Improved weapon rendering
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -3,21 +3,38 @@ import 'package:wolf_dart/features/renderer/color_palette.dart';
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class WeaponPainter extends CustomPainter {
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final List<List<int>> sprite;
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// 1. Initialize a reusable Paint object and disable anti-aliasing
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// to keep the pixels perfectly sharp and chunky.
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final Paint _paint = Paint()
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..isAntiAlias = false
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..style = PaintingStyle.fill;
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WeaponPainter({required this.sprite});
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@override
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void paint(Canvas canvas, Size size) {
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double pixelSize = size.width / 64;
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final paint = Paint();
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// Calculate width and height separately in case the container isn't a perfect square
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double pixelWidth = size.width / 64;
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double pixelHeight = size.height / 64;
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for (int x = 0; x < 64; x++) {
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for (int y = 0; y < 64; y++) {
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int colorByte = sprite[x][y];
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if (colorByte != 255) {
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// Transparency check
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paint.color = ColorPalette.vga[colorByte];
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// 255 is our transparent magenta
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_paint.color = ColorPalette.vga[colorByte];
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canvas.drawRect(
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Rect.fromLTWH(x * pixelSize, y * pixelSize, pixelSize, pixelSize),
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paint,
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Rect.fromLTWH(
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x * pixelWidth,
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y * pixelHeight,
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pixelWidth +
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0.5, // 2. Add a tiny 0.5 overlap to completely eliminate visual seams
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pixelHeight + 0.5,
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),
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_paint,
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);
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}
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}
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@@ -25,5 +42,9 @@ class WeaponPainter extends CustomPainter {
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}
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@override
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bool shouldRepaint(covariant WeaponPainter oldDelegate) => true;
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bool shouldRepaint(covariant WeaponPainter oldDelegate) {
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// 3. ONLY repaint if the actual animation frame (sprite) has changed!
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// This saves massive amounts of CPU when the player is just walking around.
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return oldDelegate.sprite != sprite;
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}
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}
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