@@ -192,49 +192,16 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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||||
|
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void _tick(Duration elapsed) {
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// * Process all inputs, first.
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inputManager.update();
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// 1. Process all hardware inputs and player intentions
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_processInputs(elapsed);
|
||||
|
||||
const double moveSpeed = 0.12;
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const double turnSpeed = 0.08;
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// Reset steps each tick before calculation
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moveStepX = 0;
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moveStepY = 0;
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||||
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||||
// Handle Manual 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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||||
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// Handle Movement using InputManager
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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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}
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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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}
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if (inputManager.isTurningLeft) {
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player.angle -= turnSpeed;
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}
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||||
if (inputManager.isTurningRight) {
|
||||
player.angle += turnSpeed;
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||||
}
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||||
|
||||
// Keep angle wrapped cleanly
|
||||
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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||||
|
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// UPDATE WEAPON ANIMATION (Lowering/Raising)
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// 2. Animate weapon lowering/raising
|
||||
player.updateWeaponSwitch();
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|
||||
// 1. ANIMATE DOORS
|
||||
// 3. Animate doors sliding
|
||||
doorStates.forEach((key, state) {
|
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if (state == 1) {
|
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// 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
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@@ -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>
|
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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));
|
||||
});
|
||||
}
|
||||
|
||||
// 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) {
|
||||
|
||||
Reference in New Issue
Block a user