53f1f2004e
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
1076 lines
32 KiB
Dart
1076 lines
32 KiB
Dart
import "dart:math" as math;
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import "package:flutter/services.dart";
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import "package:flutter/widgets.dart";
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const double gameWidth = 320;
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const double gameHeight = 256;
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extension GameValues on double {
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/// Normalizes an angle back into [0, 2π) from (-π, π].
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double get normalizeAngle =>
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(this % (2 * math.pi) + 2 * math.pi) % (2 * math.pi);
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/// Returns the degree angle
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double get radianToDegree {
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final double proposed = this * 180 / math.pi;
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if (proposed > 360) {
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throw Exception(
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"Proposed angle is $proposed, which is larger than 360. Check input: $this",
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);
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}
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if (proposed.isNegative) {
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throw Exception(
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"Proposed angle is $proposed, which is negative. Check input: $this",
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);
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}
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return proposed;
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}
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// Calculate the direction we're facing using the hypotenuse of the angle.
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// This means the x is positive when we're facing "east" and negative when facing "west"
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// and y is positive when facting "north" while negative when facing "south".
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// Flutter's coordinate system flips the y-axis, which is why we have -sin() -- to flip
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// it back in the correct direction.
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Offset get direction => Offset(
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math.cos(normalizeAngle),
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math.sin(normalizeAngle),
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);
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/// Get the delta from the given angle
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Offset get playerDelta => Offset(
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direction.dx * Player.speed,
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direction.dy * Player.speed,
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);
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}
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extension WorldValues on Offset {
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// The current "tile" we're in on the map
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Offset get currentTile => Offset(
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(dx / GameMap.size).floorToDouble(),
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(dy / GameMap.size).floorToDouble(),
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);
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// The index of the current "tile" we're in
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// index = row * stride + column
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int get index =>
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(currentTile.dy.toInt() * GameMap.dimensions.width.toInt()) +
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currentTile.dx.toInt();
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}
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void main() {
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runApp(const MainApp());
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}
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class MainApp extends StatefulWidget {
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const MainApp({super.key});
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@override
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State<MainApp> createState() => _MainAppState();
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}
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class _MainAppState extends State<MainApp> {
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RayData rayData = const RayData(
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playerAngle: 0,
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playerPosition: Offset(1.5 * GameMap.size, 1.5 * GameMap.size),
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rays: [],
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);
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@override
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Widget build(BuildContext context) {
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return Directionality(
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textDirection: TextDirection.ltr,
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child: LayoutBuilder(
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builder: (context, constraints) => Stack(
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textDirection: TextDirection.ltr,
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children: [
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Stack(
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children: [
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const Background(),
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Walls(rayData),
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],
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),
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Opacity(
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opacity: 0.5,
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child: SizedBox.square(
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dimension: GameMap.size * GameMap.dimensions.width / 2,
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child: Stack(
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children: [
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Map(rayData),
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Player(
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rayData: rayData,
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onAngleUpdated: (radians) {
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// degrees = radians × (180 / π)
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setState(() {
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rayData = rayData.copyWith(
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playerAngle: radians,
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);
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});
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},
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onPositionUpdated: (position) {
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setState(() {
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rayData = rayData.copyWith(
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playerPosition: position,
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);
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});
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},
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onRaysUpdated: (rays) {
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setState(() {
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rayData = rayData.copyWith(
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rays: rays,
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);
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});
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},
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),
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],
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),
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),
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),
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],
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),
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),
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);
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}
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}
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// * Player
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class Player extends StatefulWidget {
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const new({
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required this.onRaysUpdated,
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required this.onAngleUpdated,
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required this.onPositionUpdated,
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required this.rayData,
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super.key,
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});
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final ValueChanged<List<Ray>> onRaysUpdated;
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final ValueChanged<double> onAngleUpdated;
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final ValueChanged<Offset> onPositionUpdated;
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final RayData rayData;
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/// How "fast" the player moves
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static const int speed = 5;
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@override
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State<Player> createState() => _PlayerState();
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}
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class _PlayerState extends State<Player> {
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@override
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void initState() {
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super.initState();
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HardwareKeyboard.instance.addHandler(keyPressHandler);
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WidgetsBinding.instance.addPostFrameCallback((_) {
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widget.onRaysUpdated(
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calculateRays(
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widget.rayData.playerPosition,
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widget.rayData.playerAngle,
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),
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);
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widget.onAngleUpdated(
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widget.rayData.playerAngle,
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);
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widget.onPositionUpdated(
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widget.rayData.playerPosition,
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);
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});
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}
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@override
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void dispose() {
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super.dispose();
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HardwareKeyboard.instance.removeHandler(keyPressHandler);
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}
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/// Get the map tile at a given pixel coordinate
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int tileAt(Offset position) {
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final int col = (position.dx / GameMap.size).floor();
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final int row = (position.dy / GameMap.size).floor();
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if (col < 0 ||
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col >= GameMap.dimensions.width ||
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row < 0 ||
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row >= GameMap.dimensions.height)
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return 1; // solid
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return GameMap.map[row * GameMap.dimensions.width.toInt() + col];
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}
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/// How far until we hit a wall in the movement direction?
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double safeDistanceToWall(Offset position, Offset direction) {
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final List<double> choices = [
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RayHit.castRay(
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position,
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direction.dx,
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).distance,
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RayHit.castRay(
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position,
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direction.direction.normalizeAngle - 0.05,
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).distance,
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RayHit.castRay(
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position,
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direction.direction.normalizeAngle + 0.05,
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).distance,
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];
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choices.sort();
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return choices.first;
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}
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bool keyPressHandler(KeyEvent event) {
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final Set<LogicalKeyboardKey> keys =
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HardwareKeyboard.instance.logicalKeysPressed;
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bool handled = false;
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// Where is the player now?
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Offset playerPosition = widget.rayData.playerPosition;
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final Offset playerCenter =
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playerPosition +
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Offset(GameMap.dimensions.width / 2, GameMap.dimensions.height / 2);
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double playerAngle = widget.rayData.playerAngle;
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// How many pixels away from a wall to stay
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const double buffer = 8;
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if (keys.contains(LogicalKeyboardKey.keyA)) {
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// Turn left
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playerAngle -= 0.1;
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handled = true;
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} else if (keys.contains(LogicalKeyboardKey.keyD)) {
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// Turn right
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playerAngle += 0.1;
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handled = true;
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}
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// Capture the direction *after* it's potentially mutated
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final Offset direction = playerAngle.direction;
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if (keys.contains(LogicalKeyboardKey.keyW)) {
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if (safeDistanceToWall(playerCenter, direction) > Player.speed + buffer) {
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// Move forward
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playerPosition += playerAngle.playerDelta;
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}
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handled = true;
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} else if (keys.contains(LogicalKeyboardKey.keyS)) {
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if (safeDistanceToWall(playerCenter, -direction) >
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Player.speed + buffer) {
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// Move backwwards
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playerPosition -= playerAngle.playerDelta;
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}
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handled = true;
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}
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if (handled) {
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widget.onRaysUpdated(
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calculateRays(playerPosition, playerAngle),
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);
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widget.onAngleUpdated(playerAngle);
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widget.onPositionUpdated(playerPosition);
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return true;
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}
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return false;
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}
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List<Ray> calculateRays(Offset offset, double playerAngle) {
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const double dr = math.pi / 180;
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final double baseAngle = (playerAngle - dr * 30).normalizeAngle;
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final List<Ray> rays = [];
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final Offset playerCenter =
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offset +
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Offset(
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GameMap.dimensions.width / 2,
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GameMap.dimensions.height / 2,
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);
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int r;
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for (r = 0; r < 60; r++) {
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final double angle = (baseAngle + r * dr).normalizeAngle;
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final RayHit hit = RayHit.castRay(playerCenter, angle);
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rays.add(
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Ray(
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hit.hitPosition,
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hit.distance,
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hit.colorFor(hit.tileValue, hit.axis),
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),
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);
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}
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return rays;
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}
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double dist(double ax, double ay, double bx, double by, double ang) {
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return math.sqrt((bx - ax) * (bx - ax) + (by - ay) * (by - ay));
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}
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@override
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Widget build(BuildContext context) {
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return CustomPaint(
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painter: PlayerPainter(
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offset: widget.rayData.playerPosition,
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delta: widget.rayData.playerAngle.playerDelta,
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),
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);
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}
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}
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class PlayerPainter extends CustomPainter {
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final Offset offset;
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final Offset delta;
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const new({
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required this.offset,
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required this.delta,
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});
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@override
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void paint(Canvas canvas, Size size) {
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// Player dot
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canvas.drawRect(
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Rect.fromLTWH(offset.dx, offset.dy, 8, 8),
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Paint()..color = const Color.fromRGBO(255, 255, 0, 1),
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);
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// Player direction line
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canvas.drawLine(
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offset + const Offset(4, 4),
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offset + const Offset(4, 4) + (delta * 5),
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Paint()
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..color = const Color.fromRGBO(255, 255, 0, 1)
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..strokeWidth = 2,
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);
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}
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@override
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bool shouldRepaint(covariant oldDelegate) => false;
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@override
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bool shouldRebuildSemantics(covariant oldDelegate) => false;
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}
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// * Walls
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class Walls extends StatelessWidget {
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const new(this.rayData, {super.key});
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final RayData rayData;
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@override
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Widget build(BuildContext context) {
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return LayoutBuilder(
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builder: (context, constraints) => ClipRect(
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child: CustomPaint(
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size: constraints.biggest,
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painter: WallPainter(
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playerAngle: rayData.playerAngle,
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rayData: rayData.rays,
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),
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),
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),
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);
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}
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}
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class WallPainter extends CustomPainter {
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final double playerAngle;
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final List<Ray> rayData;
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const new({
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required this.playerAngle,
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required this.rayData,
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});
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@override
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void paint(Canvas canvas, Size size) {
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final double scale = math.max(
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size.width / gameWidth,
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size.height / gameHeight,
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);
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final double offsetX = (size.width - gameWidth * scale) / 2;
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final double offsetY = (size.height - gameHeight * scale) / 2;
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canvas
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..save()
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..translate(offsetX, offsetY)
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..scale(scale);
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for (int i = 0; i < rayData.length; i++) {
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final Ray ray = rayData[i];
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// * --- Draw 3D Walls ---
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// Correct the fish-eye effect
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const double dr = math.pi / 180;
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final double rayAngle = playerAngle - (dr * 30) + (i * dr);
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final double correctedAngle = (playerAngle - rayAngle).normalizeAngle;
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final double disT = ray.distance * math.cos(correctedAngle);
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double lineHeight = (GameMap.size * gameHeight) / disT;
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if (lineHeight > gameHeight) {
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lineHeight = gameHeight;
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}
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if (lineHeight > gameWidth) {
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lineHeight = gameWidth;
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}
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final double lineOffset = (gameHeight / 2.0) - (lineHeight / 2.0);
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final double rayWidth = gameWidth / rayData.length;
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final double rayX3D = i * rayWidth;
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canvas.drawRect(
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Rect.fromLTWH(rayX3D, lineOffset, rayWidth, lineHeight),
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Paint()
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..color = ray.paintColor
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..isAntiAlias = false
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..strokeWidth = 1.5,
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);
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}
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canvas.restore();
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}
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@override
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bool shouldRepaint(covariant oldDelegate) => true;
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@override
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bool shouldRebuildSemantics(covariant oldDelegate) => true;
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}
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// * Map
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class Map extends StatelessWidget {
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const new(
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this.rayData, {
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super.key,
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});
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final RayData rayData;
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@override
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Widget build(BuildContext context) {
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return Stack(
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children: [
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CustomPaint(
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size: GameMap.dimensions,
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painter: MapPainter(
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mapData: GameMap.map,
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mapX: GameMap.dimensions.width,
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mapY: GameMap.dimensions.height,
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tileSize: GameMap.size / 1,
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),
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),
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CustomPaint(
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painter: MapRayPainter(
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rayData: rayData,
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),
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),
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],
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);
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}
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}
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class MapPainter extends CustomPainter {
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final List<int> mapData;
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final double mapX;
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final double mapY;
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final double tileSize;
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const new({
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required this.mapData,
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required this.mapX,
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required this.mapY,
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required this.tileSize,
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});
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@override
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void paint(Canvas canvas, Size size) {
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final paintWhite = Paint()..color = const Color.fromRGBO(255, 255, 255, 1);
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final paintBlack = Paint()..color = const Color.fromRGBO(0, 0, 0, 1);
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final paintGrey = Paint()..color = const Color.fromRGBO(84, 84, 84, 1);
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canvas.drawRect(
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Rect.fromLTWH(0, 0, tileSize * mapX, tileSize * mapY),
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paintGrey,
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);
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for (int i = 0; i < mapData.length; i++) {
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final double x = (i % mapX) * tileSize;
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final double y = (i ~/ mapX) * tileSize;
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canvas.drawRect(
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Rect.fromLTWH(x, y, tileSize - 1, tileSize - 1),
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mapData[i] == 0 ? paintBlack : paintWhite,
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);
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}
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}
|
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|
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@override
|
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bool shouldRepaint(covariant oldDelegate) => true;
|
||
@override
|
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bool shouldRebuildSemantics(covariant oldDelegate) => true;
|
||
}
|
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|
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class MapRayPainter extends CustomPainter {
|
||
final RayData rayData;
|
||
|
||
const new({
|
||
required this.rayData,
|
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});
|
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|
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@override
|
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void paint(Canvas canvas, Size size) {
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||
final Offset playerCenter = rayData.playerPosition + const Offset(4, 4);
|
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|
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for (final Ray ray in rayData.rays) {
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canvas.drawLine(
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playerCenter,
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ray.hitPosition - const Offset(1, 1),
|
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Paint()
|
||
..color = const Color.fromRGBO(0, 255, 255, 1)
|
||
..strokeWidth = 1,
|
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);
|
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}
|
||
}
|
||
|
||
@override
|
||
bool shouldRepaint(covariant oldDelegate) => true;
|
||
@override
|
||
bool shouldRebuildSemantics(covariant oldDelegate) => true;
|
||
}
|
||
|
||
// * Background
|
||
class Background extends StatelessWidget {
|
||
const new({
|
||
super.key,
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||
});
|
||
|
||
@override
|
||
Widget build(BuildContext context) {
|
||
return LayoutBuilder(
|
||
builder: (context, constraints) => Stack(
|
||
textDirection: TextDirection.ltr,
|
||
children: [
|
||
CustomPaint(
|
||
size: constraints.biggest,
|
||
painter: Ceiling(),
|
||
),
|
||
CustomPaint(
|
||
size: constraints.biggest,
|
||
painter: Floor(),
|
||
),
|
||
],
|
||
),
|
||
);
|
||
}
|
||
}
|
||
|
||
class Ceiling extends CustomPainter {
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||
@override
|
||
void paint(Canvas canvas, Size size) {
|
||
final Rect rect = Offset.zero & size;
|
||
final double halfHeight = rect.height / 2;
|
||
final Rect topHalf = Rect.fromLTWH(
|
||
rect.left,
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||
rect.top,
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||
rect.width,
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||
halfHeight,
|
||
);
|
||
|
||
const LinearGradient gradient = LinearGradient(
|
||
begin: Alignment.topCenter,
|
||
end: Alignment.bottomCenter,
|
||
colors: [
|
||
Color.fromRGBO(32, 32, 32, 1.0),
|
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Color.fromRGBO(96, 96, 96, 1.0),
|
||
],
|
||
stops: [0.0, 1.0],
|
||
);
|
||
canvas.drawRect(
|
||
topHalf,
|
||
Paint()..shader = gradient.createShader(topHalf),
|
||
);
|
||
}
|
||
|
||
@override
|
||
bool shouldRepaint(covariant oldDelegate) => false;
|
||
@override
|
||
bool shouldRebuildSemantics(covariant oldDelegate) => false;
|
||
}
|
||
|
||
class Floor extends CustomPainter {
|
||
@override
|
||
void paint(Canvas canvas, Size size) {
|
||
final Rect rect = Offset.zero & size;
|
||
final double halfHeight = rect.height / 2;
|
||
final Rect bottomHalf = Rect.fromLTWH(
|
||
rect.left,
|
||
halfHeight,
|
||
rect.width,
|
||
rect.bottom,
|
||
);
|
||
|
||
const LinearGradient gradient = LinearGradient(
|
||
begin: Alignment.topCenter,
|
||
end: Alignment.bottomCenter,
|
||
colors: [
|
||
Color.fromRGBO(32, 32, 0, 1.0),
|
||
Color.fromRGBO(96, 96, 0, 1.0),
|
||
],
|
||
stops: [0.0, 1.0],
|
||
);
|
||
canvas.drawRect(
|
||
bottomHalf,
|
||
Paint()..shader = gradient.createShader(bottomHalf),
|
||
);
|
||
}
|
||
|
||
@override
|
||
bool shouldRepaint(covariant oldDelegate) => false;
|
||
@override
|
||
bool shouldRebuildSemantics(covariant oldDelegate) => false;
|
||
}
|
||
|
||
// * Rays
|
||
class Ray(
|
||
/// Where it hit on the 2D map
|
||
var Offset hitPosition,
|
||
|
||
/// Corrected 3D distance
|
||
var double distance,
|
||
|
||
/// Wall color
|
||
var Color paintColor,
|
||
);
|
||
|
||
class RayData {
|
||
/// The direction the player is facing
|
||
final double playerAngle;
|
||
|
||
/// The player's position
|
||
final Offset playerPosition;
|
||
|
||
/// The rays cast from the player
|
||
final List<Ray> rays;
|
||
|
||
const RayData({
|
||
required this.playerAngle,
|
||
required this.playerPosition,
|
||
required this.rays,
|
||
});
|
||
|
||
RayData copyWith({
|
||
double? playerAngle,
|
||
Offset? playerPosition,
|
||
List<Ray>? rays,
|
||
}) {
|
||
return RayData(
|
||
playerAngle: playerAngle ?? this.playerAngle,
|
||
playerPosition: playerPosition ?? this.playerPosition,
|
||
rays: rays ?? this.rays,
|
||
);
|
||
}
|
||
}
|
||
|
||
class RayHit(
|
||
/// Exact boundary crossing where the ray stopped
|
||
var Offset hitPosition,
|
||
|
||
/// Euclidean, from ray origin
|
||
var double distance,
|
||
|
||
/// 0 means "no hit within map"
|
||
var int tileValue,
|
||
|
||
/// [Axis] of the corresponding ray hit
|
||
var Axis axis,
|
||
) {
|
||
factory castRay(Offset origin, double angle) {
|
||
// 1. run horizontal-axis DDA → hit position + distance (or none)
|
||
// 2. run vertical-axis DDA → hit position + distance (or none)
|
||
// 3. return the nearer one
|
||
|
||
final RayHit hitHorizontal = RayHit._marchHorizontal(origin, angle);
|
||
final RayHit hitVertical = RayHit._marchVertical(origin, angle);
|
||
|
||
if (hitVertical.distance < hitHorizontal.distance) {
|
||
return hitVertical;
|
||
}
|
||
|
||
return hitHorizontal;
|
||
}
|
||
|
||
factory _marchHorizontal(Offset origin, double angle) {
|
||
// * --- Check Horizontal Lines ---
|
||
int dof = 0;
|
||
double distanceHor = double.infinity;
|
||
Offset hit = origin;
|
||
|
||
// Negative inverse of tangent
|
||
final double aTan = -1.0 / math.tan(angle);
|
||
|
||
double rayY = 0;
|
||
double rayX = 0;
|
||
double yOffset = 0;
|
||
double xOffset = 0;
|
||
|
||
// ? Looking up (ray angle > π)
|
||
if (angle > math.pi) {
|
||
rayY =
|
||
((origin.dy / GameMap.size).floorToDouble() * GameMap.size) - 0.0001;
|
||
|
||
rayX = (origin.dy - rayY) * aTan + origin.dx;
|
||
|
||
yOffset = -GameMap.size / 1;
|
||
xOffset = -yOffset * aTan;
|
||
}
|
||
|
||
// ? Looking down
|
||
if (angle < math.pi) {
|
||
rayY =
|
||
((origin.dy / GameMap.size).floorToDouble() * GameMap.size) +
|
||
GameMap.size;
|
||
|
||
rayX = (origin.dy - rayY) * aTan + origin.dx;
|
||
|
||
yOffset = GameMap.size / 1;
|
||
xOffset = -yOffset * aTan;
|
||
}
|
||
|
||
int mapPointX = 0;
|
||
int mapPointY = 0;
|
||
int mapPoint = 0;
|
||
int mapHit = 0;
|
||
|
||
while (dof < 8) {
|
||
mapPointX = rayX ~/ GameMap.size;
|
||
mapPointY = rayY ~/ GameMap.size;
|
||
|
||
mapPoint = mapPointY * GameMap.dimensions.width.toInt() + mapPointX;
|
||
|
||
if (mapPoint > 0 &&
|
||
mapPoint <
|
||
GameMap.dimensions.width.toInt() *
|
||
GameMap.dimensions.height.toInt() &&
|
||
GameMap.map[mapPoint] > 0) {
|
||
// We hit a wall!
|
||
mapHit = GameMap.map[mapPoint];
|
||
|
||
hit = Offset(rayX, rayY);
|
||
|
||
distanceHor = dist(
|
||
origin,
|
||
hit,
|
||
angle,
|
||
);
|
||
|
||
dof = 8;
|
||
} else {
|
||
rayX += xOffset;
|
||
rayY += yOffset;
|
||
dof += 1;
|
||
}
|
||
}
|
||
|
||
return RayHit(hit, distanceHor, mapHit, Axis.horizontal);
|
||
}
|
||
|
||
factory _marchVertical(Offset origin, double angle) {
|
||
// * --- Check Vertical Lines ---
|
||
int dof = 0;
|
||
double distanceVert = double.infinity;
|
||
Offset hit = origin;
|
||
|
||
// Negative of tangent
|
||
final double nTan = -math.tan(angle);
|
||
|
||
const double pi2 = math.pi / 2;
|
||
const double pi3 = 3 * math.pi / 2;
|
||
|
||
double rayX = 0;
|
||
double rayY = 0;
|
||
double xOffset = 0;
|
||
double yOffset = 0;
|
||
|
||
// ? Looking left
|
||
if (angle > pi2 && angle < pi3) {
|
||
rayX =
|
||
((origin.dx / GameMap.size).floorToDouble() * GameMap.size) - 0.0001;
|
||
rayY = (origin.dx - rayX) * nTan + origin.dy;
|
||
xOffset = -GameMap.size / 1;
|
||
yOffset = -xOffset * nTan;
|
||
}
|
||
|
||
// ? Looking right
|
||
if (angle < pi2 || angle > pi3) {
|
||
rayX =
|
||
((origin.dx / GameMap.size).floorToDouble() * GameMap.size) +
|
||
GameMap.size;
|
||
rayY = (origin.dx - rayX) * nTan + origin.dy;
|
||
xOffset = GameMap.size / 1;
|
||
yOffset = -xOffset * nTan;
|
||
}
|
||
|
||
// ? Looking straight up or down
|
||
if (angle == pi2 || angle == pi3) {
|
||
rayX = origin.dx;
|
||
rayY = origin.dy;
|
||
dof = 8;
|
||
}
|
||
|
||
int mapPointX = 0;
|
||
int mapPointY = 0;
|
||
int mapPoint = 0;
|
||
int mapHit = 0;
|
||
|
||
while (dof < 8) {
|
||
mapPointX = rayX ~/ GameMap.size;
|
||
mapPointY = rayY ~/ GameMap.size;
|
||
|
||
mapPoint = mapPointY * GameMap.dimensions.width.toInt() + mapPointX;
|
||
|
||
if (mapPoint > 0 &&
|
||
mapPoint <
|
||
GameMap.dimensions.width.toInt() *
|
||
GameMap.dimensions.height.toInt() &&
|
||
GameMap.map[mapPoint] > 0) {
|
||
// We hit a wall!
|
||
mapHit = GameMap.map[mapPoint];
|
||
|
||
// Save the values and calculate the distance from the player
|
||
hit = Offset(rayX, rayY);
|
||
|
||
distanceVert = dist(
|
||
origin,
|
||
hit,
|
||
angle,
|
||
);
|
||
|
||
// Break the loop - no need to calculate more.
|
||
dof = 8;
|
||
} else {
|
||
// If we didn't hit a wall, we check the next horizontal line by adding
|
||
// the x and y offset.
|
||
rayX += xOffset;
|
||
rayY += yOffset;
|
||
dof += 1;
|
||
}
|
||
}
|
||
|
||
return RayHit(hit, distanceVert, mapHit, Axis.vertical);
|
||
}
|
||
|
||
static double dist(Offset a, Offset b, double ang) {
|
||
return math.sqrt(
|
||
(b.dx - a.dx) * (b.dx - a.dx) + (b.dy - a.dy) * (b.dy - a.dy),
|
||
);
|
||
}
|
||
|
||
Color colorFor(int tileValue, Axis axis) {
|
||
Color wallColor = const Color.fromRGBO(0, 0, 0, 0);
|
||
|
||
if (axis == Axis.vertical) {
|
||
// Vertical walls are drawn a little brighter than horizontal walls
|
||
wallColor = const Color.fromRGBO(230, 0, 0, 1);
|
||
|
||
if (tileValue == 2) {
|
||
wallColor = const Color.fromRGBO(0, 179, 0, 1);
|
||
}
|
||
}
|
||
|
||
if (axis == Axis.horizontal) {
|
||
// Horizontal walls are drawn a little darker than vertical walls
|
||
wallColor = const Color.fromRGBO(179, 0, 0, 1);
|
||
|
||
if (tileValue == 2) {
|
||
wallColor = const Color.fromRGBO(0, 102, 0, 1);
|
||
}
|
||
}
|
||
|
||
return wallColor;
|
||
}
|
||
}
|
||
|
||
// * Map
|
||
|
||
abstract class GameMap {
|
||
// dart format off
|
||
static const List<int> map = [
|
||
1,1,1,1,1,1,1,1,
|
||
1,0,0,0,0,0,0,1,
|
||
1,0,1,0,0,0,0,1,
|
||
1,0,1,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,2,0,1,
|
||
1,0,0,0,0,0,0,1,
|
||
1,1,1,1,1,1,1,1,
|
||
];
|
||
// dart format on
|
||
|
||
static const Size dimensions = Size(8, 8);
|
||
static const int size = 32;
|
||
}
|
||
|
||
abstract class AllTextures {
|
||
// dart format off
|
||
static const List<int> map = [
|
||
//Checkerboard
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,1,1,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,1,1,1,1,1,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,1,1,1,1,1,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,1,1,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
|
||
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
|
||
//Brick
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
//Window
|
||
1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
|
||
|
||
1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
|
||
1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
|
||
//Door
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,1,1,1,1,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,1,1,1,1,0,0,0,
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
|
||
0,0,0,1,1,1,1,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,1,1,1,1,0,0,0,
|
||
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,1,0,1, 1,0,1,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,0,0,0,0,0, 0,0,1,1,1,1,0,1, 1,0,1,1,1,1,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
|
||
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
|
||
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0
|
||
];
|
||
// dart format on
|
||
}
|