updated readme
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@ -27,8 +27,6 @@ Cub3D is a simple raycasting game using the mlx library
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- Sounds?
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- Sounds?
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- Music?
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- Music?
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- A Start Menu?
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- A Start Menu?
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- Jumping?
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- Crouching?
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---
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---
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## Features
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## Features
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@ -48,13 +46,15 @@ Cub3D is a simple raycasting game using the mlx library
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- FPS counter
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- FPS counter
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- Player can walk in 8 directions
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- Player can walk in 8 directions
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- Player can Run
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- Player can Run
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- Player can Jump
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- Player can Crouch
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- Map sizes up to 1 Megabyte (1000x1000)
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- Map sizes up to 1 Megabyte (1000x1000)
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- Player can collect Treasure
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- Vertical Aiming
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- Vertical Aiming
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- Fullscreen
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- Fullscreen
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- Barrels
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- Barrels
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- Lights
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- Lights
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---
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---
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## Bugs
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## Bugs
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- Player gets stuck in walls
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- Player gets stuck in walls
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4
cub3d.h
4
cub3d.h
@ -6,7 +6,7 @@
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/* By: houtworm <codam@houtworm.net> +#+ */
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/* By: houtworm <codam@houtworm.net> +#+ */
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/* +#+ */
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/* +#+ */
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/* Created: 2023/10/26 10:46:35 by houtworm #+# #+# */
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/* Created: 2023/10/26 10:46:35 by houtworm #+# #+# */
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/* Updated: 2023/11/05 07:59:59 by houtworm ######## odam.nl */
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/* Updated: 2023/11/05 08:05:51 by houtworm ######## odam.nl */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -36,7 +36,7 @@ typedef struct s_varlist
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mlx_image_t *fstat;
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mlx_image_t *fstat;
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mlx_image_t *tstat;
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mlx_image_t *tstat;
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mlx_image_t *kstat;
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mlx_image_t *kstat;
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mlx_texture_t *curtext;
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mlx_texture_t *temptext;
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mlx_texture_t *northtext;
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mlx_texture_t *northtext;
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mlx_texture_t *easttext;
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mlx_texture_t *easttext;
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mlx_texture_t *southtext;
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mlx_texture_t *southtext;
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@ -6,7 +6,7 @@
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/* By: houtworm <codam@houtworm.net> +#+ */
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/* By: houtworm <codam@houtworm.net> +#+ */
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/* +#+ */
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/* +#+ */
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/* Created: 2023/10/26 16:54:20 by houtworm #+# #+# */
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/* Created: 2023/10/26 16:54:20 by houtworm #+# #+# */
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/* Updated: 2023/11/05 07:29:26 by houtworm ######## odam.nl */
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/* Updated: 2023/11/05 08:06:21 by houtworm ######## odam.nl */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -17,16 +17,16 @@ void ft_selecttexture(t_varlist *vl)
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if (vl->side == 0)
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if (vl->side == 0)
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{
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{
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if (vl->raydirx > 0)
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if (vl->raydirx > 0)
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vl->curtext = vl->northtext;
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vl->temptext = vl->northtext;
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else
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else
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vl->curtext = vl->southtext;
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vl->temptext = vl->southtext;
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}
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}
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else
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else
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{
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{
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if (vl->raydiry > 0)
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if (vl->raydiry > 0)
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vl->curtext = vl->westtext;
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vl->temptext = vl->westtext;
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else
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else
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vl->curtext = vl->easttext;
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vl->temptext = vl->easttext;
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}
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}
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}
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}
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@ -54,7 +54,7 @@ uint32_t ft_gettextcolor(t_varlist *vl, int texty, int textx)
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uint8_t *texel;
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uint8_t *texel;
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uint32_t color;
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uint32_t color;
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texel = &vl->curtext->pixels[(vl->curtext->width * texty + textx) * 4];
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texel = &vl->temptext->pixels[(vl->temptext->width * texty + textx) * 4];
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color = texel[0] << 24 | texel[1] << 16 | texel[2] << 8 | texel[3];
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color = texel[0] << 24 | texel[1] << 16 | texel[2] << 8 | texel[3];
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return (color);
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return (color);
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}
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}
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@ -6,7 +6,7 @@
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/* By: houtworm <codam@houtworm.net> +#+ */
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/* By: houtworm <codam@houtworm.net> +#+ */
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/* +#+ */
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/* +#+ */
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/* Created: 2023/10/26 16:54:20 by houtworm #+# #+# */
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/* Created: 2023/10/26 16:54:20 by houtworm #+# #+# */
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/* Updated: 2023/11/05 06:40:15 by houtworm ######## odam.nl */
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/* Updated: 2023/11/05 08:06:48 by houtworm ######## odam.nl */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -85,7 +85,7 @@ void ft_drawsprites(t_varlist *vl)
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{
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{
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spritex = vl->sprite[i].x - vl->posx;
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spritex = vl->sprite[i].x - vl->posx;
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spritey = vl->sprite[i].y - vl->posy;
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spritey = vl->sprite[i].y - vl->posy;
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vl->curtext = ft_selectsprite(vl, vl->sprite[i].type);
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vl->temptext = ft_selectsprite(vl, vl->sprite[i].type);
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invdet = 1.0 / (vl->planex * vl->diry - vl->dirx * vl->planey);
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invdet = 1.0 / (vl->planex * vl->diry - vl->dirx * vl->planey);
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transformx = invdet * (vl->diry * spritex - vl->dirx * spritey);
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transformx = invdet * (vl->diry * spritex - vl->dirx * spritey);
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transformy = invdet * (-vl->planey * spritex + vl->planex * spritey);
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transformy = invdet * (-vl->planey * spritex + vl->planex * spritey);
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@ -125,7 +125,7 @@ void ft_drawsprites(t_varlist *vl)
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texx = 0;
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texx = 0;
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if (texx > 64)
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if (texx > 64)
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texx = 64;
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texx = 64;
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texel = &vl->curtext->pixels[(vl->curtext->width * texy + texx) * 4];
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texel = &vl->temptext->pixels[(vl->temptext->width * texy + texx) * 4];
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color = texel[0] << 24 | texel[1] << 16 | texel[2] << 8 | texel[3];
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color = texel[0] << 24 | texel[1] << 16 | texel[2] << 8 | texel[3];
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if (color != 0x980088FF)
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if (color != 0x980088FF)
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mlx_put_pixel(vl->img, x, y, color);
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mlx_put_pixel(vl->img, x, y, color);
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