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sprites.c
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sprites.c
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* sprites.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: darodrig <darodrig@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/02/11 16:42:07 by darodrig #+# #+# */
/* Updated: 2020/02/17 09:56:27 by darodrig ### ########.fr */
/* */
/* ************************************************************************** */
#include "cub3d.h"
void
render_dist(t_game *game)
{
int i;
i = 0;
while (i < game->numsprites)
{
game->locations[i].dist = sqrt(pow(game->locations[i].x -
game->map->x, 2) + pow(game->locations[i].y - game->map->y, 2));
i++;
}
}
void
bubble_texture(t_game *game)
{
t_sprite tmp;
int i;
int j;
i = 0;
while (i < game->numsprites)
{
j = i;
while (j < game->numsprites - 1)
{
if (game->locations[j].dist < game->locations[j + 1].dist)
{
tmp = game->locations[j];
game->locations[j] = game->locations[j + 1];
game->locations[j + 1] = tmp;
}
j++;
}
i++;
}
}
void
get_sprite_pos(t_game *game)
{
int i;
int count;
char c;
t_sprite s;
i = 0;
count = 0;
while ((c = game->mapstr[i]) != '\0')
{
if (c == '2')
{
s.x = i % game->map->w - 0.5;
s.y = i / game->map->w - 0.5;
game->locations[count] = s;
count++;
}
i++;
}
}
void
count_sprites(t_game *game)
{
int i;
int j;
i = 0;
game->numsprites = 0;
i = 0;
while (i < game->map->h)
{
j = 0;
while (j < game->map->w)
{
if (game->map->walls[i][j] == 2)
game->numsprites++;
j++;
}
i++;
}
game->locations = (t_sprite*)malloc(sizeof(t_sprite) * game->numsprites);
get_sprite_pos(game);
}