Can now pick up items

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 20:27:38 +01:00
parent bca8d10964
commit 026db920b3
7 changed files with 358 additions and 40 deletions

View 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;
}
}

View File

@@ -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

View 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;
}
}
}
}
}

View File

@@ -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(

View 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;
}
}

View File

@@ -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;
}
}

View File

@@ -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,