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Feat/textures #6
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…idering minimap position in screen. Also creating player position structure and implementing it to t_cub3d
…ows and rotate the player direction minimap. Also inserting mlx struct and image pointer into cub struct
… then finish minimap
…ication; including drawing background function
…or was causing not print de wall in that ray. Fixed using a condition in draw_rays function to check if perpwalldist is equal to 0, and if this is true, then set that ray to print from the beggining of the screen to the end.
…ill not working 100% yet.
… loaded by mlx and use this to draw the texture. - Still not working yet and will need a lot of refactor. -Need to convert textures from dir textures to png in fact.
…ure at s_cub3d struct to load it at the beggining of exec(need improvements); also implemented function to get color to return the address of the array position of texture->pixels already converting backwards with bitwise XOR operation to use it in putpixel function later
…serting improvements like N,S,W and E textures. Still having problems with correct insertion of texturesd
…ture t_cub3d; Redifing MACROS; Changing functions prototype
…t into more files to be ok!
…refactor mlx_handler.c file into more functions and fix texture implementation
…pecific jobs. Inserting all this functions into a new file called player_movements. This let the code much better and readable
…n. ) Inserting 42 header.
… to understand why and fix it
…s, I removed the cast to integer inside conditions, what caused lost of precision and not allowed to check map matrix content correctly.
…x, I need to : define exactly what was the side hit(N,S,W,E); change enum to fit this; create a function to set this; then I create two functions to load the textures from end to beggin in S and W directions, and load from beggin to end in N and E directions.
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Pull Request: Core Gameplay Features Implementation
Branch:
feat/textures
Summary
This pull request introduces core gameplay features for the Cub3D project, including raycasting, texture mapping, and player movement.
Key Implementations
Raycasting
Texture Mapping
Player Movement
Game Loop
Additional Features
Basic User Interface
Error Handling