diff --git a/lib/features/renderer/raycast_painter.dart b/lib/features/renderer/raycast_painter.dart index 3b60802..7063b66 100644 --- a/lib/features/renderer/raycast_painter.dart +++ b/lib/features/renderer/raycast_painter.dart @@ -1,6 +1,7 @@ import 'dart:math' as math; import 'package:flutter/material.dart'; +import 'package:wolf_dart/classes/coordinate_2d.dart'; import 'package:wolf_dart/classes/matrix.dart'; import 'package:wolf_dart/features/entities/entity.dart'; import 'package:wolf_dart/features/player/player.dart'; @@ -27,7 +28,6 @@ class RaycasterPainter extends CustomPainter { @override void paint(Canvas canvas, Size size) { - // Disable anti-aliasing for the background to prevent edge bleeding final Paint bgPaint = Paint()..isAntiAlias = false; // 1. Draw Ceiling & Floor @@ -40,36 +40,36 @@ class RaycasterPainter extends CustomPainter { bgPaint..color = Colors.brown[900]!, ); - // --- OPTIMIZATION: Lock to Retro Resolution --- const int renderWidth = 320; - double columnWidth = size.width / renderWidth; - // CRITICAL FIX: Disable anti-aliasing so edges remain perfectly sharp final Paint columnPaint = Paint() ..isAntiAlias = false ..strokeWidth = columnWidth + 0.5; List zBuffer = List.filled(renderWidth, 0.0); - double dirX = math.cos(player.angle); - double dirY = math.sin(player.angle); - double planeX = -dirY * math.tan(fov / 2); - double planeY = dirX * math.tan(fov / 2); + // --- Coordinate2D Camera Vectors --- + Coordinate2D dir = Coordinate2D( + math.cos(player.angle), + math.sin(player.angle), + ); + + // The camera plane is perpendicular to the direction vector, scaled by FOV + Coordinate2D plane = Coordinate2D(-dir.y, dir.x) * math.tan(fov / 2); // --- 1. CAST WALLS --- for (int x = 0; x < renderWidth; x++) { double cameraX = 2 * x / renderWidth - 1.0; - double rayDirX = dirX + planeX * cameraX; - double rayDirY = dirY + planeY * cameraX; + Coordinate2D rayDir = dir + (plane * cameraX); int mapX = player.x.toInt(); int mapY = player.y.toInt(); double sideDistX; double sideDistY; - double deltaDistX = (rayDirX == 0) ? 1e30 : (1.0 / rayDirX).abs(); - double deltaDistY = (rayDirY == 0) ? 1e30 : (1.0 / rayDirY).abs(); + double deltaDistX = (rayDir.x == 0) ? 1e30 : (1.0 / rayDir.x).abs(); + double deltaDistY = (rayDir.y == 0) ? 1e30 : (1.0 / rayDir.y).abs(); double perpWallDist; int stepX; @@ -81,14 +81,14 @@ class RaycasterPainter extends CustomPainter { double doorOffset = 0.0; Set ignoredDoors = {}; - if (rayDirX < 0) { + if (rayDir.x < 0) { stepX = -1; sideDistX = (player.x - mapX) * deltaDistX; } else { stepX = 1; sideDistX = (mapX + 1.0 - player.x) * deltaDistX; } - if (rayDirY < 0) { + if (rayDir.y < 0) { stepY = -1; sideDistY = (player.y - mapY) * deltaDistY; } else { @@ -96,6 +96,7 @@ class RaycasterPainter extends CustomPainter { sideDistY = (mapY + 1.0 - player.y) * deltaDistY; } + // DDA Loop while (!hit) { if (sideDistX < sideDistY) { sideDistX += deltaDistX; @@ -122,8 +123,8 @@ class RaycasterPainter extends CustomPainter { ? (sideDistX - deltaDistX) : (sideDistY - deltaDistY); double wallXTemp = (side == 0) - ? player.y + perpWallDistTemp * rayDirY - : player.x + perpWallDistTemp * rayDirX; + ? player.y + perpWallDistTemp * rayDir.y + : player.x + perpWallDistTemp * rayDir.x; wallXTemp -= wallXTemp.floor(); if (wallXTemp < currentOffset) { ignoredDoors.add(doorKey); @@ -147,12 +148,9 @@ class RaycasterPainter extends CustomPainter { zBuffer[x] = perpWallDist; - double wallX; - if (side == 0) { - wallX = player.y + perpWallDist * rayDirY; - } else { - wallX = player.x + perpWallDist * rayDirX; - } + double wallX = (side == 0) + ? player.y + perpWallDist * rayDir.y + : player.x + perpWallDist * rayDir.x; wallX -= wallX.floor(); double drawX = x * columnWidth; @@ -173,21 +171,23 @@ class RaycasterPainter extends CustomPainter { // --- 2. DRAW SPRITES --- List activeSprites = List.from(entities); + + // Sort sprites from furthest to closest using Coordinate2D activeSprites.sort((a, b) { - double distA = - math.pow(player.x - a.x, 2) + math.pow(player.y - a.y, 2).toDouble(); - double distB = - math.pow(player.x - b.x, 2) + math.pow(player.y - b.y, 2).toDouble(); + double distA = player.position.distanceTo(a.position); + double distB = player.position.distanceTo(b.position); return distB.compareTo(distA); }); for (Entity entity in activeSprites) { - double spriteX = entity.x - player.x; - double spriteY = entity.y - player.y; + // Relative position to player + Coordinate2D spritePos = entity.position - player.position; - double invDet = 1.0 / (planeX * dirY - dirX * planeY); - double transformX = invDet * (dirY * spriteX - dirX * spriteY); - double transformY = invDet * (-planeY * spriteX + planeX * spriteY); + // Transform sprite with the inverse camera matrix + double invDet = 1.0 / (plane.x * dir.y - dir.x * plane.y); + double transformX = invDet * (dir.y * spritePos.x - dir.x * spritePos.y); + double transformY = + invDet * (-plane.y * spritePos.x + plane.x * spritePos.y); if (transformY > 0) { int spriteScreenX = ((renderWidth / 2) * (1 + transformX / transformY)) @@ -217,7 +217,6 @@ class RaycasterPainter extends CustomPainter { int colorByte = spritePixels[texX][ty]; if (colorByte != 255) { - // ADDED 0.5 OVERLAP TO PREVENT VERTICAL SEAMS double endY = startY + stepY + 0.5; if (endY > 0 && startY < size.height) { @@ -276,7 +275,6 @@ class RaycasterPainter extends CustomPainter { paint.color = ColorPalette.vga[colorByte]; - // ADDED 0.5 OVERLAP TO PREVENT VERTICAL SEAMS double endY = startY + stepY + 0.5; if (endY > 0 && startY < size.height) { @@ -286,15 +284,10 @@ class RaycasterPainter extends CustomPainter { paint, ); } - startY += stepY; } } @override - bool shouldRepaint(RaycasterPainter oldDelegate) { - // Because the Player object instance remains the same, a pure equality check fails. - // Given that your Ticker loop calls setState every frame, returning true is safest. - return true; - } + bool shouldRepaint(RaycasterPainter oldDelegate) => true; } diff --git a/lib/features/renderer/renderer.dart b/lib/features/renderer/renderer.dart index 20f7acc..358eb12 100644 --- a/lib/features/renderer/renderer.dart +++ b/lib/features/renderer/renderer.dart @@ -183,6 +183,13 @@ class _WolfRendererState extends State // 2. Explicit State Updates player.updateWeaponSwitch(); + + player.angle += inputResult.dAngle; + + // Keep the angle neatly clamped between 0 and 2*PI + if (player.angle < 0) player.angle += 2 * math.pi; + if (player.angle >= 2 * math.pi) player.angle -= 2 * math.pi; + _applyMovementAndCollision(inputResult.movement); _updateEntities(elapsed);