feat: Implement map overlay toggle functionality and rendering across input and rendering systems
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -0,0 +1,142 @@
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import 'dart:typed_data';
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import 'package:test/test.dart';
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import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
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import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_dart/wolf_3d_input.dart';
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void main() {
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group('Map overlay toggle', () {
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test('toggles in gameplay on map toggle pulse', () {
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final input = _PulseInput();
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final engine = _buildEngine(input: input, difficulty: Difficulty.medium);
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engine.init();
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expect(engine.isMapOverlayVisible, isFalse);
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input.queueMapToggle = true;
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engine.tick(const Duration(milliseconds: 16));
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expect(engine.isMapOverlayVisible, isTrue);
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input.queueMapToggle = true;
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engine.tick(const Duration(milliseconds: 16));
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expect(engine.isMapOverlayVisible, isFalse);
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});
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test('does not toggle while menu is open', () {
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final input = _PulseInput();
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final engine = _buildEngine(input: input, difficulty: null);
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engine.init();
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expect(engine.isMenuOpen, isTrue);
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expect(engine.isMapOverlayVisible, isFalse);
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input.queueMapToggle = true;
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engine.tick(const Duration(milliseconds: 16));
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expect(engine.isMapOverlayVisible, isFalse);
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});
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test('clears map overlay when pause menu opens', () {
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final input = _PulseInput();
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final engine = _buildEngine(input: input, difficulty: Difficulty.medium);
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engine.init();
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input.queueMapToggle = true;
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engine.tick(const Duration(milliseconds: 16));
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expect(engine.isMapOverlayVisible, isTrue);
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input.queueBack = true;
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engine.tick(const Duration(milliseconds: 16));
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expect(engine.isMenuOpen, isTrue);
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expect(engine.isMapOverlayVisible, isFalse);
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});
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});
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}
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class _PulseInput extends Wolf3dInput {
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bool queueMapToggle = false;
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bool queueBack = false;
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@override
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void update() {
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isMapToggle = queueMapToggle;
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isBack = queueBack;
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queueMapToggle = false;
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queueBack = false;
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isMovingForward = false;
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isMovingBackward = false;
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isTurningLeft = false;
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isTurningRight = false;
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isInteracting = false;
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isFiring = false;
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requestedWeapon = null;
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menuTapX = null;
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menuTapY = null;
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}
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}
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WolfEngine _buildEngine({
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required Wolf3dInput input,
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required Difficulty? difficulty,
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}) {
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final wallGrid = _buildGrid();
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final objectGrid = _buildGrid();
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_fillBoundaries(wallGrid, 2);
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objectGrid[2][2] = MapObject.playerEast;
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return WolfEngine(
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data: WolfensteinData(
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version: GameVersion.shareware,
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dataVersion: DataVersion.unknown,
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registry: RetailAssetRegistry(),
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walls: [
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_solidSprite(1),
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_solidSprite(1),
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_solidSprite(2),
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_solidSprite(2),
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],
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sprites: List.generate(436, (_) => _solidSprite(255)),
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sounds: const [],
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adLibSounds: const [],
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music: const [],
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vgaImages: const [],
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episodes: [
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Episode(
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name: 'Episode 1',
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levels: [
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WolfLevel(
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name: 'Level 1',
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wallGrid: wallGrid,
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areaGrid: List.generate(64, (_) => List.filled(64, -1)),
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objectGrid: objectGrid,
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music: Music.level01,
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),
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],
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),
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],
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),
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difficulty: difficulty,
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startingEpisode: 0,
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frameBuffer: FrameBuffer(64, 64),
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input: input,
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onGameWon: () {},
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);
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}
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SpriteMap _buildGrid() => List.generate(64, (_) => List.filled(64, 0));
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void _fillBoundaries(SpriteMap grid, int wallId) {
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for (int i = 0; i < 64; i++) {
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grid[0][i] = wallId;
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grid[63][i] = wallId;
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grid[i][0] = wallId;
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grid[i][63] = wallId;
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}
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}
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Sprite _solidSprite(int colorIndex) {
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return Sprite(Uint8List.fromList(List.filled(64 * 64, colorIndex)));
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}
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