/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/14 12:40:05 by dkaiser #+# #+# */
-/* Updated: 2024/05/15 16:55:29 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 17:53:54 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
#include "so_long.h"
static t_vector get_direction_from_input(t_game *game);
+static int check_exit(t_actor *player, t_tilemap *map);
void player_process(t_game *game)
{
(t_collider){player->position,
player->size}, &game->map))
player->velocity.y = -1000;
+ if (check_exit(player, &game->map))
+ exit(0);
move_and_slide(player, &game->map, game->mlx->delta_time);
}
+static int check_exit(t_actor *player, t_tilemap *map)
+{
+ t_collider player_collider;
+
+ player_collider = (t_collider){player->position, player->size};
+ return (check_map_collision(player_collider, map, EXIT));
+}
+
+
static t_vector get_direction_from_input(t_game *game)
{
t_vector result;