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Marc BERET
ProjetZZ1
Commits
34478053
Commit
34478053
authored
Jun 29, 2022
by
antoinemeyer5
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parents
c0d0f9b6
0eb821b2
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travail_de_groupe/jeu_appren_par_renfo/src/render.c
+53
-10
53 additions, 10 deletions
travail_de_groupe/jeu_appren_par_renfo/src/render.c
with
53 additions
and
10 deletions
travail_de_groupe/jeu_appren_par_renfo/src/render.c
+
53
−
10
View file @
34478053
...
@@ -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
;
...
@@ -430,11 +430,29 @@ void drawEnnemy(){
...
@@ -430,11 +430,29 @@ void drawEnnemy(){
float
scaledEnnemyWidth
=
ennemyBaseWidth
/
sqrt
(
3
);
float
scaledEnnemyWidth
=
ennemyBaseWidth
/
sqrt
(
3
);
int
ennemyWidth
=
50
;
int
ennemyWidth
=
50
;
int
ennemyHeight
=
200
;
int
ennemyHeight
=
200
;
float
angleMin
=
player
.
angle
-
(
FOV_ANGLE
*
DR
)
/
2
;
//if (angleMin > 2*pi) angleMin -= 2*pi;
float
angleMax
=
player
.
angle
+
(
FOV_ANGLE
*
DR
)
/
2
;
//if (angleMax < 0) angleMax += 2*pi;
if
(
angleMin
<
0
){
angleMin
+=
2
*
pi
;
angleMax
+=
2
*
pi
;
}
if
(
angleMax
>
2
*
pi
){
angleMax
-=
2
*
pi
;
angleMin
-=
2
*
pi
;
//ballAngle -= 2*pi;
}
if
(
angleMax
>
0
&&
angleMin
>
0
&&
ennemyAngle
<
0
){
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
;
...
@@ -470,10 +488,15 @@ void drawEnnemy(){
...
@@ -470,10 +488,15 @@ void drawEnnemy(){
}
}
}
}
int
isAngleInRange
(
float
angle
,
float
min
,
float
max
){
return
((
angle
>=
min
&&
angle
<=
max
))
||
((
angle
>=
max
&&
angle
<=
min
));
}
void
drawBall
(){
void
drawBall
(){
float
ballAngle
=
atan2
(
(
ball
.
y
+
ball
.
w
/
2
)
-
(
player
.
y
+
player
.
w
/
2
)
,
(
ball
.
x
+
ball
.
w
/
2
)
-
(
player
.
x
+
player
.
w
/
2
)
);
float
ballAngle
=
atan2
(
ball
.
y
-
player
.
y
,
ball
.
x
-
player
.
x
);
if
(
ballAngle
<
0
)
ballAngle
+=
2
*
pi
;
//
if (ballAngle < 0) ballAngle += 2*pi;
if
(
ballAngle
>
2
*
pi
)
ballAngle
-=
2
*
pi
;
//
if (ballAngle > 2*pi) ballAngle -= 2*pi;
float
ballDistance
=
sqrt
((
ball
.
x
-
player
.
x
)
*
(
ball
.
x
-
player
.
x
)
+
(
ball
.
y
-
player
.
y
)
*
(
ball
.
y
-
player
.
y
))
*
BLOCK_SIZE
;
float
ballDistance
=
sqrt
((
ball
.
x
-
player
.
x
)
*
(
ball
.
x
-
player
.
x
)
+
(
ball
.
y
-
player
.
y
)
*
(
ball
.
y
-
player
.
y
))
*
BLOCK_SIZE
;
float
ballBaseWidth
=
BLOCK_SIZE
/
2
;
float
ballBaseWidth
=
BLOCK_SIZE
/
2
;
float
ballDistanceX
=
ballDistance
*
cos
(
ballAngle
-
player
.
angle
)
*
BLOCK_SIZE
;
float
ballDistanceX
=
ballDistance
*
cos
(
ballAngle
-
player
.
angle
)
*
BLOCK_SIZE
;
...
@@ -481,13 +504,33 @@ void drawBall(){
...
@@ -481,13 +504,33 @@ void drawBall(){
float
scaledBallWidth
=
ballBaseWidth
/
sqrt
(
3
);
float
scaledBallWidth
=
ballBaseWidth
/
sqrt
(
3
);
int
ballWidth
=
25
;
int
ballWidth
=
25
;
int
ballHeight
=
25
;
int
ballHeight
=
25
;
float
angleMin
=
player
.
angle
-
(
FOV_ANGLE
)
/
2
*
DR
;
float
angleMin
=
player
.
angle
-
(
FOV_ANGLE
*
DR
)
/
2
;
//if (angleMin > 2*pi) angleMin -= 2*pi;
float
angleMax
=
player
.
angle
+
(
FOV_ANGLE
)
/
2
*
DR
;
float
angleMax
=
player
.
angle
+
(
FOV_ANGLE
*
DR
)
/
2
;
//if (angleMax < 0) angleMax += 2*pi;
if
(
angleMin
<
0
){
angleMin
+=
2
*
pi
;
angleMax
+=
2
*
pi
;
}
if
(
angleMax
>
2
*
pi
){
angleMax
-=
2
*
pi
;
angleMin
-=
2
*
pi
;
//ballAngle -= 2*pi;
}
if
(
angleMax
>
0
&&
angleMin
>
0
&&
ballAngle
<
0
){
ballAngle
+=
2
*
pi
;
}
<<<<<<<
HEAD
//printf("ball angle: %f player angle: %f\n", ballAngle * RD, player.angle * RD);
//printf("ball angle: %f player angle: %f\n", ballAngle * RD, player.angle * RD);
//printf("limit angles: %f %f\n", angleMin, angleMax);
//printf("limit angles: %f %f\n", angleMin, angleMax);
=======
//if (angleMax > 2*pi) angleMax -= 2*pi;
//printf("is playing in range %d\n", isAngleInRange(ballAngle, angleMin, angleMax));
//printf("ball angle: %f player angle: %f\n", ballAngle * RD, player.angle * RD);
//printf("limit angles: %f %f\n", angleMin * RD, angleMax * RD);
>>>>>>>
0
eb821b2c8bfe4be52ba9cd900a7693a89f35968
if
(
ballAngle
>=
angleMin
&&
ballAngle
<=
angleMax
){
if
(
ballAngle
>=
angleMin
&&
ballAngle
<=
angleMax
){
rect
.
x
=
screenDimension
.
w
/
2
+
(
screenDimension
.
w
*
tan
(
ballAngle
-
player
.
angle
))
*
sqrt
(
3
)
*
0
.
5
;
rect
.
x
=
screenDimension
.
w
/
2
+
(
screenDimension
.
w
*
tan
(
ballAngle
-
player
.
angle
))
*
sqrt
(
3
)
*
0
.
5
;
rect
.
w
=
(
ballWidth
*
screenDimension
.
w
)
/
(
ballDistance
/
BLOCK_SIZE
);
rect
.
w
=
(
ballWidth
*
screenDimension
.
w
)
/
(
ballDistance
/
BLOCK_SIZE
);
...
...
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