15static void update_player(
t_game *game)
17 static t_moving_player func[6] = {
18 move_forward, move_backward,
19 strafe_left, strafe_right,
20 rotate_left, rotate_right};
28 if (is_hit_flag(game->frame.flag, bit) ==
true)
29 func[i](&game->map, &game->player);
44static void draw_3d_view(
t_frame *frame)
47 static t_draw_3d_process func[5] = {
48 init_ray, perform_dda,
49 set_wall_slice, set_texture_x_coordinate,
54 while (x < IMG_3D_WIDTH)
69static void draw_2d_map(
t_game *game)
71 draw_2d_wall(&game->map, &game->img_2d);
72 draw_2d_player(&game->img_2d, &game->player);
82void render_frame(
t_game *game)
85 draw_3d_view(&game->frame);
86 if (DISABLE_2D_MAP ==
true)
88 mlx_put_image_to_window(game->mlx, game->win, game->img_3d.img, 0, 0);
89 if (DISABLE_2D_MAP ==
true)
90 mlx_put_image_to_window(
91 game->mlx, game->win, game->img_2d.img, IMG_3D_WIDTH, 0);
single still image for render_frame