cube3D/game/manage_keys.c
Etienne Rey-bethbeder 4bd265e213 SIG HEIL
2023-06-13 14:19:45 +02:00

75 lines
2.5 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* manage_keys.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: erey-bet <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/04/27 14:14:51 by erey-bet #+# #+# */
/* Updated: 2023/06/13 13:28:58 by erey-bet ### ########.fr */
/* */
/* ************************************************************************** */
#include "game.h"
void rotate(t_ply *ply, bool right)
{
double old_dir_x;
double old_dir_y;
double old_plane_x;
double old_plane_y;
double speed;
old_dir_x = ply->dir_x;
old_dir_y = ply->dir_y;
old_plane_x = ply->pla_x;
old_plane_y = ply->pla_y;
speed = ROTATIONSPEED * (M_1_PI / 180.0);
if (!right)
speed = -speed;
ply->dir_x = old_dir_x * cos(speed) - old_dir_y * sin(speed);
ply->dir_y = old_dir_x * sin(speed) + old_dir_y * cos(speed);
ply->pla_x = old_plane_x * cos(speed) - old_plane_y * sin(speed);
ply->pla_y = old_plane_x * sin(speed) + old_plane_y * cos(speed);
}
void movement(t_ply *ply, double x, double y)
{
ply->pos_x += x;
ply->pos_y += y;
}
int manage_movement(t_game *game)
{
t_ply *ply;
int is_moving;
ply = &game->ply;
is_moving = 1;
if (mlx_is_key_down(game->mlx, MLX_KEY_W))
movement(ply, (ply->dir_x * MOVESPEED), (ply->dir_y * MOVESPEED));
else if (mlx_is_key_down(game->mlx, MLX_KEY_S))
movement(ply, -(ply->dir_x * MOVESPEED), -(ply->dir_y * MOVESPEED));
else if (mlx_is_key_down(game->mlx, MLX_KEY_D))
movement(ply, (ply->pla_x * MOVESPEED), (ply->pla_y * MOVESPEED));
else if (mlx_is_key_down(game->mlx, MLX_KEY_A))
movement(ply, -(ply->pla_x * MOVESPEED), -(ply->pla_y * MOVESPEED));
else if (mlx_is_key_down(game->mlx, MLX_KEY_RIGHT))
rotate(ply, true);
else if (mlx_is_key_down(game->mlx, MLX_KEY_LEFT))
rotate(ply, false);
else
is_moving = 0;
return (is_moving);
}
int manage_keys(t_game *game)
{
if (mlx_is_key_down(game->mlx, MLX_KEY_ESCAPE))
mlx_close_window(game->mlx);
if (manage_movement(game))
return (1);
return (0);
}