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:
2026-03-14 15:34:27 +01:00
parent 9f5f29100b
commit 001c7c3131
13 changed files with 545 additions and 120 deletions

View File

@@ -10,6 +10,7 @@ import 'package:wolf_dart/features/entities/door_manager.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/entities/entity_registry.dart';
import 'package:wolf_dart/features/entities/pushwall_manager.dart';
import 'package:wolf_dart/features/input/input_manager.dart';
import 'package:wolf_dart/features/map/wolf_map.dart';
import 'package:wolf_dart/features/player/player.dart';
@@ -38,6 +39,7 @@ class _WolfRendererState extends State<WolfRenderer>
with SingleTickerProviderStateMixin {
final InputManager inputManager = InputManager();
final DoorManager doorManager = DoorManager();
final PushwallManager pushwallManager = PushwallManager();
late Ticker _gameLoop;
final FocusNode _focusNode = FocusNode();
@@ -68,6 +70,8 @@ class _WolfRendererState extends State<WolfRenderer>
final Matrix<int> objectLevel = gameMap.levels[0].objectGrid;
pushwallManager.initPushwalls(currentLevel, objectLevel);
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
int objId = objectLevel[y][x];
@@ -180,6 +184,7 @@ class _WolfRendererState extends State<WolfRenderer>
final inputResult = _processInputs(elapsed);
doorManager.update(elapsed);
pushwallManager.update(elapsed, currentLevel);
// 2. Explicit State Updates
player.updateWeaponSwitch();
@@ -214,11 +219,6 @@ class _WolfRendererState extends State<WolfRenderer>
setState(() {});
}
void _takeDamage(int damage) {
player.takeDamage(damage);
damageFlashOpacity = 0.5;
}
// Returns a Record containing both movement delta and rotation delta
({Coordinate2D movement, double dAngle}) _processInputs(Duration elapsed) {
inputManager.update();
@@ -235,6 +235,8 @@ class _WolfRendererState extends State<WolfRenderer>
if (inputManager.isFiring) {
player.fire(elapsed.inMilliseconds);
} else {
player.releaseTrigger();
}
// Calculate intended rotation
@@ -260,6 +262,12 @@ class _WolfRendererState extends State<WolfRenderer>
player.y,
player.angle,
);
pushwallManager.handleInteraction(
player.x,
player.y,
player.angle,
currentLevel,
);
}
return (movement: movement, dAngle: dAngle);
@@ -301,37 +309,50 @@ class _WolfRendererState extends State<WolfRenderer>
return Coordinate2D(newX, newY);
}
// renderer.dart
void _updateEntities(Duration elapsed) {
List<Entity> itemsToRemove = [];
List<Entity> itemsToAdd = []; // NEW: Buffer for dropped items
for (Entity entity in entities) {
if (entity is Enemy) {
// 1. Get Intent
// 1. Get Intent (Now passing tryOpenDoor!)
final intent = entity.update(
elapsedMs: elapsed.inMilliseconds,
playerPosition: player.position,
isWalkable: _isWalkable,
onDamagePlayer: _takeDamage,
tryOpenDoor: doorManager.tryOpenDoor,
onDamagePlayer: (int damage) {
player.takeDamage(damage);
damageFlashOpacity = 0.5;
},
);
// 2. Update Angle
entity.angle = intent.newAngle;
// 3. Resolve Movement & Collision
// We reuse the same logic we used for the player!
Coordinate2D validatedPos = _calculateValidatedPosition(
entity.position,
intent.movement,
);
// 3. Resolve Movement
// We NO LONGER use _calculateValidatedPosition here!
// The enemy's internal getValidMovement already did the math perfectly.
entity.x += intent.movement.x;
entity.y += intent.movement.y;
entity.position = validatedPos;
// 4. Handle Item Drops & Score (Matches KillActor in C code)
// Check if they just died this exact frame
if (entity.state == EntityState.dead &&
entity.isDying &&
!entity.hasDroppedItem) {
entity.hasDroppedItem = true; // Make sure we only drop once!
// 4. Handle Attacking (if the enemy logic decides to)
// You can move 'onDamagePlayer' calls into the enemy's
// internal state check here if preferred.
// You will need to add a `bool hasDroppedItem = false;` to your base Enemy class.
if (entity.runtimeType.toString() == 'BrownGuard') {
// Example: Spawn an ammo clip where the guard died
// itemsToAdd.add(Collectible(x: entity.x, y: entity.y, type: CollectibleType.ammoClip));
} else if (entity.runtimeType.toString() == 'Dog') {
// Dogs don't drop items, but maybe they give different points!
}
}
} else if (entity is Collectible) {
// Collectible pickup logic remains the same
if (player.position.distanceTo(entity.position) < 0.5) {
if (player.tryPickup(entity)) {
itemsToRemove.add(entity);
@@ -340,9 +361,13 @@ class _WolfRendererState extends State<WolfRenderer>
}
}
// Clean up dead items and add new drops
if (itemsToRemove.isNotEmpty) {
entities.removeWhere((e) => itemsToRemove.contains(e));
}
if (itemsToAdd.isNotEmpty) {
entities.addAll(itemsToAdd);
}
}
// Takes an input and returns a value instead of implicitly changing state
@@ -392,6 +417,7 @@ class _WolfRendererState extends State<WolfRenderer>
doorOffsets: doorManager.getOffsetsForRenderer(),
entities: entities,
sprites: gameMap.sprites,
activePushwall: pushwallManager.activePushwall,
),
),
Positioned(