eaa6d76792
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
889 lines
22 KiB
Dart
889 lines
22 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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// dart format off
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const List<int> map = [
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1,1,1,1,1,1,1,1,
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1,0,0,0,0,0,0,1,
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1,0,1,0,0,0,0,1,
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1,0,1,0,0,0,0,1,
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1,0,0,0,0,0,0,1,
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1,0,0,0,0,2,0,1,
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1,0,0,0,0,0,0,1,
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1,1,1,1,1,1,1,1,
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];
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// dart format on
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const int mapX = 8;
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const int mapY = 8;
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const int mapSize = 32;
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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].
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double get normalize => (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(normalize),
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-math.sin(normalize),
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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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math.cos(this) * Player.speed,
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math.sin(this) * 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 / mapSize).floorToDouble(),
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(dy / mapSize).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 => (currentTile.dy.toInt() * mapX) + 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 * mapSize, 1.5 * mapSize),
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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) => Row(
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spacing: mapSize / 1,
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textDirection: TextDirection.ltr,
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children: [
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Flexible(
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child: Transform.translate(
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offset: const Offset(16, 0),
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child: Center(
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child: FittedBox(
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fit: BoxFit.contain,
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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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Flexible(
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flex: 3,
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child: 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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),
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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.playerDelta,
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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 / mapSize).floor();
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final int row = (position.dy / mapSize).floor();
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if (col < 0 || col >= mapX || row < 0 || row >= mapY) return 1; // solid
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return map[row * mapX + 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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const int maxCheck = 64;
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const int stepSize = 8;
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for (double d = 0; d < maxCheck; d += stepSize) {
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final Offset p = position + Offset(direction.dx, direction.dy) * d;
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if (tileAt(p) > 0) return d;
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}
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return double.infinity;
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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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double playerAngle = widget.rayData.playerAngle;
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final Offset direction = playerAngle.direction;
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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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// Move left
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playerAngle -= 0.1;
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if (playerAngle < 0) {
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playerAngle += 2 * math.pi;
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}
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handled = true;
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} else if (keys.contains(LogicalKeyboardKey.keyD)) {
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// Move right
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playerAngle += 0.1;
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if (playerAngle > 2 * math.pi) {
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playerAngle -= 2 * math.pi;
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}
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handled = true;
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}
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if (keys.contains(LogicalKeyboardKey.keyW)) {
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if (safeDistanceToWall(playerPosition, direction) >
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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(playerPosition, -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.playerDelta),
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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, Offset delta) {
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const double dr = math.pi / 180;
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final List<Ray> rays = [];
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int dof;
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int mx;
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int my;
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int mapPoint;
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double yo = 1;
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double xo = 1;
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final Offset playerCenter = offset + const Offset(4, 4);
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double rayX = 0;
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double rayY = 0;
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double disT = 0;
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double rayAngle = delta.direction - (dr * 30);
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if (rayAngle < 0) {
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rayAngle += 2 * math.pi;
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}
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if (rayAngle > 2 * math.pi) {
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rayAngle -= 2 * math.pi;
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}
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int r;
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for (r = 0; r < 60; r++) {
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// * --- Check Horizontal Lines ---
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dof = 0;
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double distanceHor = 1000000;
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double hx = playerCenter.dx;
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double hy = playerCenter.dy;
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// Negative inverse of tangent
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final double aTan = -1.0 / math.tan(rayAngle);
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// ? Looking up (ray angle > π)
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if (rayAngle > math.pi) {
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rayY = ((playerCenter.dy / mapSize).floorToDouble() * mapSize) - 0.0001;
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rayX = (playerCenter.dy - rayY) * aTan + playerCenter.dx;
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yo = -mapSize / 1;
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xo = -yo * aTan;
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}
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// ? Looking down
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if (rayAngle < math.pi) {
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rayY =
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((playerCenter.dy / mapSize).floorToDouble() * mapSize) + mapSize;
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rayX = (playerCenter.dy - rayY) * aTan + playerCenter.dx;
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yo = mapSize / 1;
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xo = -yo * aTan;
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}
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// ? Looking straight left or right
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if (rayAngle == 0.0 || rayAngle == math.pi) {
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// It's impossible to ever hit a horizontal line
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rayX = playerCenter.dx;
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rayY = playerCenter.dy;
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dof = 8;
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}
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int mv = 0;
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int mh = 0;
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while (dof < 8) {
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mx = rayX ~/ mapSize;
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my = rayY ~/ mapSize;
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mapPoint = my * mapX + mx;
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if (mapPoint > 0 && mapPoint < mapX * mapY && map[mapPoint] > 0) {
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// We hit a wall!
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mh = map[mapPoint];
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hx = rayX;
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hy = rayY;
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distanceHor = dist(
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playerCenter.dx,
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playerCenter.dy,
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hx,
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hy,
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rayAngle,
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);
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dof = 8;
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} else {
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rayX += xo;
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rayY += yo;
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dof += 1;
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}
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}
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// * --- Check Vertical Lines ---
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dof = 0;
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double distanceVert = 1000000;
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double vx = playerCenter.dx;
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double vy = playerCenter.dy;
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// Negative of tangent
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final double nTan = -math.tan(rayAngle);
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const double pi2 = math.pi / 2;
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const double pi3 = 3 * math.pi / 2;
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// ? Looking left
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if (rayAngle > pi2 && rayAngle < pi3) {
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rayX = ((playerCenter.dx / mapSize).floorToDouble() * mapSize) - 0.0001;
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rayY = (playerCenter.dx - rayX) * nTan + playerCenter.dy;
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xo = -mapSize / 1;
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yo = -xo * nTan;
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}
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// ? Looking right
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if (rayAngle < pi2 || rayAngle > pi3) {
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rayX =
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((playerCenter.dx / mapSize).floorToDouble() * mapSize) + mapSize;
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rayY = (playerCenter.dx - rayX) * nTan + playerCenter.dy;
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xo = mapSize / 1;
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yo = -xo * nTan;
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}
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// ? Looking straight up or down
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if (rayAngle == pi2 || rayAngle == pi3) {
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rayX = playerCenter.dx;
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rayY = playerCenter.dy;
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dof = 8;
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}
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while (dof < 8) {
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mx = rayX ~/ mapSize;
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my = rayY ~/ mapSize;
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mapPoint = my * mapX + mx;
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if (mapPoint > 0 && mapPoint < mapX * mapY && map[mapPoint] > 0) {
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// We hit a wall!
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mv = map[mapPoint];
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// Save the values and calculate the distance from the player
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vx = rayX;
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vy = rayY;
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distanceVert = dist(
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playerCenter.dx,
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playerCenter.dy,
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vx,
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vy,
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rayAngle,
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);
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dof = 8; // Break the loop - no need to calculate more.
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} else {
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// If we didn't hit a wall, we check the next horizontal line by adding
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// the x and y offset.
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rayX += xo;
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rayY += yo;
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dof += 1;
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}
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}
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Color wallColor = const Color.fromRGBO(0, 0, 0, 0);
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if (distanceVert < distanceHor) {
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rayX = vx;
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rayY = vy;
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disT = distanceVert;
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// Vertical walls are drawn a little brighter than horizontal walls
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wallColor = const Color.fromRGBO(230, 0, 0, 1);
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if (mv == 2) {
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wallColor = const Color.fromRGBO(0, 179, 0, 1);
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}
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rays.add(Ray(Offset(rayX, rayY), disT, wallColor));
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}
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if (distanceHor < distanceVert) {
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rayX = hx;
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rayY = hy;
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disT = distanceHor;
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// Horizontal walls are drawn a little darker than vertical walls
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wallColor = const Color.fromRGBO(179, 0, 0, 1);
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if (mh == 2) {
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wallColor = const Color.fromRGBO(0, 102, 0, 1);
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}
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rays.add(Ray(Offset(rayX, rayY), disT, wallColor));
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}
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// * Increase the ray angle to draw the next ray
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rayAngle += dr;
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if (rayAngle < 0) {
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rayAngle += 2 * math.pi;
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}
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if (rayAngle > 2 * math.pi) {
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rayAngle -= 2 * math.pi;
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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
|
||
..save()
|
||
..translate(offsetX, offsetY)
|
||
..scale(scale);
|
||
|
||
for (int i = 0; i < rayData.length; i++) {
|
||
final Ray ray = rayData[i];
|
||
|
||
// * --- Draw 3D Walls ---
|
||
// Correct the fish-eye effect
|
||
const double dr = math.pi / 180;
|
||
final double rayAngle = playerAngle - (dr * 30) + (i * dr);
|
||
|
||
double correctedAngle = playerAngle - rayAngle;
|
||
if (correctedAngle < 0) {
|
||
correctedAngle += 2 * math.pi;
|
||
}
|
||
if (correctedAngle > 2 * math.pi) {
|
||
correctedAngle -= 2 * math.pi;
|
||
}
|
||
|
||
final double disT = ray.distance * math.cos(correctedAngle);
|
||
|
||
double lineHeight = (mapSize * gameHeight) / disT;
|
||
if (lineHeight > gameHeight) {
|
||
lineHeight = gameHeight;
|
||
}
|
||
if (lineHeight > gameWidth) {
|
||
lineHeight = gameWidth;
|
||
}
|
||
|
||
final double lineOffset = (gameHeight / 2.0) - (lineHeight / 2.0);
|
||
|
||
final double rayWidth = gameWidth / rayData.length;
|
||
final double rayX3D = i * rayWidth;
|
||
|
||
canvas.drawRect(
|
||
Rect.fromLTWH(rayX3D, lineOffset, rayWidth, lineHeight),
|
||
Paint()
|
||
..color = ray.paintColor
|
||
..isAntiAlias = false
|
||
..strokeWidth = 1.5,
|
||
);
|
||
}
|
||
|
||
canvas.restore();
|
||
}
|
||
|
||
@override
|
||
bool shouldRepaint(covariant oldDelegate) => false;
|
||
@override
|
||
bool shouldRebuildSemantics(covariant oldDelegate) => false;
|
||
}
|
||
|
||
// * Map
|
||
class Map extends StatelessWidget {
|
||
const new(
|
||
this.rayData, {
|
||
super.key,
|
||
});
|
||
|
||
final RayData rayData;
|
||
|
||
@override
|
||
Widget build(BuildContext context) {
|
||
const double width = mapX * mapSize / 1;
|
||
const double height = mapY * mapSize / 1;
|
||
|
||
return Stack(
|
||
children: [
|
||
const CustomPaint(
|
||
size: Size(width, height),
|
||
painter: MapPainter(
|
||
mapData: map,
|
||
mapX: mapX,
|
||
mapY: mapY,
|
||
tileSize: mapSize / 1,
|
||
),
|
||
),
|
||
|
||
CustomPaint(
|
||
painter: MapRayPainter(
|
||
rayData: rayData,
|
||
),
|
||
),
|
||
],
|
||
);
|
||
}
|
||
}
|
||
|
||
class MapPainter extends CustomPainter {
|
||
final List<int> mapData;
|
||
final int mapX;
|
||
final int mapY;
|
||
final double tileSize;
|
||
|
||
const new({
|
||
required this.mapData,
|
||
required this.mapX,
|
||
required this.mapY,
|
||
required this.tileSize,
|
||
});
|
||
|
||
@override
|
||
void paint(Canvas canvas, Size size) {
|
||
final paintWhite = Paint()..color = const Color.fromRGBO(255, 255, 255, 1);
|
||
final paintBlack = Paint()..color = const Color.fromRGBO(0, 0, 0, 1);
|
||
final paintGrey = Paint()..color = const Color.fromRGBO(84, 84, 84, 1);
|
||
|
||
canvas.drawRect(
|
||
Rect.fromLTWH(0, 0, tileSize * mapX, tileSize * mapY),
|
||
paintGrey,
|
||
);
|
||
|
||
for (int i = 0; i < mapData.length; i++) {
|
||
final double x = (i % mapX) * tileSize;
|
||
final double y = (i ~/ mapX) * tileSize;
|
||
|
||
canvas.drawRect(
|
||
Rect.fromLTWH(x, y, tileSize - 1, tileSize - 1),
|
||
mapData[i] == 0 ? paintBlack : paintWhite,
|
||
);
|
||
}
|
||
}
|
||
|
||
@override
|
||
bool shouldRepaint(covariant oldDelegate) => false;
|
||
@override
|
||
bool shouldRebuildSemantics(covariant oldDelegate) => false;
|
||
}
|
||
|
||
class MapRayPainter extends CustomPainter {
|
||
final RayData rayData;
|
||
|
||
const new({
|
||
required this.rayData,
|
||
});
|
||
|
||
@override
|
||
void paint(Canvas canvas, Size size) {
|
||
final Offset playerCenter = rayData.playerPosition + const Offset(4, 4);
|
||
|
||
for (final Ray ray in rayData.rays) {
|
||
canvas.drawLine(
|
||
playerCenter,
|
||
ray.hitPosition - const Offset(1, 1),
|
||
Paint()
|
||
..color = const Color.fromRGBO(0, 255, 255, 1)
|
||
..strokeWidth = 1,
|
||
);
|
||
}
|
||
}
|
||
|
||
@override
|
||
bool shouldRepaint(covariant oldDelegate) => false;
|
||
@override
|
||
bool shouldRebuildSemantics(covariant oldDelegate) => false;
|
||
}
|
||
|
||
// * Background
|
||
class Background extends StatelessWidget {
|
||
const new({
|
||
super.key,
|
||
});
|
||
|
||
@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 {
|
||
@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,
|
||
rect.top,
|
||
rect.width,
|
||
halfHeight,
|
||
);
|
||
|
||
const LinearGradient gradient = LinearGradient(
|
||
begin: Alignment.topCenter,
|
||
end: Alignment.bottomCenter,
|
||
colors: [
|
||
Color.fromRGBO(32, 32, 32, 1.0),
|
||
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;
|
||
}
|
||
|
||
// * Ray Data
|
||
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,
|
||
);
|
||
}
|
||
}
|