Added colors and textures
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
42
lib/features/map/vswap_parser.dart
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42
lib/features/map/vswap_parser.dart
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import 'dart:typed_data';
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import 'package:wolf_dart/classes/matrix.dart';
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class VswapParser {
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/// Extracts the 64x64 wall textures from VSWAP.WL1
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static List<Matrix<int>> parseWalls(ByteData vswap) {
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// 1. Read Header
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int chunks = vswap.getUint16(0, Endian.little);
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int spriteStart = vswap.getUint16(2, Endian.little);
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// int soundStart = vswap.getUint16(4, Endian.little); // We don't need this yet
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// 2. Read Offsets (Where does each chunk start in the file?)
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List<int> offsets = [];
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for (int i = 0; i < spriteStart; i++) {
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offsets.add(vswap.getUint32(6 + (i * 4), Endian.little));
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}
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// 3. Extract the Wall Textures
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List<List<List<int>>> textures = [];
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// Walls are chunks 0 through (spriteStart - 1)
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for (int i = 0; i < spriteStart; i++) {
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int offset = offsets[i];
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if (offset == 0) continue; // Empty chunk
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// Walls are always exactly 64x64 pixels (4096 bytes)
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// Note: Wolf3D stores pixels in COLUMN-MAJOR order (Top to bottom, then left to right)
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List<List<int>> texture = List.generate(64, (_) => List.filled(64, 0));
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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 byteIndex = offset + (x * 64) + y;
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texture[x][y] = vswap.getUint8(byteIndex);
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}
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}
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textures.add(texture);
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}
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return textures;
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}
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}
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