#include #include #include "player.h" 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; } if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { 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) { player->pos_x += player->dir_y * player->move_speed; player->pos_y -= player->dir_x * player->move_speed; } if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { player->pos_x -= player->dir_y * player->move_speed; player->pos_y += player->dir_x * player->move_speed; } // mouse controls (including y-shearing angle calculations // DO NOT TOUCH, THIS TOOK A WHOLE NIGHT TO FIGURE OUT 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); player->look_angle += mouse_dy * -player->sensitivity; if (player->look_angle > M_PI/4) { player->look_angle = M_PI/4; } if (player->look_angle < -M_PI/4) { player->look_angle = -M_PI/4; } }