47
lib/features/entities/collectible.dart
Normal file
47
lib/features/entities/collectible.dart
Normal file
@@ -0,0 +1,47 @@
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
|
||||
enum CollectibleType { ammo, health, treasure, weapon, key }
|
||||
|
||||
class Collectible extends Entity {
|
||||
final CollectibleType type;
|
||||
|
||||
Collectible({
|
||||
required super.x,
|
||||
required super.y,
|
||||
required super.spriteIndex,
|
||||
required super.mapId,
|
||||
required this.type,
|
||||
}) : super(state: EntityState.staticObj);
|
||||
|
||||
// Define which Map IDs are actually items you can pick up
|
||||
static bool isCollectible(int objId) {
|
||||
return (objId >= 43 && objId <= 44) || // Keys
|
||||
(objId >= 47 && objId <= 56); // Health, Ammo, Weapons, Treasure, 1-Up
|
||||
}
|
||||
|
||||
static CollectibleType _getType(int objId) {
|
||||
if (objId == 43 || objId == 44) return CollectibleType.key;
|
||||
if (objId == 47 || objId == 48) return CollectibleType.health;
|
||||
if (objId == 49) return CollectibleType.ammo;
|
||||
if (objId == 50 || objId == 51) return CollectibleType.weapon;
|
||||
return CollectibleType.treasure; // 52-56
|
||||
}
|
||||
|
||||
static Collectible? trySpawn(
|
||||
int objId,
|
||||
double x,
|
||||
double y,
|
||||
int difficultyLevel,
|
||||
) {
|
||||
if (isCollectible(objId)) {
|
||||
return Collectible(
|
||||
x: x,
|
||||
y: y,
|
||||
spriteIndex: objId - 21, // Same VSWAP math as decorations!
|
||||
mapId: objId,
|
||||
type: _getType(objId),
|
||||
);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -11,7 +11,15 @@ class Decorative extends Entity {
|
||||
|
||||
// Checks if the Map ID belongs to a standard decoration
|
||||
static bool isDecoration(int objId) {
|
||||
return (objId >= 23 && objId <= 70) || objId == 124;
|
||||
if (objId == 124) return true; // Dead guard
|
||||
if (objId >= 23 && objId <= 70) {
|
||||
// Exclude the collectibles!
|
||||
if ((objId >= 43 && objId <= 44) || (objId >= 47 && objId <= 56)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Safely calculates the VSWAP sprite index for standard decorations
|
||||
|
||||
125
lib/features/entities/enemies/dog.dart
Normal file
125
lib/features/entities/enemies/dog.dart
Normal file
@@ -0,0 +1,125 @@
|
||||
import 'dart:math' as math;
|
||||
|
||||
import 'package:wolf_dart/classes/linear_coordinates.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
|
||||
class Dog extends Enemy {
|
||||
static const double speed = 0.05; // Dogs are much faster than guards!
|
||||
bool _hasBittenThisCycle = false;
|
||||
|
||||
Dog({
|
||||
required super.x,
|
||||
required super.y,
|
||||
required super.angle,
|
||||
required super.mapId,
|
||||
}) : super(
|
||||
spriteIndex: 99, // Dogs start at index 99 in VSWAP
|
||||
state: EntityState.idle,
|
||||
);
|
||||
|
||||
static Dog? trySpawn(int objId, double x, double y, int difficultyLevel) {
|
||||
bool canSpawn = false;
|
||||
switch (difficultyLevel) {
|
||||
case 0:
|
||||
canSpawn = objId >= 116 && objId <= 119;
|
||||
break;
|
||||
case 1:
|
||||
canSpawn = objId >= 152 && objId <= 155;
|
||||
break;
|
||||
case 2:
|
||||
canSpawn = objId >= 188 && objId <= 191;
|
||||
break;
|
||||
case 3:
|
||||
canSpawn = objId >= 224 && objId <= 227;
|
||||
break;
|
||||
}
|
||||
|
||||
if (canSpawn) {
|
||||
return Dog(
|
||||
x: x,
|
||||
y: y,
|
||||
angle: Enemy.getInitialAngle(objId),
|
||||
mapId: objId,
|
||||
);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@override
|
||||
void update({
|
||||
required int elapsedMs,
|
||||
required LinearCoordinates player,
|
||||
required bool Function(int x, int y) isWalkable,
|
||||
required void Function(int damage) onDamagePlayer,
|
||||
}) {
|
||||
if (state == EntityState.idle) {
|
||||
if (hasLineOfSight(player, isWalkable)) {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
}
|
||||
|
||||
if (state == EntityState.idle ||
|
||||
state == EntityState.patrolling ||
|
||||
state == EntityState.shooting) {
|
||||
// "Shooting" here means biting
|
||||
|
||||
double dx = player.x - x;
|
||||
double dy = player.y - y;
|
||||
double distance = math.sqrt(dx * dx + dy * dy);
|
||||
double angleToPlayer = math.atan2(dy, dx);
|
||||
|
||||
if (state == EntityState.patrolling || state == EntityState.shooting) {
|
||||
angle = angleToPlayer;
|
||||
}
|
||||
|
||||
double diff = angle - angleToPlayer;
|
||||
while (diff <= -math.pi) {
|
||||
diff += 2 * math.pi;
|
||||
}
|
||||
while (diff > math.pi) {
|
||||
diff -= 2 * math.pi;
|
||||
}
|
||||
|
||||
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
|
||||
if (octant < 0) octant += 8;
|
||||
|
||||
if (state == EntityState.idle) {
|
||||
spriteIndex = 99 + octant; // Base dog standing sprite
|
||||
} else if (state == EntityState.patrolling) {
|
||||
if (distance > 0.8) {
|
||||
double moveX = x + math.cos(angle) * speed;
|
||||
double moveY = y + math.sin(angle) * speed;
|
||||
|
||||
if (isWalkable(moveX.toInt(), y.toInt())) x = moveX;
|
||||
if (isWalkable(x.toInt(), moveY.toInt())) y = moveY;
|
||||
}
|
||||
|
||||
// Dogs only have 4 walking angles, alternating legs
|
||||
int walkFrame = (elapsedMs ~/ 100) % 4;
|
||||
spriteIndex = 107 + (walkFrame * 8) + octant;
|
||||
|
||||
// Dog Bite Attack (Must be practically touching the player)
|
||||
if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
|
||||
state = EntityState.shooting;
|
||||
lastActionTime = elapsedMs;
|
||||
_hasBittenThisCycle = false;
|
||||
}
|
||||
} else if (state == EntityState.shooting) {
|
||||
int timeAttacking = elapsedMs - lastActionTime;
|
||||
|
||||
if (timeAttacking < 200) {
|
||||
spriteIndex = 139; // Jumping/Biting frame
|
||||
if (!_hasBittenThisCycle) {
|
||||
onDamagePlayer(5); // Dogs do less damage than guards
|
||||
_hasBittenThisCycle = true;
|
||||
}
|
||||
} else {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
import 'package:wolf_dart/features/entities/collectible.dart';
|
||||
import 'package:wolf_dart/features/entities/decorative.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/brown_guard.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/dog.dart';
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
|
||||
typedef EntitySpawner =
|
||||
@@ -8,8 +10,10 @@ typedef EntitySpawner =
|
||||
abstract class EntityRegistry {
|
||||
// Add future enemies (SSGuard, Dog, etc.) to this list!
|
||||
static final List<EntitySpawner> _spawners = [
|
||||
Decorative.trySpawn,
|
||||
BrownGuard.trySpawn,
|
||||
Collectible.trySpawn, // Check collectibles
|
||||
Decorative.trySpawn, // Then check decorations
|
||||
BrownGuard.trySpawn, // Then check guards
|
||||
Dog.trySpawn, // Then check dogs
|
||||
];
|
||||
|
||||
static Entity? spawn(
|
||||
|
||||
108
lib/features/player/player.dart
Normal file
108
lib/features/player/player.dart
Normal file
@@ -0,0 +1,108 @@
|
||||
import 'dart:math' as math;
|
||||
|
||||
import 'package:wolf_dart/classes/linear_coordinates.dart';
|
||||
import 'package:wolf_dart/features/entities/collectible.dart';
|
||||
|
||||
class Player {
|
||||
// Spatial
|
||||
double x;
|
||||
double y;
|
||||
double angle;
|
||||
|
||||
// Stats
|
||||
int health = 100;
|
||||
int ammo = 8;
|
||||
int score = 0;
|
||||
|
||||
// Inventory
|
||||
bool hasGoldKey = false;
|
||||
bool hasSilverKey = false;
|
||||
bool hasMachineGun = false;
|
||||
bool hasChainGun = false;
|
||||
|
||||
Player({
|
||||
required this.x,
|
||||
required this.y,
|
||||
required this.angle,
|
||||
});
|
||||
|
||||
// Helper getter to interface with the RaycasterPainter
|
||||
LinearCoordinates get position => (x: x, y: y);
|
||||
|
||||
// Helper methods to keep state manipulation safe
|
||||
void takeDamage(int damage) {
|
||||
health = math.max(0, health - damage);
|
||||
|
||||
if (health <= 0) {
|
||||
print("YOU DIED!");
|
||||
} else {
|
||||
print("Ouch! ($health)");
|
||||
}
|
||||
}
|
||||
|
||||
void heal(int amount) {
|
||||
final int newHealth = math.min(100, health + amount);
|
||||
|
||||
if (health < 100) {
|
||||
print("Feelin' better. ($newHealth)");
|
||||
}
|
||||
|
||||
health = newHealth;
|
||||
}
|
||||
|
||||
void addAmmo(int amount) {
|
||||
final int newAmmo = math.min(99, ammo + amount);
|
||||
|
||||
if (ammo < 99) {
|
||||
print("Hell yeah. ($newAmmo)");
|
||||
}
|
||||
|
||||
ammo = newAmmo;
|
||||
}
|
||||
|
||||
bool tryPickup(Collectible item) {
|
||||
bool pickedUp = false;
|
||||
|
||||
switch (item.type) {
|
||||
case CollectibleType.health:
|
||||
if (health >= 100) return false;
|
||||
// Map IDs 47 (Dog Food) and 48 (Medkit)
|
||||
heal(item.mapId == 47 ? 4 : 25);
|
||||
pickedUp = true;
|
||||
break;
|
||||
|
||||
case CollectibleType.ammo:
|
||||
if (ammo >= 99) return false;
|
||||
addAmmo(8);
|
||||
pickedUp = true;
|
||||
break;
|
||||
|
||||
case CollectibleType.treasure:
|
||||
// Score values for Cross (52), Chalice (53), Chest (54), Crown (55)
|
||||
if (item.mapId == 52) score += 100;
|
||||
if (item.mapId == 53) score += 500;
|
||||
if (item.mapId == 54) score += 1000;
|
||||
if (item.mapId == 55) score += 5000;
|
||||
if (item.mapId == 56) {
|
||||
// 1-Up
|
||||
heal(100);
|
||||
addAmmo(25);
|
||||
}
|
||||
pickedUp = true;
|
||||
break;
|
||||
|
||||
case CollectibleType.weapon:
|
||||
if (item.mapId == 50) hasMachineGun = true;
|
||||
if (item.mapId == 51) hasChainGun = true;
|
||||
pickedUp = true;
|
||||
break;
|
||||
|
||||
case CollectibleType.key:
|
||||
if (item.mapId == 43) hasGoldKey = true;
|
||||
if (item.mapId == 44) hasSilverKey = true;
|
||||
pickedUp = true;
|
||||
break;
|
||||
}
|
||||
return pickedUp;
|
||||
}
|
||||
}
|
||||
@@ -1,16 +1,15 @@
|
||||
import 'dart:math' as math;
|
||||
|
||||
import 'package:flutter/material.dart';
|
||||
import 'package:wolf_dart/classes/linear_coordinates.dart';
|
||||
import 'package:wolf_dart/classes/matrix.dart';
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
import 'package:wolf_dart/features/player/player.dart';
|
||||
import 'package:wolf_dart/features/renderer/color_palette.dart';
|
||||
|
||||
class RaycasterPainter extends CustomPainter {
|
||||
final Matrix<int> map;
|
||||
final List<Matrix<int>> textures;
|
||||
final LinearCoordinates player;
|
||||
final double playerAngle;
|
||||
final Player player;
|
||||
final double fov;
|
||||
final Map<String, double> doorOffsets;
|
||||
final List<Matrix<int>> sprites;
|
||||
@@ -20,7 +19,6 @@ class RaycasterPainter extends CustomPainter {
|
||||
required this.map,
|
||||
required this.textures,
|
||||
required this.player,
|
||||
required this.playerAngle,
|
||||
required this.fov,
|
||||
required this.doorOffsets,
|
||||
required this.sprites,
|
||||
@@ -44,8 +42,8 @@ class RaycasterPainter extends CustomPainter {
|
||||
// The 1D Z-Buffer
|
||||
List<double> zBuffer = List.filled(screenWidth, 0.0);
|
||||
|
||||
double dirX = math.cos(playerAngle);
|
||||
double dirY = math.sin(playerAngle);
|
||||
double dirX = math.cos(player.angle);
|
||||
double dirY = math.sin(player.angle);
|
||||
double planeX = -dirY * math.tan(fov / 2);
|
||||
double planeY = dirX * math.tan(fov / 2);
|
||||
|
||||
@@ -275,8 +273,8 @@ class RaycasterPainter extends CustomPainter {
|
||||
if (side == 1) texNum += 1;
|
||||
}
|
||||
|
||||
if (side == 0 && math.cos(playerAngle) > 0) texX = 63 - texX;
|
||||
if (side == 1 && math.sin(playerAngle) < 0) texX = 63 - texX;
|
||||
if (side == 0 && math.cos(player.angle) > 0) texX = 63 - texX;
|
||||
if (side == 1 && math.sin(player.angle) < 0) texX = 63 - texX;
|
||||
|
||||
double startY = drawStart.toDouble();
|
||||
double stepY = wallHeight / 64.0;
|
||||
@@ -307,6 +305,6 @@ class RaycasterPainter extends CustomPainter {
|
||||
@override
|
||||
bool shouldRepaint(covariant RaycasterPainter oldDelegate) {
|
||||
return oldDelegate.player != player ||
|
||||
oldDelegate.playerAngle != playerAngle;
|
||||
oldDelegate.player.angle != player.angle;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,10 +6,12 @@ import 'package:flutter/services.dart';
|
||||
import 'package:wolf_dart/classes/linear_coordinates.dart';
|
||||
import 'package:wolf_dart/classes/matrix.dart';
|
||||
import 'package:wolf_dart/features/difficulty/difficulty.dart';
|
||||
import 'package:wolf_dart/features/entities/collectible.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/map/wolf_map.dart';
|
||||
import 'package:wolf_dart/features/player/player.dart';
|
||||
import 'package:wolf_dart/features/renderer/raycast_painter.dart';
|
||||
import 'package:wolf_dart/sprite_gallery.dart';
|
||||
|
||||
@@ -38,13 +40,11 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
|
||||
final double fov = math.pi / 3;
|
||||
|
||||
late LinearCoordinates player;
|
||||
late double playerAngle;
|
||||
late Player player;
|
||||
|
||||
bool _isLoading = true;
|
||||
bool _spaceWasPressed = false;
|
||||
|
||||
int playerHealth = 100;
|
||||
double damageFlashOpacity = 0.0;
|
||||
|
||||
List<Entity> entities = [];
|
||||
@@ -76,17 +76,26 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
|
||||
// Player Spawn
|
||||
if (objId >= 19 && objId <= 22) {
|
||||
player = (x: x + 0.5, y: y + 0.5);
|
||||
double spawnAngle = 0.0;
|
||||
switch (objId) {
|
||||
case 19:
|
||||
playerAngle = 3 * math.pi / 2;
|
||||
spawnAngle = 3 * math.pi / 2;
|
||||
break;
|
||||
case 20:
|
||||
playerAngle = 0.0;
|
||||
spawnAngle = 0.0;
|
||||
break;
|
||||
case 21:
|
||||
playerAngle = math.pi / 2;
|
||||
spawnAngle = math.pi / 2;
|
||||
break;
|
||||
case 22:
|
||||
playerAngle = math.pi;
|
||||
spawnAngle = math.pi;
|
||||
break;
|
||||
}
|
||||
player = Player(
|
||||
x: x + 0.5,
|
||||
y: y + 0.5,
|
||||
angle: spawnAngle,
|
||||
);
|
||||
} else {
|
||||
Entity? newEntity = EntityRegistry.spawn(
|
||||
objId,
|
||||
@@ -160,7 +169,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
}
|
||||
}
|
||||
}
|
||||
player = nearestSafeSpot;
|
||||
player.x = nearestSafeSpot.x;
|
||||
player.y = nearestSafeSpot.y;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -197,21 +207,21 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
|
||||
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
|
||||
moveStepX += math.cos(playerAngle) * moveSpeed;
|
||||
moveStepY += math.sin(playerAngle) * moveSpeed;
|
||||
moveStepX += math.cos(player.angle) * moveSpeed;
|
||||
moveStepY += math.sin(player.angle) * moveSpeed;
|
||||
}
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
|
||||
moveStepX -= math.cos(playerAngle) * moveSpeed;
|
||||
moveStepY -= math.sin(playerAngle) * moveSpeed;
|
||||
moveStepX -= math.cos(player.angle) * moveSpeed;
|
||||
moveStepY -= math.sin(player.angle) * moveSpeed;
|
||||
}
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
|
||||
playerAngle -= turnSpeed;
|
||||
player.angle -= turnSpeed;
|
||||
}
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
|
||||
playerAngle += turnSpeed;
|
||||
player.angle += turnSpeed;
|
||||
}
|
||||
if (playerAngle < 0) playerAngle += 2 * math.pi;
|
||||
if (playerAngle > 2 * math.pi) playerAngle -= 2 * math.pi;
|
||||
if (player.angle < 0) player.angle += 2 * math.pi;
|
||||
if (player.angle > 2 * math.pi) player.angle -= 2 * math.pi;
|
||||
|
||||
// 2. UPDATED WALL COLLISION
|
||||
const double margin = 0.3;
|
||||
@@ -221,7 +231,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
: (newX - margin).toInt();
|
||||
|
||||
if (_isWalkable(checkX, player.y.toInt())) {
|
||||
player = (x: newX, y: player.y);
|
||||
player.x = newX;
|
||||
}
|
||||
|
||||
double newY = player.y + moveStepY;
|
||||
@@ -230,15 +240,15 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
: (newY - margin).toInt();
|
||||
|
||||
if (_isWalkable(player.x.toInt(), checkY)) {
|
||||
player = (x: player.x, y: newY);
|
||||
player.y = newY;
|
||||
}
|
||||
|
||||
// 3. UPDATED DOOR INTERACTION
|
||||
bool isSpacePressed = pressedKeys.contains(LogicalKeyboardKey.space);
|
||||
|
||||
if (isSpacePressed && !_spaceWasPressed) {
|
||||
int targetX = (player.x + math.cos(playerAngle)).toInt();
|
||||
int targetY = (player.y + math.sin(playerAngle)).toInt();
|
||||
int targetX = (player.x + math.cos(player.angle)).toInt();
|
||||
int targetY = (player.y + math.sin(player.angle)).toInt();
|
||||
|
||||
if (targetY > 0 &&
|
||||
targetY < currentLevel.length &&
|
||||
@@ -256,15 +266,37 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
_spaceWasPressed = isSpacePressed;
|
||||
|
||||
// --- 4. UPDATE ENTITY LOGIC ---
|
||||
List<Entity> itemsToRemove = []; // Collect items to delete after the loop
|
||||
|
||||
for (Entity entity in entities) {
|
||||
if (entity is Enemy) {
|
||||
entity.update(
|
||||
elapsedMs: elapsed.inMilliseconds,
|
||||
player: player,
|
||||
player: player.position,
|
||||
isWalkable: _isWalkable,
|
||||
onDamagePlayer: _takeDamage,
|
||||
);
|
||||
}
|
||||
// NEW: Add Collectible Interaction Logic
|
||||
else if (entity is Collectible) {
|
||||
double dx = player.x - entity.x;
|
||||
double dy = player.y - entity.y;
|
||||
double dist = math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
// If player is close enough to the item
|
||||
if (dist < 0.5) {
|
||||
if (player.tryPickup(entity)) {
|
||||
itemsToRemove.add(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the items that were successfully picked up
|
||||
if (itemsToRemove.isNotEmpty) {
|
||||
setState(() {
|
||||
entities.removeWhere((e) => itemsToRemove.contains(e));
|
||||
});
|
||||
}
|
||||
|
||||
// Fade out the damage flash smoothly
|
||||
@@ -277,11 +309,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
|
||||
// A helper method to handle getting shot
|
||||
void _takeDamage(int damage) {
|
||||
playerHealth -= damage;
|
||||
damageFlashOpacity = 0.5; // Trigger the red flash
|
||||
if (playerHealth <= 0) {
|
||||
print("YOU DIED! (We should add a game over screen later)");
|
||||
}
|
||||
player.takeDamage(damage);
|
||||
damageFlashOpacity = 0.5;
|
||||
}
|
||||
|
||||
@override
|
||||
@@ -310,7 +339,6 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
map: currentLevel,
|
||||
textures: gameMap.textures,
|
||||
player: player,
|
||||
playerAngle: playerAngle,
|
||||
fov: fov,
|
||||
doorOffsets: doorOffsets,
|
||||
entities: entities,
|
||||
|
||||
Reference in New Issue
Block a user