Fixed color palette and player starting location
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -5,11 +5,13 @@ class WolfLevel {
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final int width; // Always 64 in standard Wolf3D
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final int width; // Always 64 in standard Wolf3D
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final int height; // Always 64
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final int height; // Always 64
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final Matrix<int> wallGrid;
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final Matrix<int> wallGrid;
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final Matrix<int> objectGrid;
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WolfLevel({
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WolfLevel({
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required this.name,
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required this.name,
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required this.width,
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required this.width,
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required this.height,
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required this.height,
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required this.wallGrid,
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required this.wallGrid,
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required this.objectGrid,
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});
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});
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}
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}
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@@ -48,27 +48,36 @@ abstract class WolfMapParser {
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}
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}
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String name = ascii.decode(nameBytes);
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String name = ascii.decode(nameBytes);
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// 3. EXTRACT AND DECOMPRESS THE WALL DATA
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// 3. EXTRACT AND DECOMPRESS BOTH PLANES
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// --- PLANE 0: WALLS ---
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final compressedWallData = gameMaps.buffer.asUint8List(
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final compressedWallData = gameMaps.buffer.asUint8List(
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plane0Offset,
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plane0Offset,
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plane0Length,
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plane0Length,
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);
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);
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Uint16List carmackExpandedWalls = _expandCarmack(compressedWallData);
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List<int> flatWallGrid = _expandRlew(carmackExpandedWalls, rlewTag);
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// 1st Pass: Un-Carmack
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// --- PLANE 1: OBJECTS (NEW) ---
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Uint16List carmackExpanded = _expandCarmack(compressedWallData);
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final compressedObjectData = gameMaps.buffer.asUint8List(
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// 2nd Pass: Un-RLEW
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plane1Offset,
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List<int> flatGrid = _expandRlew(carmackExpanded, rlewTag);
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plane1Length,
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);
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Uint16List carmackExpandedObjects = _expandCarmack(compressedObjectData);
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List<int> flatObjectGrid = _expandRlew(carmackExpandedObjects, rlewTag);
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// Convert the flat List<int> (4096 items) into a Matrix<int> (64x64 grid)
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Matrix<int> wallGrid = [];
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Matrix<int> wallGrid = [];
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Matrix<int> objectGrid = []; // NEW
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for (int y = 0; y < height; y++) {
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for (int y = 0; y < height; y++) {
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List<int> row = [];
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List<int> wallRow = [];
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List<int> objectRow = []; // NEW
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for (int x = 0; x < width; x++) {
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for (int x = 0; x < width; x++) {
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// Note: In original Wolf3D, empty space is usually ID 90 or 106,
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wallRow.add(flatWallGrid[y * width + x]);
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// but we can map them down to 0 for your raycaster logic later.
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objectRow.add(flatObjectGrid[y * width + x]); // NEW
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row.add(flatGrid[y * width + x]);
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}
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}
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wallGrid.add(row);
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wallGrid.add(wallRow);
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objectGrid.add(objectRow); // NEW
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}
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}
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levels.add(
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levels.add(
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@@ -76,7 +85,8 @@ abstract class WolfMapParser {
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name: name,
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name: name,
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width: width,
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width: width,
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height: height,
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height: height,
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wallGrid: wallGrid, // Pass the fully decompressed matrix!
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wallGrid: wallGrid,
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objectGrid: objectGrid,
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),
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),
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);
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);
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}
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}
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@@ -146,53 +146,53 @@ abstract class ColorPalette {
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Color(0xFF044C00),
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Color(0xFF044C00),
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Color(0xFF044000),
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Color(0xFF044000),
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Color(0xFFDAFFFF),
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Color(0xFFDAFFFF),
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Color(0xBAFFFFFF),
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Color(0xFFBAFFFF),
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Color(0x9DFFFFFF),
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Color(0xFF9DFFFF),
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Color(0x7DFFFAFF),
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Color(0xFF7DFFFA),
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Color(0xFF5DFFFF),
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Color(0xFF5DFFFF),
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Color(0x40FFFFFF),
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Color(0xFF40FFFF),
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Color(0x20FFFFFF),
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Color(0xFF20FFFF),
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Color(0x00FFFFFF),
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Color(0xFF00FFFF),
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Color(0x00E6E6FF),
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Color(0xFF00E6E6),
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Color(0x00CECEFF),
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Color(0xFF00CECE),
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Color(0x00B6B6FF),
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Color(0xFF00B6B6),
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Color(0x009D9DFF),
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Color(0xFF009D9D),
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Color(0x008585FF),
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Color(0xFF008585),
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Color(0x007171FF),
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Color(0xFF007171),
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Color(0x005959FF),
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Color(0xFF005959),
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Color(0x004040FF),
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Color(0xFF004040),
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Color(0xFF5DBEFF),
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Color(0xFF5DBEFF),
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Color(0x40B2FFFF),
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Color(0xFF40B2FF),
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Color(0x20AAFFFF),
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Color(0xFF20AAFF),
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Color(0x009DFFFF),
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Color(0xFF009DFF),
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Color(0x008DE6FF),
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Color(0xFF008DE6),
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Color(0x007DCEFF),
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Color(0xFF007DCE),
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Color(0x006DB6FF),
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Color(0xFF006DB6),
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Color(0x005D9DFF),
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Color(0xFF005D9D),
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Color(0xDADADAFF),
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Color(0xFFDADADA),
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Color(0xBABEFFFF),
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Color(0xFFBABEFF),
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Color(0x9D9DFFFF),
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Color(0xFF9D9DFF),
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Color(0x7D81FFFF),
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Color(0xFF7D81FF),
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Color(0x5d61ffff),
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Color(0xFF5D61FF),
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Color(0x4040FFFF),
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Color(0xFF4040FF),
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Color(0x2024FFFF),
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Color(0xFF2024FF),
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Color(0x0004FFFF),
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Color(0xFF0004FF),
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Color(0xFF0000FF),
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Color(0xFF0000FF),
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Color(0x0000EEFF),
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Color(0xFF0000EE),
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Color(0x0000E2FF),
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Color(0xFF0000E2),
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Color(0x0000D6FF),
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Color(0xFF0000D6),
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Color(0xFF0000CA),
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Color(0xFF0000CA),
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Color(0x0000BEFF),
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Color(0xFF0000BE),
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Color(0x0000B2FF),
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Color(0xFF0000B2),
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Color(0x0000A5FF),
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Color(0xFF0000A5),
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Color(0xFF000099),
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Color(0xFF000099),
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Color(0x000089FF),
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Color(0xFF000089),
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Color(0x00007DFF),
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Color(0xFF00007D),
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Color(0x000071FF),
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Color(0xFF000071),
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Color(0xFF000065),
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Color(0xFF000065),
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Color(0x000059FF),
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Color(0xFF000059),
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Color(0x00004CFF),
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Color(0xFF00004C),
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Color(0x000040FF),
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Color(0xFF000040),
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Color(0xFF282828),
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Color(0xFF282828),
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Color(0xFFFFE234),
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Color(0xFFFFE234),
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Color(0xFFFFD624),
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Color(0xFFFFD624),
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@@ -200,15 +200,15 @@ abstract class ColorPalette {
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Color(0xFFFFC208),
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Color(0xFFFFC208),
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Color(0xFFFFB600),
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Color(0xFFFFB600),
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Color(0xFFB620FF),
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Color(0xFFB620FF),
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Color(0xAA00FFFF),
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Color(0xFFAA00FF),
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Color(0xFF9900E6),
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Color(0xFF9900E6),
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Color(0x8100CEFF),
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Color(0xFF8100CE),
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Color(0x7500B6FF),
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Color(0xFF7500B6),
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Color(0x61009DFF),
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Color(0xFF61009D),
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Color(0xFF500085),
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Color(0xFF500085),
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Color(0x440071FF),
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Color(0xFF440071),
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Color(0x340059FF),
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Color(0xFF340059),
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Color(0x280040FF),
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Color(0xFF280040),
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Color(0xFFFFDAFF),
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Color(0xFFFFDAFF),
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Color(0xFFFFBAFF),
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Color(0xFFFFBAFF),
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Color(0xFFFF9DFF),
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Color(0xFFFF9DFF),
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@@ -218,13 +218,13 @@ abstract class ColorPalette {
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Color(0xFFFF20FF),
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Color(0xFFFF20FF),
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Color(0xFFFF00FF),
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Color(0xFFFF00FF),
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Color(0xFFE200E6),
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Color(0xFFE200E6),
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Color(0xCA00CEFF),
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Color(0xFFCA00CE),
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Color(0xB600B6FF),
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Color(0xFFB600B6),
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Color(0x9D009DFF),
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Color(0xFF9D009D),
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Color(0xFF850085),
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Color(0xFF850085),
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Color(0x6D0071FF),
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Color(0xFF6D0071),
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Color(0x590059FF),
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Color(0xFF590059),
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Color(0x400040FF),
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Color(0xFF400040),
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Color(0xFFFFEADE),
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Color(0xFFFFEADE),
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Color(0xFFFFE2D2),
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Color(0xFFFFE2D2),
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Color(0xFFFFDAC6),
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Color(0xFFFFDAC6),
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@@ -254,40 +254,40 @@ abstract class ColorPalette {
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Color(0xFF5D4020),
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Color(0xFF5D4020),
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Color(0xFF553C1C),
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Color(0xFF553C1C),
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Color(0xFF483818),
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Color(0xFF483818),
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Color(0x403018FF),
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Color(0xFF403018),
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Color(0x382C14FF),
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Color(0xFF382C14),
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Color(0x28200CFF),
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Color(0xFF28200C),
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Color(0xFF610065),
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Color(0xFF610065),
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Color(0x006565FF),
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Color(0xFF006565),
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Color(0x006161FF),
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Color(0xFF006161),
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Color(0x00001CFF),
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Color(0xFF00001C),
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Color(0xFF00002C),
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Color(0xFF00002C),
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Color(0x302410FF),
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Color(0xFF302410),
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Color(0x480048FF),
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Color(0xFF480048),
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Color(0x500050FF),
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Color(0xFF500050),
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Color(0xFF000034),
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Color(0xFF000034),
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Color(0x1C1C1CFF),
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Color(0xFF1C1C1C),
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Color(0x4C4C4CFF),
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Color(0xFF4C4C4C),
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Color(0x5D5D5DFF),
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Color(0xFF5D5D5D),
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Color(0xFF404040),
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Color(0xFF404040),
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Color(0x303030FF),
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Color(0xFF303030),
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Color(0x343434FF),
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Color(0xFF343434),
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Color(0xDAF6F6FF),
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Color(0xFFDAF6F6),
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Color(0xBAEAEAFF),
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Color(0xFFBAEAEA),
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Color(0x00009dde),
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Color(0xFF9DDEDE),
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Color(0x00075cac),
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Color(0xFF75CACA),
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Color(0x48C2C2FF),
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Color(0xFF48C2C2),
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Color(0xFF20B6B6),
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Color(0xFF20B6B6),
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Color(0x20B2B2FF),
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Color(0xFF20B2B2),
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Color(0x00A5A5FF),
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Color(0xFF00A5A5),
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Color(0x009999FF),
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Color(0xFF009999),
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Color(0xFF008D8D),
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Color(0xFF008D8D),
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Color(0x008585FF),
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Color(0xFF008585),
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Color(0x007D7DFF),
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Color(0xFF007D7D),
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Color(0x007979FF),
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Color(0xFF007979),
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Color(0xFF007575),
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Color(0xFF007575),
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Color(0x007171FF),
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Color(0xFF007171),
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Color(0x006D6DFF),
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Color(0xFF006D6D),
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Color(0x990089FF),
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Color(0xFF990089),
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];
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];
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}
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}
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@@ -165,7 +165,15 @@ class RaycasterPainter extends CustomPainter {
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// 1. PERFECT TEXTURE MAPPING
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// 1. PERFECT TEXTURE MAPPING
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// Wolf3D stores textures in pairs. Even = N/S (Light), Odd = E/W (Dark).
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// Wolf3D stores textures in pairs. Even = N/S (Light), Odd = E/W (Dark).
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int texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
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int texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
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if (side == 1) texNum += 1; // Instantly use the native dark texture!
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if (hitWallId >= 90) {
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texNum = 98; // 98 is the canonical index for the Wood Door in VSWAP
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// Optional: Doors don't usually have a dark E/W variant, so we don't add +1 for side
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} else {
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// Standard wall texture pairing
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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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}
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int texX = (wallX * 64).toInt().clamp(0, 63);
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int texX = (wallX * 64).toInt().clamp(0, 63);
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@@ -22,12 +22,14 @@ class _WolfRendererState extends State<WolfRenderer>
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late WolfMap gameMap;
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late WolfMap gameMap;
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late Matrix<int> currentLevel;
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late Matrix<int> currentLevel;
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bool _isLoading = true;
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LinearCoordinates player = (x: 2.5, y: 2.5);
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double playerAngle = 0.0;
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final double fov = math.pi / 3;
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final double fov = math.pi / 3;
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late LinearCoordinates player;
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late double playerAngle;
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bool _isLoading = true;
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bool _spaceWasPressed = false;
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@override
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@override
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void initState() {
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void initState() {
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super.initState();
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super.initState();
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@@ -41,16 +43,41 @@ class _WolfRendererState extends State<WolfRenderer>
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// 2. Extract Level 1 (E1M1)
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// 2. Extract Level 1 (E1M1)
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currentLevel = gameMap.levels[0].wallGrid;
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currentLevel = gameMap.levels[0].wallGrid;
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// 3. (Optional) Remap the Wolf3D floor IDs so they work with your raycaster.
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final Matrix<int> objectLevel = gameMap.levels[0].objectGrid;
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// In Wolf3D, 90 through 106 are usually empty floor. Your raycaster currently
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// expects 0 to be empty space. Let's force them to 0 for now.
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// 1. SCAN FOR PLAYER SPAWN
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for (int y = 0; y < 64; y++) {
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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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for (int x = 0; x < 64; x++) {
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// In Wolf3D, wall values are 1 through ~63.
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int objId = objectLevel[y][x];
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// Values 90+ represent empty floor spaces and doors.
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// Let's zero out anything 90 or above, and LEAVE the walls alone.
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// In Wolf3D, IDs 19-22 represent the player's spawn point and facing direction.
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if (currentLevel[y][x] >= 90) {
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if (objId >= 19 && objId <= 22) {
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currentLevel[y][x] = 0; // Empty space
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// Place the player perfectly in the center of the block
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player = (x: x + 0.5, y: y + 0.5);
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// Map the ID to standard radians
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switch (objId) {
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case 19:
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playerAngle = 3 * math.pi / 2; // North (Facing up the Y-axis)
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case 20:
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playerAngle = 0.0; // East (Facing right)
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case 21:
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playerAngle = math.pi / 2; // South (Facing down)
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case 22:
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playerAngle = math.pi; // West (Facing left)
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}
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}
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}
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}
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// 2. CLEAN UP WALLS / PRESERVE DOORS
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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 id = currentLevel[y][x];
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if ((id >= 1 && id <= 63) || (id >= 90 && id <= 101)) {
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// Leave walls and doors solid
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} else {
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currentLevel[y][x] = 0;
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}
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}
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}
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}
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}
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}
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@@ -105,38 +132,79 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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}
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void _tick(Duration elapsed) {
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void _tick(Duration elapsed) {
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const double moveSpeed = 0.05;
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const double moveSpeed = 0.12;
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const double turnSpeed = 0.04;
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const double turnSpeed = 0.08;
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|
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double newX = player.x;
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double moveStepX = 0;
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double newY = player.y;
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double moveStepY = 0;
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final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
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final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
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|
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// 1. Calculate intended movement amounts
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if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
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if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
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newX += math.cos(playerAngle) * moveSpeed;
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moveStepX += math.cos(playerAngle) * moveSpeed;
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newY += math.sin(playerAngle) * moveSpeed;
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moveStepY += math.sin(playerAngle) * moveSpeed;
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}
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
|
if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
|
||||||
newX -= math.cos(playerAngle) * moveSpeed;
|
moveStepX -= math.cos(playerAngle) * moveSpeed;
|
||||||
newY -= math.sin(playerAngle) * moveSpeed;
|
moveStepY -= math.sin(playerAngle) * moveSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 2. Handle Turning
|
||||||
if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
|
if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
|
||||||
playerAngle -= turnSpeed;
|
playerAngle -= turnSpeed;
|
||||||
}
|
}
|
||||||
if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
|
if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
|
||||||
playerAngle += turnSpeed;
|
playerAngle += turnSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Keep the angle mapped cleanly between 0 and 2*PI (optional, but good practice)
|
|
||||||
if (playerAngle < 0) playerAngle += 2 * math.pi;
|
if (playerAngle < 0) playerAngle += 2 * math.pi;
|
||||||
if (playerAngle > 2 * math.pi) playerAngle -= 2 * math.pi;
|
if (playerAngle > 2 * math.pi) playerAngle -= 2 * math.pi;
|
||||||
|
|
||||||
if (currentLevel[newY.toInt()][newX.toInt()] == 0) {
|
// 3. Wall Sliding Collision (with Hitbox Margin!)
|
||||||
player = (x: newX, y: newY);
|
// A 0.3 margin keeps the camera plane safely out of the walls
|
||||||
|
const double margin = 0.3;
|
||||||
|
|
||||||
|
double newX = player.x + moveStepX;
|
||||||
|
// Check the edge of our hitbox, not just the center point
|
||||||
|
int checkX = (moveStepX > 0)
|
||||||
|
? (newX + margin).toInt()
|
||||||
|
: (newX - margin).toInt();
|
||||||
|
|
||||||
|
// Try to move along the X axis
|
||||||
|
if (currentLevel[player.y.toInt()][checkX] == 0) {
|
||||||
|
player = (x: newX, y: player.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
double newY = player.y + moveStepY;
|
||||||
|
int checkY = (moveStepY > 0)
|
||||||
|
? (newY + margin).toInt()
|
||||||
|
: (newY - margin).toInt();
|
||||||
|
|
||||||
|
// Try to move along the Y axis
|
||||||
|
if (currentLevel[checkY][player.x.toInt()] == 0) {
|
||||||
|
player = (x: player.x, y: newY);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4. DOOR INTERACTION LOGIC
|
||||||
|
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();
|
||||||
|
|
||||||
|
if (targetY > 0 &&
|
||||||
|
targetY < currentLevel.length &&
|
||||||
|
targetX > 0 &&
|
||||||
|
targetX < currentLevel[0].length) {
|
||||||
|
int targetBlock = currentLevel[targetY][targetX];
|
||||||
|
|
||||||
|
if (targetBlock >= 90) {
|
||||||
|
currentLevel[targetY][targetX] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_spaceWasPressed = isSpacePressed;
|
||||||
|
|
||||||
setState(() {});
|
setState(() {});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user