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#include <GLFW/glfw3.h>
#include <math.h>
#include "player.h"
void move_player(Player *player, GLFWwindow* window) {
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) {
// 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);
}
}
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