WIP: Refactoring game engine and entities into packages
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
62
packages/wolf_3d_engine/lib/src/input/input_manager.dart
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62
packages/wolf_3d_engine/lib/src/input/input_manager.dart
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@@ -0,0 +1,62 @@
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import 'package:flutter/services.dart';
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import 'package:wolf_3d_entities/wolf_3d_entities.dart';
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class InputManager {
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Set<LogicalKeyboardKey> _previousKeys = {};
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bool isMovingForward = false;
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bool isMovingBackward = false;
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bool isTurningLeft = false;
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bool isTurningRight = false;
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// Discrete (triggers once per press)
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bool isInteracting = false;
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// Continuous
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bool isFiring = false;
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WeaponType? requestedWeapon;
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void update() {
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final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
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// Calculate all keys that were pressed exactly on this frame
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final newlyPressedKeys = pressedKeys.difference(_previousKeys);
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// * Movement
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isMovingForward = pressedKeys.contains(LogicalKeyboardKey.keyW);
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isMovingBackward = pressedKeys.contains(LogicalKeyboardKey.keyS);
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isTurningLeft = pressedKeys.contains(LogicalKeyboardKey.keyA);
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isTurningRight = pressedKeys.contains(LogicalKeyboardKey.keyD);
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// * Interaction (Space)
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// Much simpler now using the newlyPressedKeys set
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isInteracting = newlyPressedKeys.contains(LogicalKeyboardKey.space);
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// * Firing (Left Control)
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// - Keeping this continuous for machine guns
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isFiring =
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pressedKeys.contains(LogicalKeyboardKey.controlLeft) &&
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!pressedKeys.contains(LogicalKeyboardKey.space);
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// * Manual Weapon Switching
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requestedWeapon = null;
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// Iterate through newly pressed keys and switch on them
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for (final LogicalKeyboardKey key in newlyPressedKeys) {
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switch (key) {
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case LogicalKeyboardKey.digit1:
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requestedWeapon = WeaponType.knife;
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case LogicalKeyboardKey.digit2:
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requestedWeapon = WeaponType.pistol;
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case LogicalKeyboardKey.digit3:
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requestedWeapon = WeaponType.machineGun;
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case LogicalKeyboardKey.digit4:
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requestedWeapon = WeaponType.chainGun;
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}
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}
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// * Save state for next tick
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_previousKeys = Set.from(pressedKeys);
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}
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}
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68
packages/wolf_3d_engine/lib/src/managers/door_manager.dart
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68
packages/wolf_3d_engine/lib/src/managers/door_manager.dart
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import 'dart:math' as math;
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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import 'package:wolf_3d_entities/wolf_3d_entities.dart';
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class DoorManager {
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// Key is '$x,$y'
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final Map<String, Door> doors = {};
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void initDoors(Sprite wallGrid) {
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doors.clear();
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for (int y = 0; y < wallGrid.length; y++) {
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for (int x = 0; x < wallGrid[y].length; x++) {
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int id = wallGrid[y][x];
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if (id >= 90) {
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// Assuming 90+ are doors based on your previous code
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doors['$x,$y'] = Door(x: x, y: y, mapId: id);
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}
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}
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}
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}
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void update(Duration elapsed) {
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for (final door in doors.values) {
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door.update(elapsed.inMilliseconds);
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}
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}
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void handleInteraction(double playerX, double playerY, double playerAngle) {
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int targetX = (playerX + math.cos(playerAngle)).toInt();
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int targetY = (playerY + math.sin(playerAngle)).toInt();
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String key = '$targetX,$targetY';
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if (doors.containsKey(key)) {
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doors[key]!.interact();
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}
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}
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// Helper method for the raycaster
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Map<String, double> getOffsetsForRenderer() {
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Map<String, double> offsets = {};
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for (var entry in doors.entries) {
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if (entry.value.offset > 0.0) {
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offsets[entry.key] = entry.value.offset;
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}
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}
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return offsets;
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}
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void tryOpenDoor(int x, int y) {
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String key = '$x,$y';
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if (doors.containsKey(key)) {
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// If it's closed or closing, interact() will usually start it opening
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if (doors[key]!.offset == 0.0) {
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doors[key]!.interact();
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}
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}
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}
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bool isDoorOpenEnough(int x, int y) {
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String key = '$x,$y';
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if (doors.containsKey(key)) {
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// 0.7 offset means 70% open, similar to the original engine's check
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return doors[key]!.offset > 0.7;
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}
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return false; // Not a door we manage
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}
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}
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120
packages/wolf_3d_engine/lib/src/managers/pushwall_manager.dart
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120
packages/wolf_3d_engine/lib/src/managers/pushwall_manager.dart
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@@ -0,0 +1,120 @@
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import 'dart:math' as math;
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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class Pushwall {
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int x;
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int y;
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int mapId;
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int dirX = 0;
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int dirY = 0;
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double offset = 0.0;
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int tilesMoved = 0;
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Pushwall(this.x, this.y, this.mapId);
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}
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class PushwallManager {
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final Map<String, Pushwall> pushwalls = {};
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Pushwall? activePushwall;
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void initPushwalls(Sprite wallGrid, Sprite objectGrid) {
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pushwalls.clear();
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activePushwall = null;
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for (int y = 0; y < objectGrid.length; y++) {
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for (int x = 0; x < objectGrid[y].length; x++) {
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if (objectGrid[y][x] == MapObject.pushwallTrigger) {
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pushwalls['$x,$y'] = Pushwall(x, y, wallGrid[y][x]);
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}
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}
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}
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}
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void update(Duration elapsed, Sprite wallGrid) {
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if (activePushwall == null) return;
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final pw = activePushwall!;
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// Original logic: 1/128 tile per tick.
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// At 70 ticks/sec, that is roughly 0.54 tiles per second.
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const double originalSpeed = 0.546875;
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pw.offset += (elapsed.inMilliseconds / 1000.0) * originalSpeed;
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// Once it crosses a full tile boundary, we update the collision grid!
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if (pw.offset >= 1.0) {
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pw.offset -= 1.0;
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pw.tilesMoved++;
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int nextX = pw.x + pw.dirX;
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int nextY = pw.y + pw.dirY;
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// Move the solid block in the physical grid
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wallGrid[nextY][nextX] = pw.mapId;
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wallGrid[pw.y][pw.x] = 0; // Clear the old space so the player can walk in
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// Update the dictionary key
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pushwalls.remove('${pw.x},${pw.y}');
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pw.x = nextX;
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pw.y = nextY;
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pushwalls['${pw.x},${pw.y}'] = pw;
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// Check if we should keep sliding
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bool blocked = false;
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int checkX = pw.x + pw.dirX;
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int checkY = pw.y + pw.dirY;
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if (checkX < 0 ||
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checkX >= wallGrid[0].length ||
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checkY < 0 ||
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checkY >= wallGrid.length) {
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blocked = true;
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} else if (wallGrid[checkY][checkX] != 0) {
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blocked = true; // Blocked by another wall or a door
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}
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// Standard Wolf3D pushwalls move exactly 2 tiles (or 1 if blocked)
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if (pw.tilesMoved >= 2 || blocked) {
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activePushwall = null;
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pw.offset = 0.0;
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}
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}
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}
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void handleInteraction(
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double playerX,
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double playerY,
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double playerAngle,
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Sprite wallGrid,
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) {
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// Only one pushwall can move at a time in the original engine!
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if (activePushwall != null) return;
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int targetX = (playerX + math.cos(playerAngle)).toInt();
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int targetY = (playerY + math.sin(playerAngle)).toInt();
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String key = '$targetX,$targetY';
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if (pushwalls.containsKey(key)) {
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final pw = pushwalls[key]!;
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// Determine the push direction based on the player's relative position
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double dx = (targetX + 0.5) - playerX;
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double dy = (targetY + 0.5) - playerY;
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if (dx.abs() > dy.abs()) {
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pw.dirX = dx > 0 ? 1 : -1;
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pw.dirY = 0;
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} else {
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pw.dirX = 0;
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pw.dirY = dy > 0 ? 1 : -1;
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}
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// Make sure the tile behind the wall is empty before starting the push
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int checkX = targetX + pw.dirX;
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int checkY = targetY + pw.dirY;
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if (wallGrid[checkY][checkX] == 0) {
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activePushwall = pw;
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}
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}
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}
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}
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253
packages/wolf_3d_engine/lib/src/player/player.dart
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253
packages/wolf_3d_engine/lib/src/player/player.dart
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@@ -0,0 +1,253 @@
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import 'dart:math' as math;
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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import 'package:wolf_3d_entities/wolf_3d_entities.dart';
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enum WeaponSwitchState { idle, lowering, raising }
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class Player {
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// Spatial
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double x;
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double y;
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double angle;
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// Stats
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int health = 100;
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int ammo = 8;
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int score = 0;
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// Inventory
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bool hasGoldKey = false;
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bool hasSilverKey = false;
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bool hasMachineGun = false;
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bool hasChainGun = false;
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// Weapon System
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late Weapon currentWeapon;
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final Map<WeaponType, Weapon?> weapons = {
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WeaponType.knife: Knife(),
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WeaponType.pistol: Pistol(),
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WeaponType.machineGun: null,
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WeaponType.chainGun: null,
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};
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WeaponSwitchState switchState = WeaponSwitchState.idle;
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WeaponType? pendingWeaponType;
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// 0.0 is resting, 500.0 is fully off-screen
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double weaponAnimOffset = 0.0;
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// How fast the weapon drops/raises per tick
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final double switchSpeed = 30.0;
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Player({
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required this.x,
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required this.y,
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required this.angle,
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}) {
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currentWeapon = weapons[WeaponType.pistol]!;
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}
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// Helper getter to interface with the RaycasterPainter
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Coordinate2D get position => Coordinate2D(x, y);
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// --- Weapon Switching & Animation Logic ---
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void updateWeaponSwitch() {
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if (switchState == WeaponSwitchState.lowering) {
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// If the map doesn't contain the pending weapon, stop immediately
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if (weapons[pendingWeaponType] == null) {
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switchState = WeaponSwitchState.idle;
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return;
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}
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weaponAnimOffset += switchSpeed;
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if (weaponAnimOffset >= 500.0) {
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weaponAnimOffset = 500.0;
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// We already know it's not null now, but we can keep the
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// fallback to pistol just to be extra safe.
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currentWeapon = weapons[pendingWeaponType]!;
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switchState = WeaponSwitchState.raising;
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}
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} else if (switchState == WeaponSwitchState.raising) {
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weaponAnimOffset -= switchSpeed;
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if (weaponAnimOffset <= 0) {
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weaponAnimOffset = 0.0;
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switchState = WeaponSwitchState.idle;
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}
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}
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}
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void requestWeaponSwitch(WeaponType weaponType) {
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if (switchState != WeaponSwitchState.idle) return;
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if (currentWeapon.state != WeaponState.idle) return;
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if (weaponType == currentWeapon.type) return;
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if (!weapons.containsKey(weaponType)) return;
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if (weaponType != WeaponType.knife && ammo <= 0) return;
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pendingWeaponType = weaponType;
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switchState = WeaponSwitchState.lowering;
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}
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// --- Health & Damage ---
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void takeDamage(int damage) {
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health = math.max(0, health - damage);
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if (health <= 0) {
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print("YOU DIED!");
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} else {
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print("Ouch! ($health)");
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}
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}
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void heal(int amount) {
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final int newHealth = math.min(100, health + amount);
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if (health < 100) {
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print("Feelin' better. ($newHealth)");
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}
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health = newHealth;
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}
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void addAmmo(int amount) {
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final int newAmmo = math.min(99, ammo + amount);
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if (ammo < 99) {
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print("Hell yeah. ($newAmmo)");
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}
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ammo = newAmmo;
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}
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bool tryPickup(Collectible item) {
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bool pickedUp = false;
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switch (item.type) {
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case CollectibleType.health:
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if (health >= 100) return false;
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heal(item.mapId == MapObject.dogFoodDecoration ? 4 : 25);
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pickedUp = true;
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break;
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case CollectibleType.ammo:
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if (ammo >= 99) return false;
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int previousAmmo = ammo;
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addAmmo(8);
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if (currentWeapon is Knife && previousAmmo <= 0) {
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requestWeaponSwitch(WeaponType.pistol);
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}
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pickedUp = true;
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break;
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case CollectibleType.treasure:
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if (item.mapId == MapObject.cross) score += 100;
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if (item.mapId == MapObject.chalice) score += 500;
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if (item.mapId == MapObject.chest) score += 1000;
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if (item.mapId == MapObject.crown) score += 5000;
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if (item.mapId == MapObject.extraLife) {
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heal(100);
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addAmmo(25);
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}
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pickedUp = true;
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break;
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case CollectibleType.weapon:
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if (item.mapId == MapObject.machineGun) {
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if (weapons[WeaponType.machineGun] == null) {
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weapons[WeaponType.machineGun] = MachineGun();
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hasMachineGun = true;
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}
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addAmmo(8);
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requestWeaponSwitch(WeaponType.machineGun);
|
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pickedUp = true;
|
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}
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if (item.mapId == MapObject.chainGun) {
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if (weapons[WeaponType.chainGun] == null) {
|
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weapons[WeaponType.chainGun] = ChainGun();
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hasChainGun = true;
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}
|
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addAmmo(8);
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requestWeaponSwitch(WeaponType.chainGun);
|
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pickedUp = true;
|
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}
|
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break;
|
||||
|
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case CollectibleType.key:
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if (item.mapId == MapObject.goldKey) hasGoldKey = true;
|
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if (item.mapId == MapObject.silverKey) hasSilverKey = true;
|
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pickedUp = true;
|
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break;
|
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}
|
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return pickedUp;
|
||||
}
|
||||
|
||||
void fire(int currentTime) {
|
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if (switchState != WeaponSwitchState.idle) return;
|
||||
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||||
// We pass the isFiring state to handle automatic vs semi-auto behavior
|
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bool shotFired = currentWeapon.fire(
|
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currentTime,
|
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currentAmmo: ammo,
|
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);
|
||||
|
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if (shotFired && currentWeapon.type != WeaponType.knife) {
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ammo--;
|
||||
}
|
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}
|
||||
|
||||
void releaseTrigger() {
|
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currentWeapon.releaseTrigger();
|
||||
}
|
||||
|
||||
/// Returns true only on the specific frame where the hit should be calculated
|
||||
void updateWeapon({
|
||||
required int currentTime,
|
||||
required List<Entity> entities,
|
||||
required bool Function(int x, int y) isWalkable,
|
||||
}) {
|
||||
int oldFrame = currentWeapon.frameIndex;
|
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currentWeapon.update(currentTime);
|
||||
|
||||
// If we just crossed into the firing frame...
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if (currentWeapon.state == WeaponState.firing &&
|
||||
oldFrame == 0 &&
|
||||
currentWeapon.frameIndex == 1) {
|
||||
currentWeapon.performHitscan(
|
||||
playerX: x,
|
||||
playerY: y,
|
||||
playerAngle: angle,
|
||||
entities: entities,
|
||||
isWalkable: isWalkable,
|
||||
currentTime: currentTime,
|
||||
onEnemyKilled: (Enemy killedEnemy) {
|
||||
// Dynamic scoring based on the enemy type!
|
||||
int pointsToAdd = 0;
|
||||
|
||||
switch (killedEnemy.runtimeType.toString()) {
|
||||
case 'BrownGuard':
|
||||
pointsToAdd = 100;
|
||||
break;
|
||||
case 'Dog':
|
||||
pointsToAdd = 200;
|
||||
break;
|
||||
// You can easily plug in future enemies here!
|
||||
// case 'SSOfficer': pointsToAdd = 500; break;
|
||||
default:
|
||||
pointsToAdd = 100; // Fallback
|
||||
}
|
||||
|
||||
score += pointsToAdd;
|
||||
// Optional: Print to console so you can see it working
|
||||
print(
|
||||
"Killed ${killedEnemy.runtimeType}! +$pointsToAdd (Score: $score)",
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
if (currentWeapon.state == WeaponState.idle &&
|
||||
ammo <= 0 &&
|
||||
currentWeapon.type != WeaponType.knife) {
|
||||
requestWeaponSwitch(WeaponType.knife);
|
||||
}
|
||||
}
|
||||
}
|
||||
349
packages/wolf_3d_engine/lib/src/wolf_3d_engine_base.dart
Normal file
349
packages/wolf_3d_engine/lib/src/wolf_3d_engine_base.dart
Normal file
@@ -0,0 +1,349 @@
|
||||
// No flutter imports allowed!
|
||||
import 'dart:math' as math;
|
||||
|
||||
import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
|
||||
import 'package:wolf_3d_engine/wolf_3d_engine.dart';
|
||||
import 'package:wolf_3d_entities/wolf_3d_entities.dart';
|
||||
|
||||
class WolfEngine {
|
||||
WolfEngine({
|
||||
required this.data,
|
||||
required this.difficulty,
|
||||
required this.startingEpisode,
|
||||
required this.onGameWon,
|
||||
});
|
||||
|
||||
final WolfensteinData data;
|
||||
final Difficulty difficulty;
|
||||
final int startingEpisode;
|
||||
|
||||
// Standard Dart function instead of Flutter's VoidCallback
|
||||
final void Function() onGameWon;
|
||||
|
||||
// Managers
|
||||
final InputManager inputManager = InputManager();
|
||||
final DoorManager doorManager = DoorManager();
|
||||
final PushwallManager pushwallManager = PushwallManager();
|
||||
|
||||
// State
|
||||
late Player player;
|
||||
late Level currentLevel;
|
||||
late WolfLevel activeLevel;
|
||||
List<Entity> entities = [];
|
||||
|
||||
int _currentEpisodeIndex = 0;
|
||||
int _currentLevelIndex = 0;
|
||||
int? _returnLevelIndex;
|
||||
|
||||
double damageFlashOpacity = 0.0;
|
||||
bool isInitialized = false;
|
||||
|
||||
void init() {
|
||||
_currentEpisodeIndex = startingEpisode;
|
||||
_currentLevelIndex = 0;
|
||||
_loadLevel();
|
||||
isInitialized = true;
|
||||
}
|
||||
|
||||
// Expect standard Dart Duration. The host app is responsible for the loop.
|
||||
void tick(Duration elapsed) {
|
||||
if (!isInitialized) return;
|
||||
|
||||
final inputResult = _processInputs(elapsed);
|
||||
|
||||
doorManager.update(elapsed);
|
||||
pushwallManager.update(elapsed, currentLevel);
|
||||
|
||||
player.updateWeaponSwitch();
|
||||
player.angle += inputResult.dAngle;
|
||||
|
||||
if (player.angle < 0) player.angle += 2 * math.pi;
|
||||
if (player.angle >= 2 * math.pi) player.angle -= 2 * math.pi;
|
||||
|
||||
final Coordinate2D validatedPos = _calculateValidatedPosition(
|
||||
player.position,
|
||||
inputResult.movement,
|
||||
);
|
||||
|
||||
player.x = validatedPos.x;
|
||||
player.y = validatedPos.y;
|
||||
|
||||
_updateEntities(elapsed);
|
||||
|
||||
if (damageFlashOpacity > 0) {
|
||||
damageFlashOpacity = math.max(0.0, damageFlashOpacity - 0.05);
|
||||
}
|
||||
|
||||
player.updateWeapon(
|
||||
currentTime: elapsed.inMilliseconds,
|
||||
entities: entities,
|
||||
isWalkable: isWalkable,
|
||||
);
|
||||
}
|
||||
|
||||
void _loadLevel() {
|
||||
entities.clear();
|
||||
damageFlashOpacity = 0.0;
|
||||
|
||||
final episode = data.episodes[_currentEpisodeIndex];
|
||||
activeLevel = episode.levels[_currentLevelIndex];
|
||||
|
||||
currentLevel = List.generate(64, (y) => List.from(activeLevel.wallGrid[y]));
|
||||
final Level objectLevel = activeLevel.objectGrid;
|
||||
|
||||
doorManager.initDoors(currentLevel);
|
||||
pushwallManager.initPushwalls(currentLevel, objectLevel);
|
||||
|
||||
// TODO: Consider abstracting audio so the engine doesn't depend on Wolf3d singleton
|
||||
Wolf3d.I.audio.playLevelMusic(activeLevel);
|
||||
|
||||
for (int y = 0; y < 64; y++) {
|
||||
for (int x = 0; x < 64; x++) {
|
||||
int objId = objectLevel[y][x];
|
||||
|
||||
if (!MapObject.shouldSpawn(objId, difficulty)) continue;
|
||||
|
||||
if (objId >= MapObject.playerNorth && objId <= MapObject.playerWest) {
|
||||
double spawnAngle = 0.0;
|
||||
if (objId == MapObject.playerNorth) {
|
||||
spawnAngle = 3 * math.pi / 2;
|
||||
} else if (objId == MapObject.playerEast) {
|
||||
spawnAngle = 0.0;
|
||||
} else if (objId == MapObject.playerSouth) {
|
||||
spawnAngle = math.pi / 2;
|
||||
} else if (objId == MapObject.playerWest) {
|
||||
spawnAngle = math.pi;
|
||||
}
|
||||
|
||||
player = Player(x: x + 0.5, y: y + 0.5, angle: spawnAngle);
|
||||
} else {
|
||||
Entity? newEntity = EntityRegistry.spawn(
|
||||
objId,
|
||||
x + 0.5,
|
||||
y + 0.5,
|
||||
difficulty,
|
||||
data.sprites.length,
|
||||
isSharewareMode: data.version == GameVersion.shareware,
|
||||
);
|
||||
if (newEntity != null) entities.add(newEntity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int y = 0; y < 64; y++) {
|
||||
for (int x = 0; x < 64; x++) {
|
||||
int id = currentLevel[y][x];
|
||||
if (!((id >= 1 && id <= 63) || (id >= 90 && id <= 101))) {
|
||||
currentLevel[y][x] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_bumpPlayerIfStuck();
|
||||
print("Loaded Floor: ${_currentLevelIndex + 1} - ${activeLevel.name}");
|
||||
}
|
||||
|
||||
void _onLevelCompleted({bool isSecretExit = false}) {
|
||||
Wolf3d.I.audio.stopMusic();
|
||||
|
||||
final currentEpisode = data.episodes[_currentEpisodeIndex];
|
||||
|
||||
if (isSecretExit) {
|
||||
_returnLevelIndex = _currentLevelIndex + 1;
|
||||
_currentLevelIndex = 9;
|
||||
} else {
|
||||
if (_currentLevelIndex == 9 && _returnLevelIndex != null) {
|
||||
_currentLevelIndex = _returnLevelIndex!;
|
||||
_returnLevelIndex = null;
|
||||
} else {
|
||||
_currentLevelIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
if (_currentLevelIndex >= currentEpisode.levels.length ||
|
||||
_currentLevelIndex > 9) {
|
||||
print("Episode Completed! You win!");
|
||||
onGameWon();
|
||||
} else {
|
||||
_loadLevel();
|
||||
}
|
||||
}
|
||||
|
||||
({Coordinate2D movement, double dAngle}) _processInputs(Duration elapsed) {
|
||||
inputManager.update();
|
||||
|
||||
const double moveSpeed = 0.14;
|
||||
const double turnSpeed = 0.10;
|
||||
|
||||
Coordinate2D movement = const Coordinate2D(0, 0);
|
||||
double dAngle = 0.0;
|
||||
|
||||
if (inputManager.requestedWeapon != null) {
|
||||
player.requestWeaponSwitch(inputManager.requestedWeapon!);
|
||||
}
|
||||
|
||||
if (inputManager.isFiring) {
|
||||
player.fire(elapsed.inMilliseconds);
|
||||
} else {
|
||||
player.releaseTrigger();
|
||||
}
|
||||
|
||||
if (inputManager.isTurningLeft) dAngle -= turnSpeed;
|
||||
if (inputManager.isTurningRight) dAngle += turnSpeed;
|
||||
|
||||
Coordinate2D forwardVec = Coordinate2D(
|
||||
math.cos(player.angle),
|
||||
math.sin(player.angle),
|
||||
);
|
||||
|
||||
if (inputManager.isMovingForward) movement += forwardVec * moveSpeed;
|
||||
if (inputManager.isMovingBackward) movement -= forwardVec * moveSpeed;
|
||||
|
||||
if (inputManager.isInteracting) {
|
||||
int targetX = (player.x + math.cos(player.angle)).toInt();
|
||||
int targetY = (player.y + math.sin(player.angle)).toInt();
|
||||
|
||||
if (targetX >= 0 && targetX < 64 && targetY >= 0 && targetY < 64) {
|
||||
int wallId = currentLevel[targetY][targetX];
|
||||
if (wallId == MapObject.normalElevatorSwitch) {
|
||||
_onLevelCompleted(isSecretExit: false);
|
||||
return (movement: const Coordinate2D(0, 0), dAngle: 0.0);
|
||||
} else if (wallId == MapObject.secretElevatorSwitch) {
|
||||
_onLevelCompleted(isSecretExit: true);
|
||||
return (movement: const Coordinate2D(0, 0), dAngle: 0.0);
|
||||
}
|
||||
|
||||
int objId = activeLevel.objectGrid[targetY][targetX];
|
||||
if (objId == MapObject.normalExitTrigger) {
|
||||
_onLevelCompleted(isSecretExit: false);
|
||||
return (movement: movement, dAngle: dAngle);
|
||||
} else if (objId == MapObject.secretExitTrigger) {
|
||||
_onLevelCompleted(isSecretExit: true);
|
||||
return (movement: movement, dAngle: dAngle);
|
||||
}
|
||||
}
|
||||
|
||||
doorManager.handleInteraction(player.x, player.y, player.angle);
|
||||
pushwallManager.handleInteraction(
|
||||
player.x,
|
||||
player.y,
|
||||
player.angle,
|
||||
currentLevel,
|
||||
);
|
||||
}
|
||||
|
||||
return (movement: movement, dAngle: dAngle);
|
||||
}
|
||||
|
||||
Coordinate2D _calculateValidatedPosition(
|
||||
Coordinate2D currentPos,
|
||||
Coordinate2D movement,
|
||||
) {
|
||||
const double margin = 0.3;
|
||||
double newX = currentPos.x;
|
||||
double newY = currentPos.y;
|
||||
|
||||
Coordinate2D target = currentPos + movement;
|
||||
|
||||
if (movement.x != 0) {
|
||||
int checkX = (movement.x > 0)
|
||||
? (target.x + margin).toInt()
|
||||
: (target.x - margin).toInt();
|
||||
if (isWalkable(checkX, currentPos.y.toInt())) newX = target.x;
|
||||
}
|
||||
|
||||
if (movement.y != 0) {
|
||||
int checkY = (movement.y > 0)
|
||||
? (target.y + margin).toInt()
|
||||
: (target.y - margin).toInt();
|
||||
if (isWalkable(newX.toInt(), checkY)) newY = target.y;
|
||||
}
|
||||
|
||||
return Coordinate2D(newX, newY);
|
||||
}
|
||||
|
||||
void _updateEntities(Duration elapsed) {
|
||||
List<Entity> itemsToRemove = [];
|
||||
List<Entity> itemsToAdd = [];
|
||||
|
||||
for (Entity entity in entities) {
|
||||
if (entity is Enemy) {
|
||||
final intent = entity.update(
|
||||
elapsedMs: elapsed.inMilliseconds,
|
||||
playerPosition: player.position,
|
||||
isWalkable: isWalkable,
|
||||
tryOpenDoor: doorManager.tryOpenDoor,
|
||||
onDamagePlayer: (int damage) {
|
||||
player.takeDamage(damage);
|
||||
damageFlashOpacity = 0.5;
|
||||
},
|
||||
);
|
||||
|
||||
entity.angle = intent.newAngle;
|
||||
entity.x += intent.movement.x;
|
||||
entity.y += intent.movement.y;
|
||||
|
||||
if (entity.state == EntityState.dead &&
|
||||
entity.isDying &&
|
||||
!entity.hasDroppedItem) {
|
||||
entity.hasDroppedItem = true;
|
||||
Entity? droppedAmmo = EntityRegistry.spawn(
|
||||
MapObject.ammoClip,
|
||||
entity.x,
|
||||
entity.y,
|
||||
difficulty,
|
||||
data.sprites.length,
|
||||
);
|
||||
if (droppedAmmo != null) itemsToAdd.add(droppedAmmo);
|
||||
}
|
||||
} else if (entity is Collectible) {
|
||||
if (player.position.distanceTo(entity.position) < 0.5) {
|
||||
if (player.tryPickup(entity)) {
|
||||
itemsToRemove.add(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (itemsToRemove.isNotEmpty) {
|
||||
entities.removeWhere((e) => itemsToRemove.contains(e));
|
||||
}
|
||||
if (itemsToAdd.isNotEmpty) entities.addAll(itemsToAdd);
|
||||
}
|
||||
|
||||
bool isWalkable(int x, int y) {
|
||||
if (currentLevel[y][x] == 0) return true;
|
||||
if (currentLevel[y][x] >= 90) return doorManager.isDoorOpenEnough(x, y);
|
||||
return false;
|
||||
}
|
||||
|
||||
void _bumpPlayerIfStuck() {
|
||||
int pX = player.x.toInt();
|
||||
int pY = player.y.toInt();
|
||||
|
||||
if (pY < 0 ||
|
||||
pY >= currentLevel.length ||
|
||||
pX < 0 ||
|
||||
pX >= currentLevel[0].length ||
|
||||
currentLevel[pY][pX] > 0) {
|
||||
double shortestDist = double.infinity;
|
||||
Coordinate2D nearestSafeSpot = Coordinate2D(1.5, 1.5);
|
||||
|
||||
for (int y = 0; y < currentLevel.length; y++) {
|
||||
for (int x = 0; x < currentLevel[y].length; x++) {
|
||||
if (currentLevel[y][x] == 0) {
|
||||
Coordinate2D safeSpot = Coordinate2D(x + 0.5, y + 0.5);
|
||||
double dist = safeSpot.distanceTo(player.position);
|
||||
|
||||
if (dist < shortestDist) {
|
||||
shortestDist = dist;
|
||||
nearestSafeSpot = safeSpot;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
player.x = nearestSafeSpot.x;
|
||||
player.y = nearestSafeSpot.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user