Fixed color palette and player starting location

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 17:05:15 +01:00
parent 464a22e1f3
commit 0c3ca1c090
5 changed files with 207 additions and 119 deletions

View File

@@ -5,11 +5,13 @@ class WolfLevel {
final int width; // Always 64 in standard Wolf3D
final int height; // Always 64
final Matrix<int> wallGrid;
final Matrix<int> objectGrid;
WolfLevel({
required this.name,
required this.width,
required this.height,
required this.wallGrid,
required this.objectGrid,
});
}

View File

@@ -48,27 +48,36 @@ abstract class WolfMapParser {
}
String name = ascii.decode(nameBytes);
// 3. EXTRACT AND DECOMPRESS THE WALL DATA
// 3. EXTRACT AND DECOMPRESS BOTH PLANES
// --- PLANE 0: WALLS ---
final compressedWallData = gameMaps.buffer.asUint8List(
plane0Offset,
plane0Length,
);
Uint16List carmackExpandedWalls = _expandCarmack(compressedWallData);
List<int> flatWallGrid = _expandRlew(carmackExpandedWalls, rlewTag);
// 1st Pass: Un-Carmack
Uint16List carmackExpanded = _expandCarmack(compressedWallData);
// 2nd Pass: Un-RLEW
List<int> flatGrid = _expandRlew(carmackExpanded, rlewTag);
// --- PLANE 1: OBJECTS (NEW) ---
final compressedObjectData = gameMaps.buffer.asUint8List(
plane1Offset,
plane1Length,
);
Uint16List carmackExpandedObjects = _expandCarmack(compressedObjectData);
List<int> flatObjectGrid = _expandRlew(carmackExpandedObjects, rlewTag);
// Convert the flat List<int> (4096 items) into a Matrix<int> (64x64 grid)
Matrix<int> wallGrid = [];
Matrix<int> objectGrid = []; // NEW
for (int y = 0; y < height; y++) {
List<int> row = [];
List<int> wallRow = [];
List<int> objectRow = []; // NEW
for (int x = 0; x < width; x++) {
// Note: In original Wolf3D, empty space is usually ID 90 or 106,
// but we can map them down to 0 for your raycaster logic later.
row.add(flatGrid[y * width + x]);
wallRow.add(flatWallGrid[y * width + x]);
objectRow.add(flatObjectGrid[y * width + x]); // NEW
}
wallGrid.add(row);
wallGrid.add(wallRow);
objectGrid.add(objectRow); // NEW
}
levels.add(
@@ -76,7 +85,8 @@ abstract class WolfMapParser {
name: name,
width: width,
height: height,
wallGrid: wallGrid, // Pass the fully decompressed matrix!
wallGrid: wallGrid,
objectGrid: objectGrid,
),
);
}

View File

@@ -146,53 +146,53 @@ abstract class ColorPalette {
Color(0xFF044C00),
Color(0xFF044000),
Color(0xFFDAFFFF),
Color(0xBAFFFFFF),
Color(0x9DFFFFFF),
Color(0x7DFFFAFF),
Color(0xFFBAFFFF),
Color(0xFF9DFFFF),
Color(0xFF7DFFFA),
Color(0xFF5DFFFF),
Color(0x40FFFFFF),
Color(0x20FFFFFF),
Color(0x00FFFFFF),
Color(0x00E6E6FF),
Color(0x00CECEFF),
Color(0x00B6B6FF),
Color(0x009D9DFF),
Color(0x008585FF),
Color(0x007171FF),
Color(0x005959FF),
Color(0x004040FF),
Color(0xFF40FFFF),
Color(0xFF20FFFF),
Color(0xFF00FFFF),
Color(0xFF00E6E6),
Color(0xFF00CECE),
Color(0xFF00B6B6),
Color(0xFF009D9D),
Color(0xFF008585),
Color(0xFF007171),
Color(0xFF005959),
Color(0xFF004040),
Color(0xFF5DBEFF),
Color(0x40B2FFFF),
Color(0x20AAFFFF),
Color(0x009DFFFF),
Color(0x008DE6FF),
Color(0x007DCEFF),
Color(0x006DB6FF),
Color(0x005D9DFF),
Color(0xDADADAFF),
Color(0xBABEFFFF),
Color(0x9D9DFFFF),
Color(0x7D81FFFF),
Color(0x5d61ffff),
Color(0x4040FFFF),
Color(0x2024FFFF),
Color(0x0004FFFF),
Color(0xFF40B2FF),
Color(0xFF20AAFF),
Color(0xFF009DFF),
Color(0xFF008DE6),
Color(0xFF007DCE),
Color(0xFF006DB6),
Color(0xFF005D9D),
Color(0xFFDADADA),
Color(0xFFBABEFF),
Color(0xFF9D9DFF),
Color(0xFF7D81FF),
Color(0xFF5D61FF),
Color(0xFF4040FF),
Color(0xFF2024FF),
Color(0xFF0004FF),
Color(0xFF0000FF),
Color(0x0000EEFF),
Color(0x0000E2FF),
Color(0x0000D6FF),
Color(0xFF0000EE),
Color(0xFF0000E2),
Color(0xFF0000D6),
Color(0xFF0000CA),
Color(0x0000BEFF),
Color(0x0000B2FF),
Color(0x0000A5FF),
Color(0xFF0000BE),
Color(0xFF0000B2),
Color(0xFF0000A5),
Color(0xFF000099),
Color(0x000089FF),
Color(0x00007DFF),
Color(0x000071FF),
Color(0xFF000089),
Color(0xFF00007D),
Color(0xFF000071),
Color(0xFF000065),
Color(0x000059FF),
Color(0x00004CFF),
Color(0x000040FF),
Color(0xFF000059),
Color(0xFF00004C),
Color(0xFF000040),
Color(0xFF282828),
Color(0xFFFFE234),
Color(0xFFFFD624),
@@ -200,15 +200,15 @@ abstract class ColorPalette {
Color(0xFFFFC208),
Color(0xFFFFB600),
Color(0xFFB620FF),
Color(0xAA00FFFF),
Color(0xFFAA00FF),
Color(0xFF9900E6),
Color(0x8100CEFF),
Color(0x7500B6FF),
Color(0x61009DFF),
Color(0xFF8100CE),
Color(0xFF7500B6),
Color(0xFF61009D),
Color(0xFF500085),
Color(0x440071FF),
Color(0x340059FF),
Color(0x280040FF),
Color(0xFF440071),
Color(0xFF340059),
Color(0xFF280040),
Color(0xFFFFDAFF),
Color(0xFFFFBAFF),
Color(0xFFFF9DFF),
@@ -218,13 +218,13 @@ abstract class ColorPalette {
Color(0xFFFF20FF),
Color(0xFFFF00FF),
Color(0xFFE200E6),
Color(0xCA00CEFF),
Color(0xB600B6FF),
Color(0x9D009DFF),
Color(0xFFCA00CE),
Color(0xFFB600B6),
Color(0xFF9D009D),
Color(0xFF850085),
Color(0x6D0071FF),
Color(0x590059FF),
Color(0x400040FF),
Color(0xFF6D0071),
Color(0xFF590059),
Color(0xFF400040),
Color(0xFFFFEADE),
Color(0xFFFFE2D2),
Color(0xFFFFDAC6),
@@ -254,40 +254,40 @@ abstract class ColorPalette {
Color(0xFF5D4020),
Color(0xFF553C1C),
Color(0xFF483818),
Color(0x403018FF),
Color(0x382C14FF),
Color(0x28200CFF),
Color(0xFF403018),
Color(0xFF382C14),
Color(0xFF28200C),
Color(0xFF610065),
Color(0x006565FF),
Color(0x006161FF),
Color(0x00001CFF),
Color(0xFF006565),
Color(0xFF006161),
Color(0xFF00001C),
Color(0xFF00002C),
Color(0x302410FF),
Color(0x480048FF),
Color(0x500050FF),
Color(0xFF302410),
Color(0xFF480048),
Color(0xFF500050),
Color(0xFF000034),
Color(0x1C1C1CFF),
Color(0x4C4C4CFF),
Color(0x5D5D5DFF),
Color(0xFF1C1C1C),
Color(0xFF4C4C4C),
Color(0xFF5D5D5D),
Color(0xFF404040),
Color(0x303030FF),
Color(0x343434FF),
Color(0xDAF6F6FF),
Color(0xBAEAEAFF),
Color(0x00009dde),
Color(0x00075cac),
Color(0x48C2C2FF),
Color(0xFF303030),
Color(0xFF343434),
Color(0xFFDAF6F6),
Color(0xFFBAEAEA),
Color(0xFF9DDEDE),
Color(0xFF75CACA),
Color(0xFF48C2C2),
Color(0xFF20B6B6),
Color(0x20B2B2FF),
Color(0x00A5A5FF),
Color(0x009999FF),
Color(0xFF20B2B2),
Color(0xFF00A5A5),
Color(0xFF009999),
Color(0xFF008D8D),
Color(0x008585FF),
Color(0x007D7DFF),
Color(0x007979FF),
Color(0xFF008585),
Color(0xFF007D7D),
Color(0xFF007979),
Color(0xFF007575),
Color(0x007171FF),
Color(0x006D6DFF),
Color(0x990089FF),
Color(0xFF007171),
Color(0xFF006D6D),
Color(0xFF990089),
];
}

View File

@@ -165,7 +165,15 @@ class RaycasterPainter extends CustomPainter {
// 1. PERFECT TEXTURE MAPPING
// Wolf3D stores textures in pairs. Even = N/S (Light), Odd = E/W (Dark).
int texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
if (side == 1) texNum += 1; // Instantly use the native dark texture!
if (hitWallId >= 90) {
texNum = 98; // 98 is the canonical index for the Wood Door in VSWAP
// Optional: Doors don't usually have a dark E/W variant, so we don't add +1 for side
} else {
// Standard wall texture pairing
texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
if (side == 1) texNum += 1;
}
int texX = (wallX * 64).toInt().clamp(0, 63);

View File

@@ -22,12 +22,14 @@ class _WolfRendererState extends State<WolfRenderer>
late WolfMap gameMap;
late Matrix<int> currentLevel;
bool _isLoading = true;
LinearCoordinates player = (x: 2.5, y: 2.5);
double playerAngle = 0.0;
final double fov = math.pi / 3;
late LinearCoordinates player;
late double playerAngle;
bool _isLoading = true;
bool _spaceWasPressed = false;
@override
void initState() {
super.initState();
@@ -41,16 +43,41 @@ class _WolfRendererState extends State<WolfRenderer>
// 2. Extract Level 1 (E1M1)
currentLevel = gameMap.levels[0].wallGrid;
// 3. (Optional) Remap the Wolf3D floor IDs so they work with your raycaster.
// In Wolf3D, 90 through 106 are usually empty floor. Your raycaster currently
// expects 0 to be empty space. Let's force them to 0 for now.
final Matrix<int> objectLevel = gameMap.levels[0].objectGrid;
// 1. SCAN FOR PLAYER SPAWN
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
// In Wolf3D, wall values are 1 through ~63.
// Values 90+ represent empty floor spaces and doors.
// Let's zero out anything 90 or above, and LEAVE the walls alone.
if (currentLevel[y][x] >= 90) {
currentLevel[y][x] = 0; // Empty space
int objId = objectLevel[y][x];
// In Wolf3D, IDs 19-22 represent the player's spawn point and facing direction.
if (objId >= 19 && objId <= 22) {
// Place the player perfectly in the center of the block
player = (x: x + 0.5, y: y + 0.5);
// Map the ID to standard radians
switch (objId) {
case 19:
playerAngle = 3 * math.pi / 2; // North (Facing up the Y-axis)
case 20:
playerAngle = 0.0; // East (Facing right)
case 21:
playerAngle = math.pi / 2; // South (Facing down)
case 22:
playerAngle = math.pi; // West (Facing left)
}
}
}
}
// 2. CLEAN UP WALLS / PRESERVE DOORS
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)) {
// Leave walls and doors solid
} else {
currentLevel[y][x] = 0;
}
}
}
@@ -105,38 +132,79 @@ class _WolfRendererState extends State<WolfRenderer>
}
void _tick(Duration elapsed) {
const double moveSpeed = 0.05;
const double turnSpeed = 0.04;
const double moveSpeed = 0.12;
const double turnSpeed = 0.08;
double newX = player.x;
double newY = player.y;
double moveStepX = 0;
double moveStepY = 0;
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
// 1. Calculate intended movement amounts
if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
newX += math.cos(playerAngle) * moveSpeed;
newY += math.sin(playerAngle) * moveSpeed;
moveStepX += math.cos(playerAngle) * moveSpeed;
moveStepY += math.sin(playerAngle) * moveSpeed;
}
if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
newX -= math.cos(playerAngle) * moveSpeed;
newY -= math.sin(playerAngle) * moveSpeed;
moveStepX -= math.cos(playerAngle) * moveSpeed;
moveStepY -= math.sin(playerAngle) * moveSpeed;
}
// 2. Handle Turning
if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
playerAngle -= turnSpeed;
}
if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
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 > 2 * math.pi) playerAngle -= 2 * math.pi;
if (currentLevel[newY.toInt()][newX.toInt()] == 0) {
player = (x: newX, y: newY);
// 3. Wall Sliding Collision (with Hitbox Margin!)
// 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(() {});
}