Can now open secret walls and pick up machine gun
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -4,6 +4,7 @@ import 'package:flutter/material.dart';
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import 'package:wolf_dart/classes/coordinate_2d.dart';
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import 'package:wolf_dart/classes/matrix.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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import 'package:wolf_dart/features/entities/pushwall_manager.dart'; // NEW IMPORT
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import 'package:wolf_dart/features/player/player.dart';
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import 'package:wolf_dart/features/renderer/color_palette.dart';
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@@ -13,6 +14,7 @@ class RaycasterPainter extends CustomPainter {
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final Player player;
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final double fov;
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final Map<String, double> doorOffsets;
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final Pushwall? activePushwall; // NEW
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final List<Matrix<int>> sprites;
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final List<Entity> entities;
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@@ -22,6 +24,7 @@ class RaycasterPainter extends CustomPainter {
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required this.player,
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required this.fov,
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required this.doorOffsets,
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this.activePushwall, // NEW
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required this.sprites,
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required this.entities,
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});
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@@ -49,13 +52,11 @@ class RaycasterPainter extends CustomPainter {
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List<double> zBuffer = List.filled(renderWidth, 0.0);
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// --- Coordinate2D Camera Vectors ---
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Coordinate2D dir = Coordinate2D(
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math.cos(player.angle),
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math.sin(player.angle),
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);
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// The camera plane is perpendicular to the direction vector, scaled by FOV
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Coordinate2D plane = Coordinate2D(-dir.y, dir.x) * math.tan(fov / 2);
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// --- 1. CAST WALLS ---
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@@ -70,7 +71,7 @@ class RaycasterPainter extends CustomPainter {
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double sideDistY;
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double deltaDistX = (rayDir.x == 0) ? 1e30 : (1.0 / rayDir.x).abs();
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double deltaDistY = (rayDir.y == 0) ? 1e30 : (1.0 / rayDir.y).abs();
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double perpWallDist;
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double perpWallDist = 0.0;
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int stepX;
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int stepY;
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@@ -78,7 +79,9 @@ class RaycasterPainter extends CustomPainter {
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bool hitOutOfBounds = false;
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int side = 0;
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int hitWallId = 0;
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double doorOffset = 0.0;
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double textureOffset = 0.0; // Replaces doorOffset to handle both
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bool customDistCalculated = false; // Flag to skip standard distance
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Set<String> ignoredDoors = {};
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if (rayDir.x < 0) {
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@@ -115,9 +118,11 @@ class RaycasterPainter extends CustomPainter {
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hit = true;
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hitOutOfBounds = true;
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} else if (map[mapY][mapX] > 0) {
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String doorKey = '$mapX,$mapY';
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if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(doorKey)) {
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double currentOffset = doorOffsets[doorKey] ?? 0.0;
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String mapKey = '$mapX,$mapY';
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// --- DOOR LOGIC ---
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if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(mapKey)) {
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double currentOffset = doorOffsets[mapKey] ?? 0.0;
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if (currentOffset > 0.0) {
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double perpWallDistTemp = (side == 0)
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? (sideDistX - deltaDistX)
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@@ -127,23 +132,98 @@ class RaycasterPainter extends CustomPainter {
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: player.x + perpWallDistTemp * rayDir.x;
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wallXTemp -= wallXTemp.floor();
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if (wallXTemp < currentOffset) {
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ignoredDoors.add(doorKey);
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continue;
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ignoredDoors.add(mapKey);
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continue; // Ray passed through the open door gap
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}
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}
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doorOffset = currentOffset;
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hit = true;
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hitWallId = map[mapY][mapX];
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textureOffset = currentOffset;
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}
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// --- PUSHWALL LOGIC ---
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else if (activePushwall != null &&
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mapX == activePushwall!.x &&
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mapY == activePushwall!.y) {
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hit = true;
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hitWallId = map[mapY][mapX];
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double pOffset = activePushwall!.offset;
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int pDirX = activePushwall!.dirX;
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int pDirY = activePushwall!.dirY;
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perpWallDist = (side == 0)
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? (sideDistX - deltaDistX)
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: (sideDistY - deltaDistY);
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// Did we hit the face that is being pushed deeper?
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if (side == 0 && pDirX != 0) {
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if (pDirX == stepX) {
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double intersect = perpWallDist + pOffset * deltaDistX;
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if (intersect < sideDistY) {
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perpWallDist = intersect; // Hit the recessed front face
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} else {
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side =
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1; // Missed the front face, hit the newly exposed side!
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perpWallDist = sideDistY - deltaDistY;
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}
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} else {
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perpWallDist -= (1.0 - pOffset) * deltaDistX;
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}
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} else if (side == 1 && pDirY != 0) {
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if (pDirY == stepY) {
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double intersect = perpWallDist + pOffset * deltaDistY;
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if (intersect < sideDistX) {
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perpWallDist = intersect;
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} else {
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side = 0;
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perpWallDist = sideDistX - deltaDistX;
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}
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} else {
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perpWallDist -= (1.0 - pOffset) * deltaDistY;
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}
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} else {
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// We hit the side of the sliding block. Did the ray slip behind it?
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double wallFraction = (side == 0)
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? player.y + perpWallDist * rayDir.y
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: player.x + perpWallDist * rayDir.x;
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wallFraction -= wallFraction.floor();
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if (side == 0) {
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if (pDirY == 1 && wallFraction < pOffset) hit = false;
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if (pDirY == -1 && wallFraction > (1.0 - pOffset)) hit = false;
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if (hit) {
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textureOffset =
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pOffset * pDirY; // Stick the texture to the block
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}
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} else {
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if (pDirX == 1 && wallFraction < pOffset) hit = false;
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if (pDirX == -1 && wallFraction > (1.0 - pOffset)) hit = false;
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if (hit) {
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textureOffset =
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pOffset * pDirX; // Stick the texture to the block
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}
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}
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}
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if (!hit) continue; // The ray slipped past! Keep looping.
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customDistCalculated = true; // Lock in our custom distance math
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}
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// --- STANDARD WALL ---
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else {
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hit = true;
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hitWallId = map[mapY][mapX];
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}
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hit = true;
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hitWallId = map[mapY][mapX];
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}
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}
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if (hitOutOfBounds) continue;
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if (side == 0) {
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perpWallDist = (sideDistX - deltaDistX);
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} else {
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perpWallDist = (sideDistY - deltaDistY);
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// Apply standard math ONLY if we didn't calculate a sub-tile pushwall distance
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if (!customDistCalculated) {
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if (side == 0) {
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perpWallDist = (sideDistX - deltaDistX);
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} else {
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perpWallDist = (sideDistY - deltaDistY);
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}
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}
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zBuffer[x] = perpWallDist;
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@@ -164,15 +244,15 @@ class RaycasterPainter extends CustomPainter {
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size,
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hitWallId,
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textures,
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doorOffset,
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textureOffset,
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columnPaint,
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);
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}
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// --- 2. DRAW SPRITES ---
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// (Keep your existing sprite rendering logic exactly the same)
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List<Entity> activeSprites = List.from(entities);
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// Sort sprites from furthest to closest using Coordinate2D
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activeSprites.sort((a, b) {
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double distA = player.position.distanceTo(a.position);
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double distB = player.position.distanceTo(b.position);
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@@ -180,10 +260,8 @@ class RaycasterPainter extends CustomPainter {
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});
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for (Entity entity in activeSprites) {
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// Relative position to player
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Coordinate2D spritePos = entity.position - player.position;
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// Transform sprite with the inverse camera matrix
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double invDet = 1.0 / (plane.x * dir.y - dir.x * plane.y);
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double transformX = invDet * (dir.y * spritePos.x - dir.x * spritePos.y);
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double transformY =
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@@ -245,7 +323,7 @@ class RaycasterPainter extends CustomPainter {
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Size size,
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int hitWallId,
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List<Matrix<int>> textures,
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double doorOffset,
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double textureOffset,
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Paint paint,
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) {
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if (distance <= 0.01) distance = 0.01;
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@@ -253,15 +331,19 @@ class RaycasterPainter extends CustomPainter {
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double wallHeight = size.height / distance;
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int drawStart = ((size.height / 2) - (wallHeight / 2)).toInt();
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int texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
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int texX = (wallX * 64).toInt().clamp(0, 63);
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int texNum;
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int texX;
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if (hitWallId >= 90) {
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// DOORS
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texNum = 98.clamp(0, textures.length - 1);
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texX = ((wallX - doorOffset) * 64).toInt().clamp(0, 63);
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texX = ((wallX - textureOffset) * 64).toInt().clamp(0, 63);
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} else {
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// WALLS & PUSHWALLS
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texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
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if (side == 1) texNum += 1;
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// We apply the modulo % 1.0 to handle negative texture offsets smoothly!
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texX = (((wallX - textureOffset) % 1.0) * 64).toInt().clamp(0, 63);
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}
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if (side == 0 && math.cos(player.angle) > 0) texX = 63 - texX;
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@@ -10,6 +10,7 @@ import 'package:wolf_dart/features/entities/door_manager.dart';
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import 'package:wolf_dart/features/entities/enemies/enemy.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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import 'package:wolf_dart/features/entities/entity_registry.dart';
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import 'package:wolf_dart/features/entities/pushwall_manager.dart';
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import 'package:wolf_dart/features/input/input_manager.dart';
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import 'package:wolf_dart/features/map/wolf_map.dart';
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import 'package:wolf_dart/features/player/player.dart';
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@@ -38,6 +39,7 @@ class _WolfRendererState extends State<WolfRenderer>
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with SingleTickerProviderStateMixin {
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final InputManager inputManager = InputManager();
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final DoorManager doorManager = DoorManager();
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final PushwallManager pushwallManager = PushwallManager();
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late Ticker _gameLoop;
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final FocusNode _focusNode = FocusNode();
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@@ -68,6 +70,8 @@ class _WolfRendererState extends State<WolfRenderer>
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final Matrix<int> objectLevel = gameMap.levels[0].objectGrid;
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pushwallManager.initPushwalls(currentLevel, objectLevel);
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for (int y = 0; y < 64; y++) {
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for (int x = 0; x < 64; x++) {
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int objId = objectLevel[y][x];
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@@ -180,6 +184,7 @@ class _WolfRendererState extends State<WolfRenderer>
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final inputResult = _processInputs(elapsed);
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doorManager.update(elapsed);
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pushwallManager.update(elapsed, currentLevel);
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// 2. Explicit State Updates
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player.updateWeaponSwitch();
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@@ -214,11 +219,6 @@ class _WolfRendererState extends State<WolfRenderer>
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setState(() {});
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}
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void _takeDamage(int damage) {
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player.takeDamage(damage);
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damageFlashOpacity = 0.5;
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}
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// Returns a Record containing both movement delta and rotation delta
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({Coordinate2D movement, double dAngle}) _processInputs(Duration elapsed) {
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inputManager.update();
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@@ -235,6 +235,8 @@ class _WolfRendererState extends State<WolfRenderer>
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if (inputManager.isFiring) {
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player.fire(elapsed.inMilliseconds);
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} else {
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player.releaseTrigger();
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}
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// Calculate intended rotation
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@@ -260,6 +262,12 @@ class _WolfRendererState extends State<WolfRenderer>
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player.y,
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player.angle,
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);
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pushwallManager.handleInteraction(
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player.x,
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player.y,
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player.angle,
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currentLevel,
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);
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}
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return (movement: movement, dAngle: dAngle);
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@@ -301,37 +309,50 @@ class _WolfRendererState extends State<WolfRenderer>
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return Coordinate2D(newX, newY);
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}
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// renderer.dart
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void _updateEntities(Duration elapsed) {
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List<Entity> itemsToRemove = [];
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List<Entity> itemsToAdd = []; // NEW: Buffer for dropped items
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for (Entity entity in entities) {
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if (entity is Enemy) {
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// 1. Get Intent
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// 1. Get Intent (Now passing tryOpenDoor!)
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final intent = entity.update(
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elapsedMs: elapsed.inMilliseconds,
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playerPosition: player.position,
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isWalkable: _isWalkable,
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onDamagePlayer: _takeDamage,
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tryOpenDoor: doorManager.tryOpenDoor,
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onDamagePlayer: (int damage) {
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player.takeDamage(damage);
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damageFlashOpacity = 0.5;
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},
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);
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// 2. Update Angle
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entity.angle = intent.newAngle;
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// 3. Resolve Movement & Collision
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// We reuse the same logic we used for the player!
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Coordinate2D validatedPos = _calculateValidatedPosition(
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entity.position,
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intent.movement,
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);
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// 3. Resolve Movement
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// We NO LONGER use _calculateValidatedPosition here!
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// The enemy's internal getValidMovement already did the math perfectly.
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entity.x += intent.movement.x;
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entity.y += intent.movement.y;
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entity.position = validatedPos;
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// 4. Handle Item Drops & Score (Matches KillActor in C code)
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// Check if they just died this exact frame
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if (entity.state == EntityState.dead &&
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entity.isDying &&
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!entity.hasDroppedItem) {
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entity.hasDroppedItem = true; // Make sure we only drop once!
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// 4. Handle Attacking (if the enemy logic decides to)
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// You can move 'onDamagePlayer' calls into the enemy's
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// internal state check here if preferred.
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// You will need to add a `bool hasDroppedItem = false;` to your base Enemy class.
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if (entity.runtimeType.toString() == 'BrownGuard') {
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// Example: Spawn an ammo clip where the guard died
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// itemsToAdd.add(Collectible(x: entity.x, y: entity.y, type: CollectibleType.ammoClip));
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} else if (entity.runtimeType.toString() == 'Dog') {
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// Dogs don't drop items, but maybe they give different points!
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}
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}
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} else if (entity is Collectible) {
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// Collectible pickup logic remains the same
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if (player.position.distanceTo(entity.position) < 0.5) {
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if (player.tryPickup(entity)) {
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itemsToRemove.add(entity);
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@@ -340,9 +361,13 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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}
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// Clean up dead items and add new drops
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if (itemsToRemove.isNotEmpty) {
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entities.removeWhere((e) => itemsToRemove.contains(e));
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}
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if (itemsToAdd.isNotEmpty) {
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entities.addAll(itemsToAdd);
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}
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}
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// Takes an input and returns a value instead of implicitly changing state
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@@ -392,6 +417,7 @@ class _WolfRendererState extends State<WolfRenderer>
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doorOffsets: doorManager.getOffsetsForRenderer(),
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entities: entities,
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sprites: gameMap.sprites,
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activePushwall: pushwallManager.activePushwall,
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),
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),
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Positioned(
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Block a user