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:
@@ -6,6 +6,7 @@ class EngineInput {
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final bool isMovingBackward;
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final bool isTurningLeft;
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final bool isTurningRight;
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final bool isMapToggle;
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final bool isFiring;
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final bool isInteracting;
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final bool isBack;
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@@ -18,6 +19,7 @@ class EngineInput {
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this.isMovingBackward = false,
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this.isTurningLeft = false,
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this.isTurningRight = false,
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this.isMapToggle = false,
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this.isFiring = false,
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this.isInteracting = false,
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this.isBack = false,
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@@ -99,6 +99,9 @@ class WolfEngine {
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/// Whether renderers should draw the FPS counter overlay.
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bool showFpsCounter = false;
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/// Whether gameplay renderers should draw the fullscreen map overlay.
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bool isMapOverlayVisible = false;
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/// The episode index where the game session begins.
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final int? startingEpisode;
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@@ -463,6 +466,10 @@ class WolfEngine {
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input.update();
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final currentInput = input.currentInput;
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if (!isMenuOpen && currentInput.isMapToggle) {
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isMapOverlayVisible = !isMapOverlayVisible;
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}
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if (difficulty != null && !_isMenuOverlayVisible && currentInput.isBack) {
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_openPauseMenu();
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menuManager.absorbInputState(currentInput);
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@@ -711,6 +718,7 @@ class WolfEngine {
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if (!_hasActiveSession) {
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return;
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}
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isMapOverlayVisible = false;
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_isMenuOverlayVisible = true;
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menuManager.showMainMenu(hasResumableGame: true);
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}
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@@ -724,6 +732,7 @@ class WolfEngine {
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difficulty = selectedDifficulty;
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_currentLevelIndex = 0;
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_returnLevelIndex = null;
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isMapOverlayVisible = false;
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_isMenuOverlayVisible = false;
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_loadLevel(preservePlayerState: false);
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_hasActiveSession = true;
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@@ -731,6 +740,7 @@ class WolfEngine {
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void _endCurrentGame() {
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difficulty = null;
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isMapOverlayVisible = false;
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_isMenuOverlayVisible = false;
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_hasActiveSession = false;
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_returnLevelIndex = null;
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@@ -756,6 +766,7 @@ class WolfEngine {
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/// Wipes the current world state and builds a new floor from map data.
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void _loadLevel({required bool preservePlayerState}) {
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isMapOverlayVisible = false;
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entities.clear();
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_lastPatrolTileByEnemy.clear();
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@@ -69,6 +69,7 @@ class CliInput extends Wolf3dInput {
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bool _pFire = false;
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bool _pInteract = false;
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bool _pBack = false;
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bool _pMapToggle = false;
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WeaponType? _pWeapon;
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/// Queues a raw terminal key sequence for the next engine frame.
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@@ -94,6 +95,12 @@ class CliInput extends Wolf3dInput {
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return;
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}
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// Tab toggles fullscreen map overlay.
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if (bytes.length == 1 && bytes[0] == 9) {
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_pMapToggle = true;
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return;
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}
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String char = String.fromCharCodes(bytes).toLowerCase();
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if (char == 'w') _pForward = true;
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@@ -119,6 +126,7 @@ class CliInput extends Wolf3dInput {
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isMovingBackward = _pBackward;
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isTurningLeft = _pLeft;
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isTurningRight = _pRight;
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isMapToggle = _pMapToggle;
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isFiring = _pFire;
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isInteracting = _pInteract;
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isBack = _pBack;
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@@ -127,6 +135,7 @@ class CliInput extends Wolf3dInput {
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// Reset the pending buffer so each keypress behaves like a frame impulse.
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_pForward = _pBackward = _pLeft = _pRight = _pFire = _pInteract = false;
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_pBack = false;
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_pMapToggle = false;
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_pWeapon = null;
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}
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}
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@@ -6,6 +6,7 @@ abstract class Wolf3dInput {
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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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bool isMapToggle = false;
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bool isInteracting = false;
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bool isBack = false;
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double? menuTapX;
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@@ -23,6 +24,7 @@ abstract class Wolf3dInput {
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isMovingBackward: isMovingBackward,
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isTurningLeft: isTurningLeft,
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isTurningRight: isTurningRight,
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isMapToggle: isMapToggle,
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isFiring: isFiring,
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isInteracting: isInteracting,
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isBack: isBack,
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@@ -37,6 +39,7 @@ enum WolfInputAction {
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backward,
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turnLeft,
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turnRight,
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mapToggle,
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fire,
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interact,
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back,
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@@ -406,6 +406,93 @@ class AsciiRenderer extends CliRendererBackend<dynamic> {
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_writeString(1, 0, ' ${fpsLabel(engine)} ', textColor, bgColor);
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}
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@override
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void drawGameplayOverlay(WolfEngine engine) {
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if (!engine.isMapOverlayVisible) {
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return;
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}
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final int mapBgColor = ColorPalette.vga32Bit[0];
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final int floorColor = ColorPalette.vga32Bit[8];
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final int wallColor = ColorPalette.vga32Bit[7];
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final int doorColor = ColorPalette.vga32Bit[14];
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final int playerColor = ColorPalette.vga32Bit[10];
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final int facingColor = ColorPalette.vga32Bit[12];
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if (_usesTerminalLayout) {
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_fillTerminalRect(
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projectionOffsetX,
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0,
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projectionWidth,
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_terminalPixelHeight,
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mapBgColor,
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);
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} else {
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_fillRect(0, 0, width, height, activeTheme.solid, mapBgColor);
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}
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final int viewportX = _usesTerminalLayout ? projectionOffsetX : 0;
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final int viewportWidth = _usesTerminalLayout ? projectionWidth : width;
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final int viewportHeight = _usesTerminalLayout
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? _terminalPixelHeight
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: height;
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final int viewportPadding = math.max(
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3,
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math.min(viewportWidth, viewportHeight) ~/ 24,
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);
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final int availableWidth = math.max(
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1,
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viewportWidth - (viewportPadding * 2),
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);
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final int availableHeight = math.max(
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1,
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viewportHeight - (viewportPadding * 2),
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);
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final int tileSize = math.max(
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1,
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math.min(availableWidth, availableHeight) ~/ 64,
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);
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final int mapPixelWidth = tileSize * 64;
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final int mapPixelHeight = tileSize * 64;
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final int mapStartX = viewportX + ((viewportWidth - mapPixelWidth) ~/ 2);
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final int mapStartY = (viewportHeight - mapPixelHeight) ~/ 2;
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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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final int tileId = engine.currentLevel[y][x];
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final int color = tileId == 0
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? floorColor
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: (tileId >= 90 ? doorColor : wallColor);
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_fillMapRect(
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mapStartX + (x * tileSize),
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mapStartY + (y * tileSize),
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tileSize,
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tileSize,
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color,
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);
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}
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}
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final int playerX = (mapStartX + (engine.player.x * tileSize)).floor();
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final int playerY = (mapStartY + (engine.player.y * tileSize)).floor();
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final int markerRadius = math.max(1, tileSize ~/ 2);
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final int markerSize = (markerRadius * 2) + 1;
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_fillMapRect(
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playerX - markerRadius,
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playerY - markerRadius,
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markerSize,
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markerSize,
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playerColor,
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);
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final int facingLength = math.max(4, (tileSize * 3) ~/ 2);
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final int facingEndX =
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(playerX + (math.cos(engine.player.angle) * facingLength)).round();
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final int facingEndY =
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(playerY + (math.sin(engine.player.angle) * facingLength)).round();
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_drawMapLine(playerX, playerY, facingEndX, facingEndY, facingColor);
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}
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@override
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void drawMenu(WolfEngine engine) {
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final int bgColor = _rgbToPaletteColor(
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@@ -2053,6 +2140,48 @@ class AsciiRenderer extends CliRendererBackend<dynamic> {
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}
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}
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void _fillMapRect(int startX, int startY, int w, int h, int color) {
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for (int y = startY; y < startY + h; y++) {
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for (int x = startX; x < startX + w; x++) {
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_setMapPixel(x, y, color);
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}
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}
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}
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void _drawMapLine(int x0, int y0, int x1, int y1, int color) {
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final int dx = x1 - x0;
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final int dy = y1 - y0;
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final int steps = math.max(dx.abs(), dy.abs());
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if (steps == 0) {
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_setMapPixel(x0, y0, color);
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return;
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}
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for (int i = 0; i <= steps; i++) {
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final double t = i / steps;
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final int x = (x0 + (dx * t)).round();
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final int y = (y0 + (dy * t)).round();
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_setMapPixel(x, y, color);
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}
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}
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void _setMapPixel(int x, int y, int color) {
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if (_usesTerminalLayout) {
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if (x < projectionOffsetX || x >= _viewportRightX) {
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return;
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}
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if (y < 0 || y >= _terminalPixelHeight) {
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return;
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}
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_scenePixels[y][x] = color;
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return;
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}
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if (x < 0 || x >= width || y < 0 || y >= height) {
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return;
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}
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_screen[y][x] = ColoredChar(activeTheme.solid, color);
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}
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// --- DAMAGE FLASH ---
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void _applyDamageFlash() {
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for (int y = 0; y < viewHeight; y++) {
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@@ -91,6 +91,7 @@ abstract class RendererBackend<T>
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// 3. Draw 2D overlays.
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drawWeapon(engine);
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drawHud(engine);
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drawGameplayOverlay(engine);
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if (engine.showFpsCounter) {
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drawFpsOverlay(engine);
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}
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@@ -140,6 +141,11 @@ abstract class RendererBackend<T>
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/// Return the finished frame (e.g., the FrameBuffer itself, or an ASCII list).
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T finalizeFrame();
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/// Draws gameplay overlays that should appear above world/HUD content.
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///
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/// Default implementation is a no-op.
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void drawGameplayOverlay(WolfEngine engine) {}
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/// Draws a non-world menu frame when the engine is awaiting configuration.
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///
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/// Default implementation is a no-op for backends that don't support menus.
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@@ -360,6 +360,71 @@ class SixelRenderer extends CliRendererBackend<String> {
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_drawMenuText(label, 4, 3, textColor, scale: 1);
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}
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@override
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void drawGameplayOverlay(WolfEngine engine) {
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if (!engine.isMapOverlayVisible) {
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return;
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}
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const int mapBgColor = 0;
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const int floorColor = 8;
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const int wallColor = 7;
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const int doorColor = 14;
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const int playerColor = 10;
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const int facingColor = 12;
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for (int i = 0; i < _screen.length; i++) {
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_screen[i] = mapBgColor;
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}
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final int viewportPadding = math.max(3, math.min(width, height) ~/ 24);
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final int availableWidth = math.max(1, width - (viewportPadding * 2));
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final int availableHeight = math.max(1, height - (viewportPadding * 2));
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final int tileSize = math.max(
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1,
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math.min(availableWidth, availableHeight) ~/ 64,
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);
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final int mapPixelWidth = tileSize * 64;
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final int mapPixelHeight = tileSize * 64;
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final int mapStartX = (width - mapPixelWidth) ~/ 2;
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final int mapStartY = (height - mapPixelHeight) ~/ 2;
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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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final int tileId = engine.currentLevel[y][x];
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final int color = tileId == 0
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? floorColor
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: (tileId >= 90 ? doorColor : wallColor);
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_fillMapRect(
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mapStartX + (x * tileSize),
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mapStartY + (y * tileSize),
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tileSize,
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tileSize,
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color,
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);
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}
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}
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final int playerX = (mapStartX + (engine.player.x * tileSize)).floor();
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final int playerY = (mapStartY + (engine.player.y * tileSize)).floor();
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final int markerRadius = math.max(1, tileSize ~/ 2);
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final int markerSize = (markerRadius * 2) + 1;
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_fillMapRect(
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playerX - markerRadius,
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playerY - markerRadius,
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markerSize,
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markerSize,
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playerColor,
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);
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final int facingLength = math.max(4, (tileSize * 3) ~/ 2);
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final int facingEndX =
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(playerX + (math.cos(engine.player.angle) * facingLength)).round();
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final int facingEndY =
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(playerY + (math.sin(engine.player.angle) * facingLength)).round();
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_drawMapLine(playerX, playerY, facingEndX, facingEndY, facingColor);
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}
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@override
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/// Blits a VGA image into the Sixel index buffer HUD space (320x200).
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void blitHudVgaImage(VgaImage image, int startX320, int startY200) {
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@@ -1392,6 +1457,37 @@ class SixelRenderer extends CliRendererBackend<String> {
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}
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}
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void _fillMapRect(int startX, int startY, int w, int h, int colorIndex) {
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for (int y = startY; y < startY + h; y++) {
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for (int x = startX; x < startX + w; x++) {
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_setMapPixel(x, y, colorIndex);
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}
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}
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}
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void _drawMapLine(int x0, int y0, int x1, int y1, int colorIndex) {
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final int dx = x1 - x0;
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final int dy = y1 - y0;
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final int steps = math.max(dx.abs(), dy.abs());
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if (steps == 0) {
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_setMapPixel(x0, y0, colorIndex);
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return;
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}
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for (int i = 0; i <= steps; i++) {
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final double t = i / steps;
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final int x = (x0 + (dx * t)).round();
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final int y = (y0 + (dy * t)).round();
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_setMapPixel(x, y, colorIndex);
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}
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}
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void _setMapPixel(int x, int y, int colorIndex) {
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if (x < 0 || x >= width || y < 0 || y >= height) {
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return;
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}
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_screen[(y * width) + x] = colorIndex;
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}
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/// Maps an RGB color to the nearest VGA palette index.
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int _rgbToPaletteIndex(int rgb) {
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return ColorPalette.findClosestPaletteIndex(rgb);
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@@ -140,6 +140,69 @@ class SoftwareRenderer extends RendererBackend<FrameBuffer> {
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_drawMenuText(fpsLabel(engine), panelX + 3, panelY + 1, textColor);
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}
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@override
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void drawGameplayOverlay(WolfEngine engine) {
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if (!engine.isMapOverlayVisible) {
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return;
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}
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final int mapBgColor = ColorPalette.vga32Bit[0];
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final int floorColor = ColorPalette.vga32Bit[8];
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final int wallColor = ColorPalette.vga32Bit[7];
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final int doorColor = ColorPalette.vga32Bit[14];
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final int playerColor = ColorPalette.vga32Bit[10];
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final int facingColor = ColorPalette.vga32Bit[12];
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_fillMenuPanel(0, 0, width, height, mapBgColor);
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final int viewportPadding = math.max(6, math.min(width, height) ~/ 24);
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final int availableWidth = math.max(1, width - (viewportPadding * 2));
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final int availableHeight = math.max(1, height - (viewportPadding * 2));
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final int tileSize = math.max(
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1,
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math.min(availableWidth, availableHeight) ~/ 64,
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);
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final int mapPixelWidth = tileSize * 64;
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final int mapPixelHeight = tileSize * 64;
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final int mapStartX = (width - mapPixelWidth) ~/ 2;
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final int mapStartY = (height - mapPixelHeight) ~/ 2;
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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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final int tileId = engine.currentLevel[y][x];
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final int color = tileId == 0
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? floorColor
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: (tileId >= 90 ? doorColor : wallColor);
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_fillMenuPanel(
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mapStartX + (x * tileSize),
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mapStartY + (y * tileSize),
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tileSize,
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tileSize,
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color,
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);
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}
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}
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final int playerX = (mapStartX + (engine.player.x * tileSize)).floor();
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final int playerY = (mapStartY + (engine.player.y * tileSize)).floor();
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final int markerRadius = math.max(1, tileSize ~/ 2);
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final int markerSize = (markerRadius * 2) + 1;
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_fillMenuPanel(
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playerX - markerRadius,
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playerY - markerRadius,
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markerSize,
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markerSize,
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playerColor,
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);
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final int facingLength = math.max(4, (tileSize * 3) ~/ 2);
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final int facingEndX =
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(playerX + (math.cos(engine.player.angle) * facingLength)).round();
|
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final int facingEndY =
|
||||
(playerY + (math.sin(engine.player.angle) * facingLength)).round();
|
||||
_drawMapLine(playerX, playerY, facingEndX, facingEndY, facingColor);
|
||||
}
|
||||
|
||||
@override
|
||||
/// Blits a VGA image into the software framebuffer HUD space (320x200).
|
||||
void blitHudVgaImage(VgaImage image, int startX320, int startY200) {
|
||||
@@ -925,6 +988,29 @@ class SoftwareRenderer extends RendererBackend<FrameBuffer> {
|
||||
}
|
||||
}
|
||||
|
||||
void _drawMapLine(int x0, int y0, int x1, int y1, int color) {
|
||||
final int dx = x1 - x0;
|
||||
final int dy = y1 - y0;
|
||||
final int steps = math.max(dx.abs(), dy.abs());
|
||||
if (steps == 0) {
|
||||
_setMapPixel(x0, y0, color);
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i <= steps; i++) {
|
||||
final double t = i / steps;
|
||||
final int x = (x0 + (dx * t)).round();
|
||||
final int y = (y0 + (dy * t)).round();
|
||||
_setMapPixel(x, y, color);
|
||||
}
|
||||
}
|
||||
|
||||
void _setMapPixel(int x, int y, int color) {
|
||||
if (x < 0 || x >= width || y < 0 || y >= height) {
|
||||
return;
|
||||
}
|
||||
_buffer.pixels[(y * width) + x] = color;
|
||||
}
|
||||
|
||||
String _gameTitle(GameVersion version) {
|
||||
switch (version) {
|
||||
case GameVersion.shareware:
|
||||
|
||||
@@ -0,0 +1,142 @@
|
||||
import 'dart:typed_data';
|
||||
|
||||
import 'package:test/test.dart';
|
||||
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
|
||||
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
|
||||
import 'package:wolf_3d_dart/wolf_3d_input.dart';
|
||||
|
||||
void main() {
|
||||
group('Map overlay toggle', () {
|
||||
test('toggles in gameplay on map toggle pulse', () {
|
||||
final input = _PulseInput();
|
||||
final engine = _buildEngine(input: input, difficulty: Difficulty.medium);
|
||||
|
||||
engine.init();
|
||||
expect(engine.isMapOverlayVisible, isFalse);
|
||||
|
||||
input.queueMapToggle = true;
|
||||
engine.tick(const Duration(milliseconds: 16));
|
||||
expect(engine.isMapOverlayVisible, isTrue);
|
||||
|
||||
input.queueMapToggle = true;
|
||||
engine.tick(const Duration(milliseconds: 16));
|
||||
expect(engine.isMapOverlayVisible, isFalse);
|
||||
});
|
||||
|
||||
test('does not toggle while menu is open', () {
|
||||
final input = _PulseInput();
|
||||
final engine = _buildEngine(input: input, difficulty: null);
|
||||
|
||||
engine.init();
|
||||
expect(engine.isMenuOpen, isTrue);
|
||||
expect(engine.isMapOverlayVisible, isFalse);
|
||||
|
||||
input.queueMapToggle = true;
|
||||
engine.tick(const Duration(milliseconds: 16));
|
||||
expect(engine.isMapOverlayVisible, isFalse);
|
||||
});
|
||||
|
||||
test('clears map overlay when pause menu opens', () {
|
||||
final input = _PulseInput();
|
||||
final engine = _buildEngine(input: input, difficulty: Difficulty.medium);
|
||||
|
||||
engine.init();
|
||||
|
||||
input.queueMapToggle = true;
|
||||
engine.tick(const Duration(milliseconds: 16));
|
||||
expect(engine.isMapOverlayVisible, isTrue);
|
||||
|
||||
input.queueBack = true;
|
||||
engine.tick(const Duration(milliseconds: 16));
|
||||
expect(engine.isMenuOpen, isTrue);
|
||||
expect(engine.isMapOverlayVisible, isFalse);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
class _PulseInput extends Wolf3dInput {
|
||||
bool queueMapToggle = false;
|
||||
bool queueBack = false;
|
||||
|
||||
@override
|
||||
void update() {
|
||||
isMapToggle = queueMapToggle;
|
||||
isBack = queueBack;
|
||||
|
||||
queueMapToggle = false;
|
||||
queueBack = false;
|
||||
|
||||
isMovingForward = false;
|
||||
isMovingBackward = false;
|
||||
isTurningLeft = false;
|
||||
isTurningRight = false;
|
||||
isInteracting = false;
|
||||
isFiring = false;
|
||||
requestedWeapon = null;
|
||||
menuTapX = null;
|
||||
menuTapY = null;
|
||||
}
|
||||
}
|
||||
|
||||
WolfEngine _buildEngine({
|
||||
required Wolf3dInput input,
|
||||
required Difficulty? difficulty,
|
||||
}) {
|
||||
final wallGrid = _buildGrid();
|
||||
final objectGrid = _buildGrid();
|
||||
_fillBoundaries(wallGrid, 2);
|
||||
objectGrid[2][2] = MapObject.playerEast;
|
||||
|
||||
return WolfEngine(
|
||||
data: WolfensteinData(
|
||||
version: GameVersion.shareware,
|
||||
dataVersion: DataVersion.unknown,
|
||||
registry: RetailAssetRegistry(),
|
||||
walls: [
|
||||
_solidSprite(1),
|
||||
_solidSprite(1),
|
||||
_solidSprite(2),
|
||||
_solidSprite(2),
|
||||
],
|
||||
sprites: List.generate(436, (_) => _solidSprite(255)),
|
||||
sounds: const [],
|
||||
adLibSounds: const [],
|
||||
music: const [],
|
||||
vgaImages: const [],
|
||||
episodes: [
|
||||
Episode(
|
||||
name: 'Episode 1',
|
||||
levels: [
|
||||
WolfLevel(
|
||||
name: 'Level 1',
|
||||
wallGrid: wallGrid,
|
||||
areaGrid: List.generate(64, (_) => List.filled(64, -1)),
|
||||
objectGrid: objectGrid,
|
||||
music: Music.level01,
|
||||
),
|
||||
],
|
||||
),
|
||||
],
|
||||
),
|
||||
difficulty: difficulty,
|
||||
startingEpisode: 0,
|
||||
frameBuffer: FrameBuffer(64, 64),
|
||||
input: input,
|
||||
onGameWon: () {},
|
||||
);
|
||||
}
|
||||
|
||||
SpriteMap _buildGrid() => List.generate(64, (_) => List.filled(64, 0));
|
||||
|
||||
void _fillBoundaries(SpriteMap grid, int wallId) {
|
||||
for (int i = 0; i < 64; i++) {
|
||||
grid[0][i] = wallId;
|
||||
grid[63][i] = wallId;
|
||||
grid[i][0] = wallId;
|
||||
grid[i][63] = wallId;
|
||||
}
|
||||
}
|
||||
|
||||
Sprite _solidSprite(int colorIndex) {
|
||||
return Sprite(Uint8List.fromList(List.filled(64 * 64, colorIndex)));
|
||||
}
|
||||
@@ -0,0 +1,114 @@
|
||||
import 'dart:typed_data';
|
||||
|
||||
import 'package:test/test.dart';
|
||||
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
|
||||
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
|
||||
import 'package:wolf_3d_dart/wolf_3d_input.dart';
|
||||
import 'package:wolf_3d_dart/wolf_3d_renderer.dart';
|
||||
|
||||
void main() {
|
||||
group('Map overlay rendering', () {
|
||||
test('software renderer draws fullscreen map overlay when enabled', () {
|
||||
final engine = _buildEngine();
|
||||
engine.init();
|
||||
|
||||
final renderer = SoftwareRenderer();
|
||||
final frameNormal = renderer.render(engine);
|
||||
final List<int> normalPixels = List<int>.from(frameNormal.pixels);
|
||||
|
||||
engine.isMapOverlayVisible = true;
|
||||
final frameMap = renderer.render(engine);
|
||||
final List<int> mapPixels = List<int>.from(frameMap.pixels);
|
||||
|
||||
int changedPixels = 0;
|
||||
for (int i = 0; i < mapPixels.length; i++) {
|
||||
if (normalPixels[i] != mapPixels[i]) {
|
||||
changedPixels++;
|
||||
}
|
||||
}
|
||||
|
||||
expect(changedPixels, greaterThan(mapPixels.length ~/ 5));
|
||||
expect(mapPixels.contains(ColorPalette.vga32Bit[10]), isTrue);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
class _StaticInput extends Wolf3dInput {
|
||||
@override
|
||||
void update() {
|
||||
isMovingForward = false;
|
||||
isMovingBackward = false;
|
||||
isTurningLeft = false;
|
||||
isTurningRight = false;
|
||||
isInteracting = false;
|
||||
isBack = false;
|
||||
isMapToggle = false;
|
||||
isFiring = false;
|
||||
requestedWeapon = null;
|
||||
menuTapX = null;
|
||||
menuTapY = null;
|
||||
}
|
||||
}
|
||||
|
||||
WolfEngine _buildEngine() {
|
||||
final wallGrid = _buildGrid();
|
||||
final objectGrid = _buildGrid();
|
||||
|
||||
_fillBoundaries(wallGrid, 2);
|
||||
wallGrid[2][4] = 1;
|
||||
wallGrid[2][5] = 90;
|
||||
objectGrid[2][2] = MapObject.playerEast;
|
||||
|
||||
return WolfEngine(
|
||||
data: WolfensteinData(
|
||||
version: GameVersion.shareware,
|
||||
dataVersion: DataVersion.unknown,
|
||||
registry: RetailAssetRegistry(),
|
||||
walls: [
|
||||
_solidSprite(1),
|
||||
_solidSprite(1),
|
||||
_solidSprite(2),
|
||||
_solidSprite(2),
|
||||
],
|
||||
sprites: List.generate(436, (_) => _solidSprite(255)),
|
||||
sounds: const [],
|
||||
adLibSounds: const [],
|
||||
music: const [],
|
||||
vgaImages: const [],
|
||||
episodes: [
|
||||
Episode(
|
||||
name: 'Episode 1',
|
||||
levels: [
|
||||
WolfLevel(
|
||||
name: 'Level 1',
|
||||
wallGrid: wallGrid,
|
||||
areaGrid: List.generate(64, (_) => List.filled(64, -1)),
|
||||
objectGrid: objectGrid,
|
||||
music: Music.level01,
|
||||
),
|
||||
],
|
||||
),
|
||||
],
|
||||
),
|
||||
difficulty: Difficulty.medium,
|
||||
startingEpisode: 0,
|
||||
frameBuffer: FrameBuffer(96, 96),
|
||||
input: _StaticInput(),
|
||||
onGameWon: () {},
|
||||
);
|
||||
}
|
||||
|
||||
SpriteMap _buildGrid() => List.generate(64, (_) => List.filled(64, 0));
|
||||
|
||||
void _fillBoundaries(SpriteMap grid, int wallId) {
|
||||
for (int i = 0; i < 64; i++) {
|
||||
grid[0][i] = wallId;
|
||||
grid[63][i] = wallId;
|
||||
grid[i][0] = wallId;
|
||||
grid[i][63] = wallId;
|
||||
}
|
||||
}
|
||||
|
||||
Sprite _solidSprite(int colorIndex) {
|
||||
return Sprite(Uint8List.fromList(List.filled(64 * 64, colorIndex)));
|
||||
}
|
||||
@@ -70,6 +70,7 @@ class Wolf3dFlutterInput extends Wolf3dInput {
|
||||
LogicalKeyboardKey.keyD,
|
||||
LogicalKeyboardKey.arrowRight,
|
||||
},
|
||||
WolfInputAction.mapToggle: {LogicalKeyboardKey.tab},
|
||||
WolfInputAction.fire: {
|
||||
LogicalKeyboardKey.controlLeft,
|
||||
LogicalKeyboardKey.controlRight,
|
||||
@@ -209,6 +210,7 @@ class Wolf3dFlutterInput extends Wolf3dInput {
|
||||
kbBackward || (_isMouseLookEnabled && _mouseDeltaY > 1.5);
|
||||
isTurningLeft = kbLeft || (_isMouseLookEnabled && _mouseDeltaX < -1.5);
|
||||
isTurningRight = kbRight || (_isMouseLookEnabled && _mouseDeltaX > 1.5);
|
||||
isMapToggle = _isNewlyPressed(WolfInputAction.mapToggle, newlyPressedKeys);
|
||||
|
||||
// Deltas are one-frame impulses, so consume them immediately after use.
|
||||
_mouseDeltaX = 0.0;
|
||||
|
||||
Reference in New Issue
Block a user