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Commit 0eb821b2 authored by belkhiritaha's avatar belkhiritaha
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fix affichage joueur

parent 9b59cc72
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...@@ -421,8 +421,8 @@ void castRays(int map[][MAP_WIDTH]){ ...@@ -421,8 +421,8 @@ void castRays(int map[][MAP_WIDTH]){
void drawEnnemy(){ void drawEnnemy(){
float ennemyAngle = atan2((ennemy.y + ennemy.w/2) - (player.y + player.w/2) , (ennemy.x + ennemy.w/2) - (player.x + player.w/2)); float ennemyAngle = atan2((ennemy.y + ennemy.w/2) - (player.y + player.w/2) , (ennemy.x + ennemy.w/2) - (player.x + player.w/2));
if (ennemyAngle < 0) ennemyAngle += 2*pi; //if (ennemyAngle < 0) ennemyAngle += 2*pi;
if (ennemyAngle > 2*pi) ennemyAngle -= 2*pi; //if (ennemyAngle > 2*pi) ennemyAngle -= 2*pi;
float ennemyDistance = sqrt((ennemy.x - player.x)*(ennemy.x - player.x) + (ennemy.y - player.y)*(ennemy.y - player.y)) * BLOCK_SIZE; float ennemyDistance = sqrt((ennemy.x - player.x)*(ennemy.x - player.x) + (ennemy.y - player.y)*(ennemy.y - player.y)) * BLOCK_SIZE;
float ennemyBaseWidth = BLOCK_SIZE; float ennemyBaseWidth = BLOCK_SIZE;
float ennemyDistanceX = ennemyDistance * cos(ennemyAngle - player.angle) * BLOCK_SIZE; float ennemyDistanceX = ennemyDistance * cos(ennemyAngle - player.angle) * BLOCK_SIZE;
...@@ -447,10 +447,12 @@ void drawEnnemy(){ ...@@ -447,10 +447,12 @@ void drawEnnemy(){
ennemyAngle += 2*pi; ennemyAngle += 2*pi;
} }
//printf("ennemy angle: %f player angle: %f\n", ennemyAngle * RD, player.angle * RD);
//printf("limit angles: %f %f\n", angleMin * RD, angleMax * RD);
//printf("%f %f\n", ennemyAngle, player.angle - (FOV_ANGLE)/2 * DR); //printf("%f %f\n", ennemyAngle, player.angle - (FOV_ANGLE)/2 * DR);
//printf("%f\n", player.angle * RD); //printf("%f\n", player.angle * RD);
if (ennemyAngle >= player.angle - (FOV_ANGLE)/2 * DR && ennemyAngle <= player.angle + (FOV_ANGLE)/2 * DR){ if (ennemyAngle >= angleMin && ennemyAngle <= angleMax){
//printf("player angle %f\n", player.angle * RD); //printf("player angle %f\n", player.angle * RD);
//printf("ennemy angle %f\n", ennemyAngle * RD); //printf("ennemy angle %f\n", ennemyAngle * RD);
rect.x = screenDimension.w/2 + (screenDimension.w * tan(ennemyAngle - player.angle)) * sqrt(3) * 0.5; rect.x = screenDimension.w/2 + (screenDimension.w * tan(ennemyAngle - player.angle)) * sqrt(3) * 0.5;
......
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