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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);
	}

}