From 4b23f2fcc44fc636d8d4dbe94881cf937c54199b Mon Sep 17 00:00:00 2001 From: Schark Date: Fri, 12 May 2023 01:31:13 -0700 Subject: Mouse inputs working --- src/player.c | 69 +++++++++++++++++++++++++++++++++++++++++++----------------- 1 file changed, 50 insertions(+), 19 deletions(-) (limited to 'src/player.c') diff --git a/src/player.c b/src/player.c index 91c4520..c06dfa4 100644 --- a/src/player.c +++ b/src/player.c @@ -3,7 +3,7 @@ #include "player.h" -void move_player(Player *player, GLFWwindow* window) { +void move_player(Player *player, GLFWwindow* window, double* mouse_x, double* mouse_y, double width, double height) { if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { player->pos_x += player->dir_x * player->move_speed; player->pos_y += player->dir_y * player->move_speed; @@ -12,23 +12,54 @@ void move_player(Player *player, GLFWwindow* window) { player->pos_x -= player->dir_x * player->move_speed; player->pos_y -= player->dir_y * player->move_speed; } - if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { - // this changes where we're casting our rays - double old_dir_x = player->dir_x; - player->dir_x = player->dir_x * cos(-player->rot_speed) - player->dir_y * sin(-player->rot_speed); - player->dir_y = old_dir_x * sin(-player->rot_speed) + player->dir_y * cos(-player->rot_speed); - // this updates perspective - double old_plane_x = player->plane_x; - player->plane_x = player->plane_x * cos(-player->rot_speed) - player->plane_y * sin(-player->rot_speed); - player->plane_y = old_plane_x * sin(-player->rot_speed) + player->plane_y * cos(-player->rot_speed); - } - if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { - double old_dir_x = player->dir_x; - player->dir_x = player->dir_x * cos(player->rot_speed) - player->dir_y * sin(player->rot_speed); - player->dir_y = old_dir_x * sin(player->rot_speed) + player->dir_y * cos(player->rot_speed); - double old_plane_x = player->plane_x; - player->plane_x = player->plane_x * cos(player->rot_speed) - player->plane_y * sin(player->rot_speed); - player->plane_y = old_plane_x * sin(player->rot_speed) + player->plane_y * cos(player->rot_speed); - } + + // old implementation + // if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { + // // this changes where we're casting our rays + // double old_dir_x = player->dir_x; + // player->dir_x = player->dir_x * cos(-player->sensitivity) - player->dir_y * sin(-player->sensitivity); + // player->dir_y = old_dir_x * sin(-player->sensitivity) + player->dir_y * cos(-player->sensitivity); + // // this updates perspective + // double old_plane_x = player->plane_x; + // player->plane_x = player->plane_x * cos(-player->sensitivity) - player->plane_y * sin(-player->sensitivity); + // player->plane_y = old_plane_x * sin(-player->sensitivity) + player->plane_y * cos(-player->sensitivity); + // } + // if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { + // double old_dir_x = player->dir_x; + // player->dir_x = player->dir_x * cos(player->sensitivity) - player->dir_y * sin(player->sensitivity); + // player->dir_y = old_dir_x * sin(player->sensitivity) + player->dir_y * cos(player->sensitivity); + // double old_plane_x = player->plane_x; + // player->plane_x = player->plane_x * cos(player->sensitivity) - player->plane_y * sin(player->sensitivity); + // player->plane_y = old_plane_x * sin(player->sensitivity) + player->plane_y * cos(player->sensitivity); + // } + + // issues + //double new_mouse_x = 0, new_mouse_y = 0; + //glfwGetCursorPos(window, &new_mouse_x, &new_mouse_y); + //new_mouse_x -= width / 2; + //new_mouse_y -= height / 2; + //double dx = new_mouse_x - *mouse_x; + //double dy = new_mouse_y - *mouse_y; + //*mouse_x = new_mouse_x; + //*mouse_y = new_mouse_y; + //player->dir += dx * player->sensitivity; + //player->dir_x = cos(player->dir); + //player->dir_y = sin(player->dir); + + + double mouse_dx, mouse_dy; + double old_mouse_x, old_mouse_y; + old_mouse_x = *mouse_x; + old_mouse_y = *mouse_y; + glfwGetCursorPos(window, mouse_x, mouse_y); + mouse_dx = *mouse_x - old_mouse_x; + mouse_dy = *mouse_y - old_mouse_y; + double rot_speed = mouse_dx * player->sensitivity; + double old_dir_x = player->dir_x; + player->dir_x = player->dir_x * cos(rot_speed) - player->dir_y * sin(rot_speed); + player->dir_y = old_dir_x * sin(rot_speed) + player->dir_y * cos(rot_speed); + double old_plane_x = player->plane_x; + player->plane_x = player->plane_x * cos(rot_speed) - player->plane_y * sin(rot_speed); + player->plane_y = old_plane_x * sin(rot_speed) + player->plane_y * cos(rot_speed); } -- cgit v1.2.3-18-g5258