/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* ft_key_loop.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: rbousset +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2020/02/17 20:06:26 by rbousset #+# #+# */ /* Updated: 2020/02/17 20:06:29 by rbousset ### ########lyon.fr */ /* */ /* ************************************************************************** */ #include #include #include static void ft_collision(float old_y, float old_x, t_player *pl, t_map *ml) { const size_t x = pl->pos_x; const size_t y = pl->pos_y; if (ml->map[y][x] == '1') { pl->pos_y = old_y; pl->pos_x = old_x; } } int ft_key_loop(t_cub *cl) { int (*fun_ptr[6])(t_cub*); uint8_t i; const float old_y = cl->plist->pos_y; const float old_x = cl->plist->pos_x; fun_ptr[0] = ft_w_key; fun_ptr[1] = ft_a_key; fun_ptr[2] = ft_s_key; fun_ptr[3] = ft_d_key; fun_ptr[4] = ft_left_key; fun_ptr[5] = ft_right_key; i = 0; while (i < 5 && cl->key_input[i] != -1 && cl->key_input[i] <= 5) { (*fun_ptr[cl->key_input[i]])(cl); ft_collision(old_y, old_x, cl->plist, cl->mlist); i++; } ft_draw_scene(cl); return (0); }