Clean up _tick

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 00:11:30 +01:00
parent cdd676233f
commit 171db0a705

View File

@@ -192,49 +192,16 @@ class _WolfRendererState extends State<WolfRenderer>
}
void _tick(Duration elapsed) {
// * Process all inputs, first.
inputManager.update();
// 1. Process all hardware inputs and player intentions
_processInputs(elapsed);
const double moveSpeed = 0.12;
const double turnSpeed = 0.08;
// Reset steps each tick before calculation
moveStepX = 0;
moveStepY = 0;
// Handle Manual Weapon Switching
if (inputManager.requestedWeapon != null) {
player.requestWeaponSwitch(inputManager.requestedWeapon!);
}
// Handle Movement using InputManager
if (inputManager.isMovingForward) {
moveStepX += math.cos(player.angle) * moveSpeed;
moveStepY += math.sin(player.angle) * moveSpeed;
}
if (inputManager.isMovingBackward) {
moveStepX -= math.cos(player.angle) * moveSpeed;
moveStepY -= math.sin(player.angle) * moveSpeed;
}
if (inputManager.isTurningLeft) {
player.angle -= turnSpeed;
}
if (inputManager.isTurningRight) {
player.angle += turnSpeed;
}
// Keep angle wrapped cleanly
if (player.angle < 0) player.angle += 2 * math.pi;
if (player.angle > 2 * math.pi) player.angle -= 2 * math.pi;
// UPDATE WEAPON ANIMATION (Lowering/Raising)
// 2. Animate weapon lowering/raising
player.updateWeaponSwitch();
// 1. ANIMATE DOORS
// 3. Animate doors sliding
doorStates.forEach((key, state) {
if (state == 1) {
// If opening
doorOffsets[key] = (doorOffsets[key] ?? 0.0) + 0.02; // Slide speed
doorOffsets[key] = (doorOffsets[key] ?? 0.0) + 0.02;
if (doorOffsets[key]! >= 1.0) {
doorOffsets[key] = 1.0;
doorStates[key] = 2; // Mark as fully open
@@ -242,13 +209,13 @@ class _WolfRendererState extends State<WolfRenderer>
}
});
// 2. UPDATED WALL COLLISION
// 4. Process Wall Collision for Movement
const double margin = 0.3;
double newX = player.x + moveStepX;
int checkX = (moveStepX > 0)
? (newX + margin).toInt()
: (newX - margin).toInt();
if (_isWalkable(checkX, player.y.toInt())) {
player.x = newX;
}
@@ -257,32 +224,12 @@ class _WolfRendererState extends State<WolfRenderer>
int checkY = (moveStepY > 0)
? (newY + margin).toInt()
: (newY - margin).toInt();
if (_isWalkable(player.x.toInt(), checkY)) {
player.y = newY;
}
// 3. UPDATED DOOR INTERACTION (Using InputManager)
if (inputManager.isInteracting) {
int targetX = (player.x + math.cos(player.angle)).toInt();
int targetY = (player.y + math.sin(player.angle)).toInt();
if (targetY > 0 &&
targetY < currentLevel.length &&
targetX > 0 &&
targetX < currentLevel[0].length) {
if (currentLevel[targetY][targetX] >= 90) {
String key = '$targetX,$targetY';
// Start the animation if it isn't already opening!
if (!doorStates.containsKey(key) || doorStates[key] == 0) {
doorStates[key] = 1;
}
}
}
}
// --- 4. UPDATE ENTITY LOGIC ---
List<Entity> itemsToRemove = []; // Collect items to delete after the loop
// 5. Update Entity Logic
List<Entity> itemsToRemove = [];
for (Entity entity in entities) {
if (entity is Enemy) {
@@ -292,42 +239,25 @@ class _WolfRendererState extends State<WolfRenderer>
isWalkable: _isWalkable,
onDamagePlayer: _takeDamage,
);
}
// Collectible Interaction Logic
else if (entity is Collectible) {
} else if (entity is Collectible) {
double dx = player.x - entity.x;
double dy = player.y - entity.y;
double dist = math.sqrt(dx * dx + dy * dy);
// If player is close enough to the item
if (dist < 0.5) {
if (player.tryPickup(entity)) {
itemsToRemove.add(entity);
}
if (math.sqrt(dx * dx + dy * dy) < 0.5) {
if (player.tryPickup(entity)) itemsToRemove.add(entity);
}
}
}
// Remove the items that were successfully picked up
if (itemsToRemove.isNotEmpty) {
setState(() {
entities.removeWhere((e) => itemsToRemove.contains(e));
});
entities.removeWhere((e) => itemsToRemove.contains(e));
}
// 5. Weapon Raycast & Firing
bool shouldCheckHit = player.updateWeapon(elapsed.inMilliseconds);
if (shouldCheckHit) {
// 6. Weapon Raycast & Attacking
if (player.updateWeapon(elapsed.inMilliseconds)) {
_performRaycastAttack(elapsed);
}
// Input to trigger firing (Using InputManager)
if (inputManager.isFiring) {
player.fire(elapsed.inMilliseconds);
}
// Fade out the damage flash smoothly
// 7. Screen Effects
if (damageFlashOpacity > 0) {
damageFlashOpacity = math.max(0.0, damageFlashOpacity - 0.05);
}
@@ -403,6 +333,64 @@ class _WolfRendererState extends State<WolfRenderer>
return true;
}
void _processInputs(Duration elapsed) {
inputManager.update();
const double moveSpeed = 0.16;
const double turnSpeed = 0.12;
// Reset steps each tick
moveStepX = 0;
moveStepY = 0;
// 1. Weapon Switching
if (inputManager.requestedWeapon != null) {
player.requestWeaponSwitch(inputManager.requestedWeapon!);
}
// 2. Firing
if (inputManager.isFiring) {
player.fire(elapsed.inMilliseconds);
}
// 3. Movement
if (inputManager.isMovingForward) {
moveStepX += math.cos(player.angle) * moveSpeed;
moveStepY += math.sin(player.angle) * moveSpeed;
}
if (inputManager.isMovingBackward) {
moveStepX -= math.cos(player.angle) * moveSpeed;
moveStepY -= math.sin(player.angle) * moveSpeed;
}
// 4. Turning
if (inputManager.isTurningLeft) player.angle -= turnSpeed;
if (inputManager.isTurningRight) player.angle += turnSpeed;
// Keep angle wrapped cleanly
if (player.angle < 0) player.angle += 2 * math.pi;
if (player.angle > 2 * math.pi) player.angle -= 2 * math.pi;
// 5. Interaction (Doors)
if (inputManager.isInteracting) {
int targetX = (player.x + math.cos(player.angle)).toInt();
int targetY = (player.y + math.sin(player.angle)).toInt();
if (targetY > 0 &&
targetY < currentLevel.length &&
targetX > 0 &&
targetX < currentLevel[0].length) {
if (currentLevel[targetY][targetX] >= 90) {
String key = '$targetX,$targetY';
// Start the animation if it isn't already opening!
if (!doorStates.containsKey(key) || doorStates[key] == 0) {
doorStates[key] = 1;
}
}
}
}
}
@override
Widget build(BuildContext context) {
if (_isLoading) {