input_direction & RIGHT) != 0)
- ((game->input_direction & LEFT) != 0);
result.y = ((game->input_direction & DOWN) != 0)
- ((game->input_direction & UP) != 0);
return (result);
}
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