Add shareware support and spawn correctly for difficulty levels
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
28
lib/classes/cardinal_direction.dart
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28
lib/classes/cardinal_direction.dart
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@@ -0,0 +1,28 @@
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import 'dart:math' as math;
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enum CardinalDirection {
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east(0.0),
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south(math.pi / 2),
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west(math.pi),
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north(3 * math.pi / 2)
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;
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final double radians;
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const CardinalDirection(this.radians);
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/// Helper to decode Wolf3D enemy directional blocks
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static CardinalDirection fromEnemyIndex(int index) {
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switch (index % 4) {
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case 0:
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return CardinalDirection.east;
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case 1:
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return CardinalDirection.north;
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case 2:
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return CardinalDirection.west;
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case 3:
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return CardinalDirection.south;
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default:
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return CardinalDirection.east;
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}
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}
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}
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1
lib/classes/sprite.dart
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1
lib/classes/sprite.dart
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@@ -0,0 +1 @@
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typedef Sprite = List<List<int>>;
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@@ -2,9 +2,16 @@ import 'package:flutter/material.dart';
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import 'package:wolf_dart/features/difficulty/difficulty.dart';
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import 'package:wolf_dart/features/renderer/renderer.dart';
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class DifficultyScreen extends StatelessWidget {
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class DifficultyScreen extends StatefulWidget {
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const DifficultyScreen({super.key});
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@override
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State<DifficultyScreen> createState() => _DifficultyScreenState();
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}
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class _DifficultyScreenState extends State<DifficultyScreen> {
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bool isShareware = true; // Default to Shareware (WL1)
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@override
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Widget build(BuildContext context) {
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return Scaffold(
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@@ -14,9 +21,9 @@ class DifficultyScreen extends StatelessWidget {
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onPressed: () {
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Navigator.of(context).push(
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MaterialPageRoute(
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builder: (_) => const WolfRenderer(
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builder: (_) => WolfRenderer(
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difficulty: Difficulty.bringEmOn,
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isDemo: false,
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isShareware: isShareware,
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showSpriteGallery: true,
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),
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),
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@@ -37,35 +44,59 @@ class DifficultyScreen extends StatelessWidget {
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fontFamily: 'Courier',
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),
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),
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const SizedBox(height: 40),
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const SizedBox(height: 20),
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// --- Version Toggle ---
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Theme(
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data: ThemeData(unselectedWidgetColor: Colors.grey),
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child: CheckboxListTile(
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title: const Text(
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"Play Shareware Version (WL1)",
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style: TextStyle(color: Colors.white),
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),
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value: isShareware,
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onChanged: (bool? value) {
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setState(() {
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isShareware = value ?? true;
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});
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},
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controlAffinity: ListTileControlAffinity.leading,
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contentPadding: const EdgeInsets.symmetric(horizontal: 100),
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),
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),
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const SizedBox(height: 20),
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// --- Difficulty Buttons ---
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ListView.builder(
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shrinkWrap: true,
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itemCount: Difficulty.values.length,
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itemBuilder: (context, index) {
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final Difficulty difficulty = Difficulty.values[index];
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return ElevatedButton(
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style: ElevatedButton.styleFrom(
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backgroundColor: Colors.blueGrey[900],
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foregroundColor: Colors.white,
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minimumSize: const Size(300, 50),
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shape: RoundedRectangleBorder(
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borderRadius: BorderRadius.circular(4),
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),
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),
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onPressed: () {
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// Push the renderer and pass the selected difficulty
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Navigator.of(context).pushReplacement(
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MaterialPageRoute(
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builder: (_) => WolfRenderer(
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difficulty: difficulty,
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isDemo: false,
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),
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return Padding(
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padding: const EdgeInsets.symmetric(vertical: 8.0),
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child: ElevatedButton(
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style: ElevatedButton.styleFrom(
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backgroundColor: Colors.blueGrey[900],
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foregroundColor: Colors.white,
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minimumSize: const Size(300, 50),
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shape: RoundedRectangleBorder(
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borderRadius: BorderRadius.circular(4),
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),
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);
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},
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child: Text(
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difficulty.title,
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style: const TextStyle(fontSize: 18),
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),
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onPressed: () {
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Navigator.of(context).pushReplacement(
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MaterialPageRoute(
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builder: (_) => WolfRenderer(
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difficulty: difficulty,
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isShareware: isShareware,
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),
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),
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);
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},
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child: Text(
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difficulty.title,
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style: const TextStyle(fontSize: 18),
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),
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),
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);
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},
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@@ -1,3 +1,4 @@
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import 'package:wolf_dart/features/difficulty/difficulty.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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enum CollectibleType { ammo, health, treasure, weapon, key }
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@@ -31,7 +32,7 @@ class Collectible extends Entity {
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int objId,
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double x,
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double y,
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int difficultyLevel,
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Difficulty _,
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) {
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if (isCollectible(objId)) {
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return Collectible(
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@@ -1,3 +1,4 @@
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import 'package:wolf_dart/features/difficulty/difficulty.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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class Decorative extends Entity {
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@@ -32,7 +33,7 @@ class Decorative extends Entity {
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int objId,
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double x,
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double y,
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int difficultyLevel,
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Difficulty _,
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) {
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if (isDecoration(objId)) {
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return Decorative(
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@@ -1,12 +1,13 @@
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import 'dart:math' as math;
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import 'package:wolf_dart/classes/sprite.dart';
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import 'package:wolf_dart/features/map/door.dart';
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class DoorManager {
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// Key is '$x,$y'
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final Map<String, Door> doors = {};
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void initDoors(List<List<int>> wallGrid) {
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void initDoors(Sprite wallGrid) {
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doors.clear();
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for (int y = 0; y < wallGrid.length; y++) {
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for (int x = 0; x < wallGrid[y].length; x++) {
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@@ -1,8 +1,10 @@
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import 'dart:math' as math;
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import 'package:wolf_dart/classes/coordinate_2d.dart';
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import 'package:wolf_dart/features/difficulty/difficulty.dart';
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import 'package:wolf_dart/features/entities/enemies/enemy.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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import 'package:wolf_dart/features/entities/map_objects.dart';
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class BrownGuard extends Enemy {
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static const double speed = 0.03;
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@@ -23,33 +25,18 @@ class BrownGuard extends Enemy {
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int objId,
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double x,
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double y,
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int difficultyLevel,
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Difficulty difficulty,
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) {
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bool canSpawn = false;
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switch (difficultyLevel) {
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case 0:
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canSpawn = objId >= 108 && objId <= 115;
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break;
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case 1:
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canSpawn = objId >= 144 && objId <= 151;
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break;
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case 2:
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canSpawn = objId >= 180 && objId <= 187;
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break;
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case 3:
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canSpawn = objId >= 216 && objId <= 223;
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break;
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}
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if (canSpawn) {
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// Use the range constants we defined in MapObject!
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if (objId >= MapObject.guardStart && objId <= MapObject.guardStart + 17) {
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return BrownGuard(
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x: x,
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y: y,
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angle: Enemy.getInitialAngle(objId),
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angle: MapObject.getAngle(objId),
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mapId: objId,
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);
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}
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return null; // Not a Brown Guard!
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return null;
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}
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@override
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@@ -63,20 +50,11 @@ class BrownGuard extends Enemy {
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Coordinate2D movement = const Coordinate2D(0, 0);
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double newAngle = angle;
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// 1. Wake up logic (Matches SightPlayer & FirstSighting)
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if (state == EntityState.idle &&
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hasLineOfSight(playerPosition, isWalkable)) {
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if (reactionTimeMs == 0) {
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// Init reaction delay: ~1 to 4 tics in C (1 tic = ~14ms, but plays out longer in engine ticks).
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// Let's approximate human-feeling reaction time: 200ms - 800ms
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reactionTimeMs = elapsedMs + 200 + math.Random().nextInt(600);
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} else if (elapsedMs >= reactionTimeMs) {
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state =
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EntityState.patrolling; // Equivalent to FirstSighting chase frame
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lastActionTime = elapsedMs;
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reactionTimeMs = 0; // Reset
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}
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}
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checkWakeUp(
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elapsedMs: elapsedMs,
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playerPosition: playerPosition,
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isWalkable: isWalkable,
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);
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double distance = position.distanceTo(playerPosition);
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double angleToPlayer = position.angleTo(playerPosition);
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@@ -85,14 +63,11 @@ class BrownGuard extends Enemy {
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newAngle = angleToPlayer;
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}
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// Octant logic remains the same
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double diff = newAngle - angleToPlayer;
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while (diff <= -math.pi) {
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diff += 2 * math.pi;
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}
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while (diff > math.pi) {
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diff -= 2 * math.pi;
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}
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// Octant logic (Directional sprites)
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double diff = angleToPlayer - newAngle;
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while (diff <= -math.pi) diff += 2 * math.pi;
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while (diff > math.pi) diff -= 2 * math.pi;
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int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
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if (octant < 0) octant += 8;
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@@ -105,13 +80,10 @@ class BrownGuard extends Enemy {
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case EntityState.patrolling:
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if (distance > 0.8) {
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// Jitter fix: Use continuous vector movement instead of single-axis snapping
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double moveX = math.cos(angleToPlayer) * speed;
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double moveY = math.sin(angleToPlayer) * speed;
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Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
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// Pass tryOpenDoor down!
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movement = getValidMovement(
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intendedMovement,
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isWalkable,
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@@ -119,12 +91,9 @@ class BrownGuard extends Enemy {
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);
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}
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// Animation fix: Update the sprite so he actually turns and walks!
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int walkFrame = (elapsedMs ~/ 150) % 4;
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spriteIndex = 58 + (walkFrame * 8) + octant;
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// Shooting fix: Give him permission to stop and shoot you
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// (1500ms delay between shots)
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if (distance < 6.0 && elapsedMs - lastActionTime > 1500) {
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if (hasLineOfSight(playerPosition, isWalkable)) {
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state = EntityState.shooting;
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@@ -132,20 +101,20 @@ class BrownGuard extends Enemy {
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_hasFiredThisCycle = false;
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}
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}
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break; // Fallthrough fix: Don't forget the break!
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break;
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case EntityState.shooting:
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int timeShooting = elapsedMs - lastActionTime;
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if (timeShooting < 150) {
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spriteIndex = 96;
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spriteIndex = 96; // Aiming
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} else if (timeShooting < 300) {
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spriteIndex = 97;
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spriteIndex = 97; // Firing
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if (!_hasFiredThisCycle) {
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onDamagePlayer(10); // DAMAGING PLAYER
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onDamagePlayer(10);
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_hasFiredThisCycle = true;
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}
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} else if (timeShooting < 450) {
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spriteIndex = 98;
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spriteIndex = 98; // Recoil
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} else {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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@@ -153,7 +122,8 @@ class BrownGuard extends Enemy {
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break;
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case EntityState.pain:
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spriteIndex = 94;
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spriteIndex = 94; // Ouch frame
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// Stay in pain for a brief moment, then resume attacking
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if (elapsedMs - lastActionTime > 250) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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@@ -164,9 +134,10 @@ class BrownGuard extends Enemy {
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if (isDying) {
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int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
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if (deathFrame < 4) {
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spriteIndex = 90 + deathFrame - 1;
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// FIX: Removed the buggy "- 1"
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spriteIndex = 90 + deathFrame;
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} else {
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spriteIndex = 95;
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spriteIndex = 95; // Final dead frame
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isDying = false;
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}
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} else {
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@@ -1,11 +1,13 @@
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import 'dart:math' as math;
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import 'package:wolf_dart/classes/coordinate_2d.dart';
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import 'package:wolf_dart/features/difficulty/difficulty.dart';
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import 'package:wolf_dart/features/entities/enemies/enemy.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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import 'package:wolf_dart/features/entities/map_objects.dart'; // NEW
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class Dog extends Enemy {
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static const double speed = 0.05; // Dogs are much faster than guards!
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static const double speed = 0.05;
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bool _hasBittenThisCycle = false;
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Dog({
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@@ -14,32 +16,17 @@ class Dog extends Enemy {
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required super.angle,
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required super.mapId,
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}) : super(
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spriteIndex: 99, // Dogs start at index 99 in VSWAP
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spriteIndex: 99,
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state: EntityState.idle,
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);
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static Dog? trySpawn(int objId, double x, double y, int difficultyLevel) {
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bool canSpawn = false;
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switch (difficultyLevel) {
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case 0:
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canSpawn = objId >= 116 && objId <= 119;
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break;
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case 1:
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canSpawn = objId >= 152 && objId <= 155;
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break;
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case 2:
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canSpawn = objId >= 188 && objId <= 191;
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break;
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case 3:
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canSpawn = objId >= 224 && objId <= 227;
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break;
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}
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if (canSpawn) {
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static Dog? trySpawn(int objId, double x, double y, Difficulty difficulty) {
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// The renderer already checked difficulty, so we just check the ID block!
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if (objId >= MapObject.dogStart && objId <= MapObject.dogStart + 17) {
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return Dog(
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x: x,
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y: y,
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angle: Enemy.getInitialAngle(objId),
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angle: MapObject.getAngle(objId),
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mapId: objId,
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);
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}
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@@ -51,23 +38,19 @@ class Dog extends Enemy {
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required int elapsedMs,
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required Coordinate2D playerPosition,
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required bool Function(int x, int y) isWalkable,
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required void Function(int x, int y) tryOpenDoor, // NEW
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required void Function(int x, int y) tryOpenDoor,
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required void Function(int damage) onDamagePlayer,
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}) {
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Coordinate2D movement = const Coordinate2D(0, 0);
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double newAngle = angle;
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// 1. Wake up logic
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if (state == EntityState.idle &&
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hasLineOfSight(playerPosition, isWalkable)) {
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if (reactionTimeMs == 0) {
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reactionTimeMs = elapsedMs + 100 + math.Random().nextInt(200);
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} else if (elapsedMs >= reactionTimeMs) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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reactionTimeMs = 0;
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}
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}
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checkWakeUp(
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elapsedMs: elapsedMs,
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playerPosition: playerPosition,
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isWalkable: isWalkable,
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baseReactionMs: 100,
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reactionVarianceMs: 200,
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);
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double distance = position.distanceTo(playerPosition);
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double angleToPlayer = position.angleTo(playerPosition);
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@@ -76,13 +59,10 @@ class Dog extends Enemy {
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newAngle = angleToPlayer;
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}
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double diff = newAngle - angleToPlayer;
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while (diff <= -math.pi) {
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diff += 2 * math.pi;
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}
|
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while (diff > math.pi) {
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diff -= 2 * math.pi;
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}
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double diff = angleToPlayer - newAngle;
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while (diff <= -math.pi) diff += 2 * math.pi;
|
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while (diff > math.pi) diff -= 2 * math.pi;
|
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int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
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if (octant < 0) octant += 8;
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@@ -95,15 +75,12 @@ class Dog extends Enemy {
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case EntityState.patrolling:
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if (distance > 0.8) {
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double deltaX = playerPosition.x - position.x;
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double deltaY = playerPosition.y - position.y;
|
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|
||||
double moveX = deltaX > 0 ? speed : (deltaX < 0 ? -speed : 0);
|
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double moveY = deltaY > 0 ? speed : (deltaY < 0 ? -speed : 0);
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// UPGRADED: Smooth vector movement instead of grid-snapping
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double moveX = math.cos(angleToPlayer) * speed;
|
||||
double moveY = math.sin(angleToPlayer) * speed;
|
||||
|
||||
Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
|
||||
|
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// Pass tryOpenDoor down!
|
||||
movement = getValidMovement(
|
||||
intendedMovement,
|
||||
isWalkable,
|
||||
@@ -135,6 +112,22 @@ class Dog extends Enemy {
|
||||
}
|
||||
break;
|
||||
|
||||
// Make sure dogs have a death state so they don't stay standing!
|
||||
case EntityState.dead:
|
||||
if (isDying) {
|
||||
int deathFrame = (elapsedMs - lastActionTime) ~/ 100;
|
||||
if (deathFrame < 4) {
|
||||
spriteIndex =
|
||||
140 + deathFrame; // Dog death frames usually start here
|
||||
} else {
|
||||
spriteIndex = 143; // Dead dog on floor
|
||||
isDying = false;
|
||||
}
|
||||
} else {
|
||||
spriteIndex = 143;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -55,6 +55,28 @@ abstract class Enemy extends Entity {
|
||||
}
|
||||
}
|
||||
|
||||
void checkWakeUp({
|
||||
required int elapsedMs,
|
||||
required Coordinate2D playerPosition,
|
||||
required bool Function(int x, int y) isWalkable,
|
||||
int baseReactionMs = 200,
|
||||
int reactionVarianceMs = 600,
|
||||
}) {
|
||||
if (state == EntityState.idle &&
|
||||
hasLineOfSight(playerPosition, isWalkable)) {
|
||||
if (reactionTimeMs == 0) {
|
||||
reactionTimeMs =
|
||||
elapsedMs +
|
||||
baseReactionMs +
|
||||
math.Random().nextInt(reactionVarianceMs);
|
||||
} else if (elapsedMs >= reactionTimeMs) {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
reactionTimeMs = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Matches WL_STATE.C's 'CheckLine' using canonical Integer DDA traversal
|
||||
bool hasLineOfSight(
|
||||
Coordinate2D playerPosition,
|
||||
@@ -63,7 +85,7 @@ abstract class Enemy extends Entity {
|
||||
// 1. Proximity Check (Matches WL_STATE.C 'MINSIGHT')
|
||||
// If the player is very close, sight is automatic regardless of facing angle.
|
||||
// This compensates for our lack of a noise/gunshot alert system!
|
||||
if (position.distanceTo(playerPosition) < 2.0) {
|
||||
if (position.distanceTo(playerPosition) < 1.2) {
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,15 +1,17 @@
|
||||
import 'package:wolf_dart/features/difficulty/difficulty.dart';
|
||||
import 'package:wolf_dart/features/entities/collectible.dart';
|
||||
import 'package:wolf_dart/features/entities/decorative.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/brown_guard.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/dog.dart';
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
import 'package:wolf_dart/features/entities/map_objects.dart';
|
||||
|
||||
typedef EntitySpawner =
|
||||
Entity? Function(
|
||||
int objId,
|
||||
double x,
|
||||
double y,
|
||||
int difficultyLevel,
|
||||
Difficulty difficulty,
|
||||
);
|
||||
|
||||
abstract class EntityRegistry {
|
||||
@@ -24,11 +26,14 @@ abstract class EntityRegistry {
|
||||
int objId,
|
||||
double x,
|
||||
double y,
|
||||
int difficultyLevel,
|
||||
Difficulty difficulty,
|
||||
int maxSprites,
|
||||
) {
|
||||
// 1. Difficulty check before even looking for a spawner
|
||||
if (!MapObject.shouldSpawn(objId, difficulty)) return null;
|
||||
|
||||
for (final spawner in _spawners) {
|
||||
Entity? entity = spawner(objId, x, y, difficultyLevel);
|
||||
Entity? entity = spawner(objId, x, y, difficulty);
|
||||
|
||||
if (entity != null) {
|
||||
// Safety bounds check for the VSWAP array
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
abstract class MapObjectId {
|
||||
import 'package:wolf_dart/classes/cardinal_direction.dart';
|
||||
import 'package:wolf_dart/features/difficulty/difficulty.dart';
|
||||
|
||||
abstract class MapObject {
|
||||
// --- Player Spawns ---
|
||||
static const int playerNorth = 19;
|
||||
static const int playerEast = 20;
|
||||
@@ -12,7 +15,7 @@ abstract class MapObjectId {
|
||||
static const int floorLamp = 26;
|
||||
static const int chandelier = 27;
|
||||
static const int hangingSkeleton = 28;
|
||||
static const int dogFood = 29; // Also used as decoration
|
||||
static const int dogFoodDecoration = 29;
|
||||
static const int whiteColumn = 30;
|
||||
static const int pottedPlant = 31;
|
||||
static const int blueSkeleton = 32;
|
||||
@@ -25,12 +28,12 @@ abstract class MapObjectId {
|
||||
static const int emptyCage = 39;
|
||||
static const int cageWithSkeleton = 40;
|
||||
static const int bones = 41;
|
||||
static const int goldenKeybowl = 42; // Decorative only
|
||||
static const int goldenKeyBowl = 42;
|
||||
|
||||
// --- Collectibles & Items ---
|
||||
// --- Collectibles ---
|
||||
static const int goldKey = 43;
|
||||
static const int silverKey = 44;
|
||||
static const int bed = 45; // Bed is usually non-collectible but in this range
|
||||
static const int bed = 45;
|
||||
static const int basket = 46;
|
||||
static const int food = 47;
|
||||
static const int medkit = 48;
|
||||
@@ -43,62 +46,110 @@ abstract class MapObjectId {
|
||||
static const int crown = 55;
|
||||
static const int extraLife = 56;
|
||||
|
||||
// --- More Decorations ---
|
||||
static const int bloodPool = 57;
|
||||
// --- Environmental ---
|
||||
static const int bloodPoolSmall = 57;
|
||||
static const int barrel = 58;
|
||||
static const int well = 59;
|
||||
static const int emptyWell = 60;
|
||||
static const int wellFull = 59;
|
||||
static const int wellEmpty = 60;
|
||||
static const int bloodPoolLarge = 61;
|
||||
static const int flag = 62;
|
||||
static const int callanard = 63; // Aardwolf sign / hidden message
|
||||
static const int aardwolfSign = 63;
|
||||
static const int bonesAndSkull = 64;
|
||||
static const int wallHanging = 65;
|
||||
static const int stove = 66;
|
||||
static const int spearRack = 67;
|
||||
static const int vines = 68;
|
||||
|
||||
// --- Special Objects ---
|
||||
static const int secretDoor = 98; // Often used for the Pushwall trigger
|
||||
static const int elevatorToSecretLevel = 99;
|
||||
static const int exitTrigger = 100;
|
||||
// --- Logic & Triggers ---
|
||||
static const int pushwallTrigger = 98;
|
||||
static const int secretExitTrigger = 99;
|
||||
static const int normalExitTrigger = 100;
|
||||
|
||||
// --- Enemies (Spawn Points) ---
|
||||
// Guards
|
||||
static const int guardEasyNorth = 108;
|
||||
static const int guardEasyEast = 109;
|
||||
static const int guardEasySouth = 110;
|
||||
static const int guardEasyWest = 111;
|
||||
// --- Enemy Base IDs (Easy, North) ---
|
||||
static const int _guardBase = 108;
|
||||
static const int _officerBase = 126; // WL6 only
|
||||
static const int _ssBase = 144; // WL6 only
|
||||
static const int _dogBase = 162;
|
||||
static const int _mutantBase = 180; // Episode 2+
|
||||
|
||||
// SS Guards
|
||||
static const int ssEasyNorth = 124;
|
||||
static const int ssEasyEast = 125;
|
||||
static const int ssEasySouth = 126;
|
||||
static const int ssEasyWest = 127;
|
||||
|
||||
// Dogs
|
||||
static const int dogEasyNorth = 140;
|
||||
static const int dogEasyEast = 141;
|
||||
static const int dogEasySouth = 142;
|
||||
static const int dogEasyWest = 143;
|
||||
|
||||
// Mutants
|
||||
static const int mutantEasyNorth = 156;
|
||||
static const int mutantEasyEast = 157;
|
||||
static const int mutantEasySouth = 158;
|
||||
static const int mutantEasyWest = 159;
|
||||
|
||||
// Officers
|
||||
static const int officerEasyNorth = 172;
|
||||
static const int officerEasyEast = 173;
|
||||
static const int officerEasySouth = 174;
|
||||
static const int officerEasyWest = 175;
|
||||
|
||||
// Bosses (Single spawn points)
|
||||
// Bosses (Shared between WL1 and WL6)
|
||||
static const int bossHansGrosse = 214;
|
||||
|
||||
// WL6 Exclusive Bosses
|
||||
static const int bossDrSchabbs = 215;
|
||||
static const int bossFakeHitler = 216;
|
||||
static const int bossMechaHitler = 217;
|
||||
static const int bossOttoGiftmacher = 218;
|
||||
static const int bossGretelGrosse = 219;
|
||||
static const int bossGeneralFettgesicht = 220;
|
||||
static const int bossTransGrosse = 216;
|
||||
static const int bossUbermutant = 217;
|
||||
static const int bossDeathKnight = 218;
|
||||
static const int bossMechaHitler = 219;
|
||||
static const int bossHitlerGhost = 220;
|
||||
static const int bossGretelGrosse = 221;
|
||||
static const int bossGiftmacher = 222;
|
||||
static const int bossFettgesicht = 223;
|
||||
|
||||
// --- Enemy Range Constants ---
|
||||
static const int guardStart = 108;
|
||||
static const int officerStart = 126;
|
||||
static const int ssStart = 144;
|
||||
static const int dogStart = 162;
|
||||
static const int mutantStart = 180;
|
||||
|
||||
/// Returns true if the object ID exists in the Shareware version.
|
||||
static bool isSharewareCompatible(int id) {
|
||||
// WL1 only had Guards (108-125), Dogs (162-179), and Hans Grosse (214)
|
||||
if (id >= 126 && id < 162) return false; // No Officers or SS
|
||||
if (id >= 180 && id < 214) return false; // No Mutants
|
||||
if (id > 214) return false; // No other bosses
|
||||
return true;
|
||||
}
|
||||
|
||||
/// Resolves which enemy type a map ID belongs to.
|
||||
static String getEnemyType(int id) {
|
||||
if (id >= 108 && id <= 125) return "Guard";
|
||||
if (id >= 126 && id <= 143) return "Officer";
|
||||
if (id >= 144 && id <= 161) return "SS";
|
||||
if (id >= 162 && id <= 179) return "Dog";
|
||||
if (id >= 180 && id <= 197) return "Mutant";
|
||||
return "Unknown";
|
||||
}
|
||||
|
||||
/// Checks if an object should be spawned based on chosen difficulty.
|
||||
static bool shouldSpawn(int id, Difficulty selectedDifficulty) {
|
||||
if (id < 108 || id > 213) return true; // Items/Players/Bosses always spawn
|
||||
|
||||
// Enemy blocks are 18 IDs wide (e.g., 108-125 for Guards)
|
||||
int relativeId = (id - 108) % 18;
|
||||
|
||||
// 0-3: Easy, 4-7: Medium, 8-11: Hard
|
||||
if (relativeId < 4) return true; // Easy spawns on everything
|
||||
if (relativeId < 8) {
|
||||
return selectedDifficulty != Difficulty.canIPlayDaddy; // Medium/Hard
|
||||
}
|
||||
if (relativeId < 12) {
|
||||
return selectedDifficulty == Difficulty.iAmDeathIncarnate; // Hard only
|
||||
}
|
||||
|
||||
// 12-15 are typically "Ambush" versions of the Easy/Medium/Hard guards
|
||||
return true;
|
||||
}
|
||||
|
||||
/// Determines the spawn orientation of an enemy or player.
|
||||
/// Determines the spawn orientation of an enemy or player.
|
||||
static double getAngle(int id) {
|
||||
// Player spawn angles
|
||||
switch (id) {
|
||||
case playerNorth:
|
||||
return CardinalDirection.north.radians;
|
||||
case playerEast:
|
||||
return CardinalDirection.east.radians;
|
||||
case playerSouth:
|
||||
return CardinalDirection.south.radians;
|
||||
case playerWest:
|
||||
return CardinalDirection.west.radians;
|
||||
}
|
||||
|
||||
if (id < 108 || id > 213) return 0.0;
|
||||
|
||||
// Enemy directions are mapped in groups of 4
|
||||
return CardinalDirection.fromEnemyIndex(id - 108).radians;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,7 +25,7 @@ class PushwallManager {
|
||||
|
||||
for (int y = 0; y < objectGrid.length; y++) {
|
||||
for (int x = 0; x < objectGrid[y].length; x++) {
|
||||
if (objectGrid[y][x] == MapObjectId.secretDoor) {
|
||||
if (objectGrid[y][x] == MapObject.pushwallTrigger) {
|
||||
pushwalls['$x,$y'] = Pushwall(x, y, wallGrid[y][x]);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import 'dart:typed_data';
|
||||
|
||||
import 'package:wolf_dart/classes/matrix.dart';
|
||||
import 'package:wolf_dart/classes/sprite.dart';
|
||||
|
||||
class VswapParser {
|
||||
/// Extracts the 64x64 wall textures from VSWAP.WL1
|
||||
@@ -17,7 +18,7 @@ class VswapParser {
|
||||
}
|
||||
|
||||
// 3. Extract the Wall Textures
|
||||
List<List<List<int>>> textures = [];
|
||||
List<Sprite> textures = [];
|
||||
|
||||
// Walls are chunks 0 through (spriteStart - 1)
|
||||
for (int i = 0; i < spriteStart; i++) {
|
||||
@@ -26,7 +27,7 @@ class VswapParser {
|
||||
|
||||
// Walls are always exactly 64x64 pixels (4096 bytes)
|
||||
// Note: Wolf3D stores pixels in COLUMN-MAJOR order (Top to bottom, then left to right)
|
||||
List<List<int>> texture = List.generate(64, (_) => List.filled(64, 0));
|
||||
Sprite texture = List.generate(64, (_) => List.filled(64, 0));
|
||||
|
||||
for (int x = 0; x < 64; x++) {
|
||||
for (int y = 0; y < 64; y++) {
|
||||
|
||||
@@ -18,14 +18,18 @@ class WolfMap {
|
||||
);
|
||||
|
||||
/// Asynchronously loads the map files and parses them into a new WolfMap instance.
|
||||
static Future<WolfMap> loadDemo() async {
|
||||
static Future<WolfMap> loadShareware() async {
|
||||
// 1. Load the binary data
|
||||
final mapHead = await rootBundle.load("assets/MAPHEAD.WL1");
|
||||
final gameMaps = await rootBundle.load("assets/GAMEMAPS.WL1");
|
||||
final vswap = await rootBundle.load("assets/VSWAP.WL1");
|
||||
|
||||
// 2. Parse the data using the parser we just built
|
||||
final parsedLevels = WolfMapParser.parseMaps(mapHead, gameMaps);
|
||||
final parsedLevels = WolfMapParser.parseMaps(
|
||||
mapHead,
|
||||
gameMaps,
|
||||
isShareware: true,
|
||||
);
|
||||
final parsedTextures = VswapParser.parseWalls(vswap);
|
||||
final parsedSprites = VswapParser.parseSprites(vswap);
|
||||
|
||||
@@ -38,7 +42,7 @@ class WolfMap {
|
||||
}
|
||||
|
||||
/// Asynchronously loads the map files and parses them into a new WolfMap instance.
|
||||
static Future<WolfMap> load() async {
|
||||
static Future<WolfMap> loadRetail() async {
|
||||
// 1. Load the binary data
|
||||
final mapHead = await rootBundle.load("assets/MAPHEAD.WL6");
|
||||
final gameMaps = await rootBundle.load("assets/GAMEMAPS.WL6");
|
||||
|
||||
@@ -2,11 +2,16 @@ import 'dart:convert';
|
||||
import 'dart:typed_data';
|
||||
|
||||
import 'package:wolf_dart/classes/matrix.dart';
|
||||
import 'package:wolf_dart/features/entities/map_objects.dart';
|
||||
import 'package:wolf_dart/features/map/wolf_level.dart';
|
||||
|
||||
abstract class WolfMapParser {
|
||||
/// Parses MAPHEAD and GAMEMAPS to extract the raw level data.
|
||||
static List<WolfLevel> parseMaps(ByteData mapHead, ByteData gameMaps) {
|
||||
static List<WolfLevel> parseMaps(
|
||||
ByteData mapHead,
|
||||
ByteData gameMaps, {
|
||||
bool isShareware = false,
|
||||
}) {
|
||||
List<WolfLevel> levels = [];
|
||||
|
||||
// 1. READ MAPHEAD
|
||||
@@ -66,6 +71,21 @@ abstract class WolfMapParser {
|
||||
Uint16List carmackExpandedObjects = _expandCarmack(compressedObjectData);
|
||||
List<int> flatObjectGrid = _expandRlew(carmackExpandedObjects, rlewTag);
|
||||
|
||||
for (int i = 0; i < flatObjectGrid.length; i++) {
|
||||
int id = flatObjectGrid[i];
|
||||
|
||||
// Handle the 'secret' pushwalls (Logic check)
|
||||
if (id == MapObject.pushwallTrigger) {
|
||||
// In Wolf3D, ID 98 means the wall at this same index in Plane 0 is pushable.
|
||||
// You might want to mark this in your engine state.
|
||||
}
|
||||
|
||||
// Filter out invalid IDs for Shareware to prevent crashes
|
||||
if (isShareware && !MapObject.isSharewareCompatible(id)) {
|
||||
flatObjectGrid[i] = 0; // Turn unknown objects into empty space
|
||||
}
|
||||
}
|
||||
|
||||
Matrix<int> wallGrid = [];
|
||||
Matrix<int> objectGrid = []; // NEW
|
||||
|
||||
|
||||
@@ -132,7 +132,7 @@ class Player {
|
||||
switch (item.type) {
|
||||
case CollectibleType.health:
|
||||
if (health >= 100) return false;
|
||||
heal(item.mapId == MapObjectId.dogFood ? 4 : 25);
|
||||
heal(item.mapId == MapObject.dogFoodDecoration ? 4 : 25);
|
||||
pickedUp = true;
|
||||
break;
|
||||
|
||||
@@ -147,11 +147,11 @@ class Player {
|
||||
break;
|
||||
|
||||
case CollectibleType.treasure:
|
||||
if (item.mapId == MapObjectId.cross) score += 100;
|
||||
if (item.mapId == MapObjectId.chalice) score += 500;
|
||||
if (item.mapId == MapObjectId.chest) score += 1000;
|
||||
if (item.mapId == MapObjectId.crown) score += 5000;
|
||||
if (item.mapId == MapObjectId.extraLife) {
|
||||
if (item.mapId == MapObject.cross) score += 100;
|
||||
if (item.mapId == MapObject.chalice) score += 500;
|
||||
if (item.mapId == MapObject.chest) score += 1000;
|
||||
if (item.mapId == MapObject.crown) score += 5000;
|
||||
if (item.mapId == MapObject.extraLife) {
|
||||
heal(100);
|
||||
addAmmo(25);
|
||||
}
|
||||
@@ -159,7 +159,7 @@ class Player {
|
||||
break;
|
||||
|
||||
case CollectibleType.weapon:
|
||||
if (item.mapId == MapObjectId.machineGun) {
|
||||
if (item.mapId == MapObject.machineGun) {
|
||||
if (weapons[WeaponType.machineGun] == null) {
|
||||
weapons[WeaponType.machineGun] = MachineGun();
|
||||
hasMachineGun = true;
|
||||
@@ -168,7 +168,7 @@ class Player {
|
||||
requestWeaponSwitch(WeaponType.machineGun);
|
||||
pickedUp = true;
|
||||
}
|
||||
if (item.mapId == MapObjectId.chainGun) {
|
||||
if (item.mapId == MapObject.chainGun) {
|
||||
if (weapons[WeaponType.chainGun] == null) {
|
||||
weapons[WeaponType.chainGun] = ChainGun();
|
||||
hasChainGun = true;
|
||||
@@ -180,8 +180,8 @@ class Player {
|
||||
break;
|
||||
|
||||
case CollectibleType.key:
|
||||
if (item.mapId == MapObjectId.goldKey) hasGoldKey = true;
|
||||
if (item.mapId == MapObjectId.silverKey) hasSilverKey = true;
|
||||
if (item.mapId == MapObject.goldKey) hasGoldKey = true;
|
||||
if (item.mapId == MapObject.silverKey) hasSilverKey = true;
|
||||
pickedUp = true;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -23,14 +23,14 @@ import 'package:wolf_dart/sprite_gallery.dart';
|
||||
class WolfRenderer extends StatefulWidget {
|
||||
const WolfRenderer({
|
||||
super.key,
|
||||
required this.difficulty,
|
||||
this.difficulty = Difficulty.bringEmOn,
|
||||
this.showSpriteGallery = false,
|
||||
this.isDemo = true,
|
||||
this.isShareware = true,
|
||||
});
|
||||
|
||||
final Difficulty difficulty;
|
||||
final bool showSpriteGallery;
|
||||
final bool isDemo;
|
||||
final bool isShareware;
|
||||
|
||||
@override
|
||||
State<WolfRenderer> createState() => _WolfRendererState();
|
||||
@@ -60,11 +60,13 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
@override
|
||||
void initState() {
|
||||
super.initState();
|
||||
_initGame(demo: widget.isDemo);
|
||||
_initGame(widget.isShareware);
|
||||
}
|
||||
|
||||
Future<void> _initGame({bool demo = true}) async {
|
||||
gameMap = demo ? await WolfMap.loadDemo() : await WolfMap.load();
|
||||
Future<void> _initGame(bool isShareware) async {
|
||||
gameMap = isShareware
|
||||
? await WolfMap.loadShareware()
|
||||
: await WolfMap.loadRetail();
|
||||
currentLevel = gameMap.levels[0].wallGrid;
|
||||
|
||||
doorManager.initDoors(currentLevel);
|
||||
@@ -77,30 +79,35 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
for (int x = 0; x < 64; x++) {
|
||||
int objId = objectLevel[y][x];
|
||||
|
||||
if (objId >= MapObjectId.playerNorth &&
|
||||
objId <= MapObjectId.playerWest) {
|
||||
if (!MapObject.shouldSpawn(objId, widget.difficulty)) continue;
|
||||
|
||||
if (objId >= MapObject.playerNorth && objId <= MapObject.playerWest) {
|
||||
double spawnAngle = 0.0;
|
||||
switch (objId) {
|
||||
case MapObjectId.playerNorth:
|
||||
case MapObject.playerNorth:
|
||||
spawnAngle = 3 * math.pi / 2;
|
||||
break;
|
||||
case MapObjectId.playerEast:
|
||||
case MapObject.playerEast:
|
||||
spawnAngle = 0.0;
|
||||
break;
|
||||
case MapObjectId.playerSouth:
|
||||
case MapObject.playerSouth:
|
||||
spawnAngle = math.pi / 2;
|
||||
break;
|
||||
case MapObjectId.playerWest:
|
||||
case MapObject.playerWest:
|
||||
spawnAngle = math.pi;
|
||||
break;
|
||||
}
|
||||
player = Player(x: x + 0.5, y: y + 0.5, angle: spawnAngle);
|
||||
player = Player(
|
||||
x: x + 0.5,
|
||||
y: y + 0.5,
|
||||
angle: spawnAngle,
|
||||
);
|
||||
} else {
|
||||
Entity? newEntity = EntityRegistry.spawn(
|
||||
objId,
|
||||
x + 0.5,
|
||||
y + 0.5,
|
||||
widget.difficulty.level,
|
||||
widget.difficulty,
|
||||
gameMap.sprites.length,
|
||||
);
|
||||
|
||||
@@ -342,10 +349,10 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
|
||||
// Map ID 44 is usually the Ammo Clip in the Object Grid/Registry
|
||||
Entity? droppedAmmo = EntityRegistry.spawn(
|
||||
MapObjectId.ammoClip,
|
||||
MapObject.ammoClip,
|
||||
entity.x,
|
||||
entity.y,
|
||||
widget.difficulty.level,
|
||||
widget.difficulty,
|
||||
gameMap.sprites.length,
|
||||
);
|
||||
|
||||
@@ -436,28 +443,17 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
right: 0,
|
||||
child: Center(
|
||||
child: Transform.translate(
|
||||
offset: Offset(
|
||||
// Replaced hidden step variables with a direct intention check!
|
||||
(inputManager.isMovingForward ||
|
||||
inputManager.isMovingBackward)
|
||||
? math.sin(
|
||||
DateTime.now()
|
||||
.millisecondsSinceEpoch /
|
||||
100,
|
||||
) *
|
||||
12
|
||||
: 0,
|
||||
player.weaponAnimOffset,
|
||||
),
|
||||
offset: Offset(0, player.weaponAnimOffset),
|
||||
child: SizedBox(
|
||||
width: 500,
|
||||
height: 500,
|
||||
child: CustomPaint(
|
||||
painter: WeaponPainter(
|
||||
sprite:
|
||||
gameMap.sprites[player
|
||||
.currentWeapon
|
||||
.currentSprite],
|
||||
gameMap.sprites[player.currentWeapon
|
||||
.getCurrentSpriteIndex(
|
||||
gameMap.sprites.length,
|
||||
)],
|
||||
),
|
||||
),
|
||||
),
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
import 'package:flutter/material.dart';
|
||||
import 'package:wolf_dart/classes/sprite.dart';
|
||||
import 'package:wolf_dart/features/renderer/color_palette.dart';
|
||||
|
||||
class WeaponPainter extends CustomPainter {
|
||||
final List<List<int>> sprite;
|
||||
final Sprite? sprite;
|
||||
|
||||
// Initialize a reusable Paint object and disable anti-aliasing to keep the
|
||||
// pixels perfectly sharp and chunky.
|
||||
@@ -14,6 +15,8 @@ class WeaponPainter extends CustomPainter {
|
||||
|
||||
@override
|
||||
void paint(Canvas canvas, Size size) {
|
||||
if (sprite == null) return;
|
||||
|
||||
// Calculate width and height separately in case the container isn't a
|
||||
// perfect square
|
||||
double pixelWidth = size.width / 64;
|
||||
@@ -21,7 +24,7 @@ class WeaponPainter extends CustomPainter {
|
||||
|
||||
for (int x = 0; x < 64; x++) {
|
||||
for (int y = 0; y < 64; y++) {
|
||||
int colorByte = sprite[x][y];
|
||||
int colorByte = sprite![x][y];
|
||||
|
||||
if (colorByte != 255) {
|
||||
// 255 is our transparent magenta
|
||||
|
||||
@@ -30,8 +30,24 @@ abstract class Weapon {
|
||||
this.isAutomatic = true,
|
||||
});
|
||||
|
||||
int get currentSprite =>
|
||||
state == WeaponState.idle ? idleSprite : fireFrames[frameIndex];
|
||||
int getCurrentSpriteIndex(int maxSprites) {
|
||||
int baseSprite = state == WeaponState.idle
|
||||
? idleSprite
|
||||
: fireFrames[frameIndex];
|
||||
|
||||
// Retail VSWAP typically has exactly 436 sprites (indices 0 to 435).
|
||||
// The 20 weapon sprites are ALWAYS placed at the very end of the sprite block.
|
||||
// This dynamically aligns the base index to the end of any VSWAP file!
|
||||
int dynamicOffset = 436 - maxSprites;
|
||||
int calculatedIndex = baseSprite - dynamicOffset;
|
||||
|
||||
// Safety check!
|
||||
if (calculatedIndex < 0 || calculatedIndex >= maxSprites) {
|
||||
print("WARNING: Weapon sprite index $calculatedIndex out of bounds!");
|
||||
return 0;
|
||||
}
|
||||
return calculatedIndex;
|
||||
}
|
||||
|
||||
void releaseTrigger() {
|
||||
_triggerReleased = true;
|
||||
|
||||
Reference in New Issue
Block a user