/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/08 14:14:02 by dkaiser #+# #+# */
-/* Updated: 2024/05/15 12:06:35 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 14:04:06 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
t_vector b_pos, t_ivector b_size);
int check_wall_collision(t_vector a_pos, t_ivector a_size,
t_tilemap *map);
-void move_and_slide(t_player *player, t_tilemap *map);
+void move_and_slide(t_player *player, t_tilemap *map,
+ double delta_time);
+int is_on_floor(t_vector pos, t_ivector size, t_tilemap *map);
#endif // SO_LONG_H
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/14 11:48:59 by dkaiser #+# #+# */
-/* Updated: 2024/05/15 12:06:55 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 13:20:29 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
return (0);
}
-void move_and_slide(t_player *player, t_tilemap *map)
+void move_and_slide(t_player *player, t_tilemap *map, double delta_time)
{
t_vector move_pos;
- move_pos.x = player->position.x + player->velocity.x;
+ move_pos.x = player->position.x + (player->velocity.x * delta_time);
move_pos.y = player->position.y;
if ((check_wall_collision(move_pos, player->size, map) & (RIGHT | LEFT)) == 0)
player->velocity.x = 0;
move_pos.x = player->position.x;
- move_pos.y = player->position.y + player->velocity.y;
+ 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;
else
player->velocity.y = 0;
}
+
+int is_on_floor(t_vector pos, t_ivector size, t_tilemap *map)
+{
+ pos.y += 5;
+ if (check_wall_collision(pos, size, map))
+ return (1);
+ return (0);
+}
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/14 12:40:05 by dkaiser #+# #+# */
-/* Updated: 2024/05/15 12:03:52 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 13:53:01 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
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;
-
- move_and_slide(player, &game->map);
+ 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))
+ player->velocity.y = -1000;
+ move_and_slide(player, &game->map, game->mlx->delta_time);
}
static t_vector get_direction_from_input(t_game *game)