Eliminating side-effects
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -51,13 +51,8 @@ class _WolfRendererState extends State<WolfRenderer>
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List<Entity> entities = [];
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// Track door animations
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// Key is "X,Y" coordinate. Value is how far open it is (0.0 to 1.0)
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Map<String, double> doorOffsets = {};
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Map<String, int> doorStates = {}; // 1 = opening, 2 = fully open
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double moveStepX = 0;
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double moveStepY = 0;
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Map<String, int> doorStates = {};
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@override
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void initState() {
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@@ -66,20 +61,15 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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Future<void> _initGame({bool demo = true}) async {
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// 1. Load the entire WL1 (demo)/WL6 (retail) data
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gameMap = demo ? await WolfMap.loadDemo() : await WolfMap.load();
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// 2. Extract Level 1 (E1M1)
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currentLevel = gameMap.levels[0].wallGrid;
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final Matrix<int> objectLevel = gameMap.levels[0].objectGrid;
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// 1. SCAN FOR PLAYER SPAWN & ENTITIES
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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 objId = objectLevel[y][x];
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// Player Spawn
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if (objId >= 19 && objId <= 22) {
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double spawnAngle = 0.0;
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switch (objId) {
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@@ -117,7 +107,6 @@ class _WolfRendererState extends State<WolfRenderer>
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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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@@ -129,7 +118,6 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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}
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// 4. Start the game!
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_bumpPlayerIfStuck();
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_gameLoop = createTicker(_tick)..start();
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_focusNode.requestFocus();
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@@ -180,10 +168,9 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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bool _isWalkable(int x, int y) {
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if (currentLevel[y][x] == 0) return true; // Empty space
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if (currentLevel[y][x] == 0) return true;
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if (currentLevel[y][x] >= 90) {
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String key = '$x,$y';
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// Allow the player to walk through if the door is > 70% open
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if (doorOffsets[key] != null && doorOffsets[key]! > 0.7) {
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return true;
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}
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@@ -191,16 +178,19 @@ class _WolfRendererState extends State<WolfRenderer>
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return false;
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}
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// --- ORCHESTRATOR ---
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void _tick(Duration elapsed) {
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// 1. Inputs & Intentions
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_processInputs(elapsed);
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// 1. Process intentions and receive movement vectors
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final movement = _processInputs(elapsed);
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// 2. State Updates
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// 2. Explicit State Updates
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player.updateWeaponSwitch();
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_updateDoors();
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_applyMovementAndCollision();
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_applyMovementAndCollision(movement.dx, movement.dy);
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_updateEntities(elapsed);
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_updateScreenEffects();
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// Explicit reassignment from a pure(r) function
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damageFlashOpacity = _calculateScreenEffects(damageFlashOpacity);
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// 3. Combat
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if (player.updateWeapon(elapsed.inMilliseconds)) {
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@@ -211,7 +201,6 @@ class _WolfRendererState extends State<WolfRenderer>
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setState(() {});
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}
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// A helper method to handle getting shot
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void _takeDamage(int damage) {
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player.takeDamage(damage);
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damageFlashOpacity = 0.5;
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@@ -219,16 +208,14 @@ class _WolfRendererState extends State<WolfRenderer>
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void _performRaycastAttack(Duration elapsed) {
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Enemy? closestEnemy;
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double minDistance = 15.0; // Maximum range of the gun
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double minDistance = 15.0;
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for (Entity entity in entities) {
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if (entity is Enemy && entity.state != EntityState.dead) {
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// 1. Calculate the angle from player to enemy
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double dx = entity.x - player.x;
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double dy = entity.y - player.y;
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double angleToEnemy = math.atan2(dy, dx);
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// 2. Check if that angle is close to our player's aiming angle
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double angleDiff = player.angle - angleToEnemy;
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while (angleDiff <= -math.pi) {
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angleDiff += 2 * math.pi;
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@@ -237,13 +224,10 @@ class _WolfRendererState extends State<WolfRenderer>
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angleDiff -= 2 * math.pi;
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}
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// 3. Simple bounding box check (approx 0.4 units wide)
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double dist = math.sqrt(dx * dx + dy * dy);
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double threshold =
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0.2 / dist; // Smaller threshold as they get further away
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double threshold = 0.2 / dist;
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if (angleDiff.abs() < threshold) {
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// 4. Ensure there is no wall between you and the enemy
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if (_hasLineOfSightToEnemy(entity, dist)) {
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if (dist < minDistance) {
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minDistance = dist;
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@@ -260,7 +244,6 @@ class _WolfRendererState extends State<WolfRenderer>
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elapsed.inMilliseconds,
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);
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// If the shot was fatal, reward the player
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if (closestEnemy.state == EntityState.dead) {
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player.score += 100;
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}
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@@ -279,45 +262,38 @@ class _WolfRendererState extends State<WolfRenderer>
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return true;
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}
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void _processInputs(Duration elapsed) {
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// Returns movement deltas instead of modifying class variables
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({double dx, double dy}) _processInputs(Duration elapsed) {
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inputManager.update();
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const double moveSpeed = 0.16;
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const double turnSpeed = 0.12;
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double dx = 0;
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double dy = 0;
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// Reset steps each tick
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moveStepX = 0;
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moveStepY = 0;
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// 1. Weapon Switching
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if (inputManager.requestedWeapon != null) {
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player.requestWeaponSwitch(inputManager.requestedWeapon!);
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}
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// 2. Firing
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if (inputManager.isFiring) {
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player.fire(elapsed.inMilliseconds);
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}
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// 3. Movement
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if (inputManager.isMovingForward) {
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moveStepX += math.cos(player.angle) * moveSpeed;
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moveStepY += math.sin(player.angle) * moveSpeed;
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dx += math.cos(player.angle) * moveSpeed;
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dy += math.sin(player.angle) * moveSpeed;
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}
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if (inputManager.isMovingBackward) {
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moveStepX -= math.cos(player.angle) * moveSpeed;
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moveStepY -= math.sin(player.angle) * moveSpeed;
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dx -= math.cos(player.angle) * moveSpeed;
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dy -= math.sin(player.angle) * moveSpeed;
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}
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// 4. Turning
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if (inputManager.isTurningLeft) player.angle -= turnSpeed;
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if (inputManager.isTurningRight) player.angle += turnSpeed;
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// Keep angle wrapped cleanly
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if (player.angle < 0) player.angle += 2 * math.pi;
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if (player.angle > 2 * math.pi) player.angle -= 2 * math.pi;
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// 5. Interaction (Doors)
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if (inputManager.isInteracting) {
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int targetX = (player.x + math.cos(player.angle)).toInt();
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int targetY = (player.y + math.sin(player.angle)).toInt();
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@@ -328,46 +304,41 @@ class _WolfRendererState extends State<WolfRenderer>
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targetX < currentLevel[0].length) {
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if (currentLevel[targetY][targetX] >= 90) {
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String key = '$targetX,$targetY';
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// Start the animation if it isn't already opening!
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if (!doorStates.containsKey(key) || doorStates[key] == 0) {
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doorStates[key] = 1;
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}
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}
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}
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}
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return (dx: dx, dy: dy);
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}
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void _updateDoors() {
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doorStates.forEach((key, state) {
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if (state == 1) {
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// 1 = opening
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doorOffsets[key] = (doorOffsets[key] ?? 0.0) + 0.02; // Slide speed
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doorOffsets[key] = (doorOffsets[key] ?? 0.0) + 0.02;
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if (doorOffsets[key]! >= 1.0) {
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doorOffsets[key] = 1.0;
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doorStates[key] = 2; // Mark as fully open
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doorStates[key] = 2;
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}
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}
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});
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}
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void _applyMovementAndCollision() {
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// Now receives dx and dy explicitly
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void _applyMovementAndCollision(double dx, double dy) {
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const double margin = 0.3;
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// X-axis collision
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double newX = player.x + moveStepX;
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int checkX = (moveStepX > 0)
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? (newX + margin).toInt()
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: (newX - margin).toInt();
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double newX = player.x + dx;
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int checkX = (dx > 0) ? (newX + margin).toInt() : (newX - margin).toInt();
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if (_isWalkable(checkX, player.y.toInt())) {
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player.x = newX;
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}
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// Y-axis collision
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double newY = player.y + moveStepY;
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int checkY = (moveStepY > 0)
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? (newY + margin).toInt()
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: (newY - margin).toInt();
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double newY = player.y + dy;
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int checkY = (dy > 0) ? (newY + margin).toInt() : (newY - margin).toInt();
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if (_isWalkable(player.x.toInt(), checkY)) {
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player.y = newY;
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@@ -385,14 +356,11 @@ class _WolfRendererState extends State<WolfRenderer>
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isWalkable: _isWalkable,
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onDamagePlayer: _takeDamage,
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);
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}
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// Collectible Interaction Logic
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else if (entity is Collectible) {
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} else if (entity is Collectible) {
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double dx = player.x - entity.x;
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double dy = player.y - entity.y;
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double dist = math.sqrt(dx * dx + dy * dy);
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// If player is close enough to the item
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if (dist < 0.5) {
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if (player.tryPickup(entity)) {
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itemsToRemove.add(entity);
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@@ -401,17 +369,17 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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}
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// Remove the items that were successfully picked up
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if (itemsToRemove.isNotEmpty) {
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entities.removeWhere((e) => itemsToRemove.contains(e));
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}
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}
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void _updateScreenEffects() {
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// Fade out the damage flash smoothly
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if (damageFlashOpacity > 0) {
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damageFlashOpacity = math.max(0.0, damageFlashOpacity - 0.05);
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// Takes an input and returns a value instead of implicitly changing state
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double _calculateScreenEffects(double currentOpacity) {
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if (currentOpacity > 0) {
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return math.max(0.0, currentOpacity - 0.05);
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}
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return currentOpacity;
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}
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@override
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@@ -432,7 +400,6 @@ class _WolfRendererState extends State<WolfRenderer>
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onKeyEvent: (_) {},
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child: Column(
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children: [
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// Game view
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Expanded(
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child: LayoutBuilder(
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builder: (context, constraints) {
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@@ -456,7 +423,6 @@ class _WolfRendererState extends State<WolfRenderer>
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sprites: gameMap.sprites,
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),
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),
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// Weapon Viewmodel
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Positioned(
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bottom: -20,
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left: 0,
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@@ -464,8 +430,9 @@ class _WolfRendererState extends State<WolfRenderer>
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child: Center(
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child: Transform.translate(
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offset: Offset(
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// Bobbing math
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(moveStepX.abs() + moveStepY.abs()) > 0
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// Replaced hidden step variables with a direct intention check!
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(inputManager.isMovingForward ||
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inputManager.isMovingBackward)
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? math.sin(
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DateTime.now()
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.millisecondsSinceEpoch /
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@@ -473,7 +440,6 @@ class _WolfRendererState extends State<WolfRenderer>
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) *
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12
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: 0,
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// Y-Offset for lowering and raising
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player.weaponAnimOffset,
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),
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child: SizedBox(
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@@ -506,8 +472,6 @@ class _WolfRendererState extends State<WolfRenderer>
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},
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),
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),
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// HUD
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Hud(player: player),
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],
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),
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