Eliminate movement side-effect

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 01:06:31 +01:00
parent 251b759d26
commit 1bd0814e8c

View File

@@ -190,7 +190,14 @@ class _WolfRendererState extends State<WolfRenderer>
if (player.angle < 0) player.angle += 2 * math.pi;
if (player.angle >= 2 * math.pi) player.angle -= 2 * math.pi;
_applyMovementAndCollision(inputResult.movement);
Coordinate2D validatedPos = _calculateValidatedPosition(
player.position,
inputResult.movement,
);
player.x = validatedPos.x;
player.y = validatedPos.y;
_updateEntities(elapsed);
// Explicit reassignment from a pure(r) function
@@ -258,33 +265,40 @@ class _WolfRendererState extends State<WolfRenderer>
return (movement: movement, dAngle: dAngle);
}
void _applyMovementAndCollision(Coordinate2D movement) {
Coordinate2D _calculateValidatedPosition(
Coordinate2D currentPos,
Coordinate2D movement,
) {
const double margin = 0.3;
double newX = currentPos.x;
double newY = currentPos.y;
// Calculate the intended new position
Coordinate2D newPos = player.position + movement;
// Calculate potential new coordinates
Coordinate2D target = currentPos + movement;
// Check X axis independently (allows for sliding along walls)
// Validate X (allows sliding along walls)
if (movement.x != 0) {
int checkX = (movement.x > 0)
? (newPos.x + margin).toInt()
: (newPos.x - margin).toInt();
? (target.x + margin).toInt()
: (target.x - margin).toInt();
if (_isWalkable(checkX, player.position.y.toInt())) {
player.x = newPos.x;
if (_isWalkable(checkX, currentPos.y.toInt())) {
newX = target.x;
}
}
// Check Y axis independently
// Validate Y
if (movement.y != 0) {
int checkY = (movement.y > 0)
? (newPos.y + margin).toInt()
: (newPos.y - margin).toInt();
? (target.y + margin).toInt()
: (target.y - margin).toInt();
if (_isWalkable(player.position.x.toInt(), checkY)) {
player.y = newPos.y;
if (_isWalkable(newX.toInt(), checkY)) {
newY = target.y;
}
}
return Coordinate2D(newX, newY);
}
void _updateEntities(Duration elapsed) {