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#include <GLFW/glfw3.h>
#include <math.h>

#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;
	}

	// 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);

}