Added a new ASCII renderer
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
241
packages/wolf_3d_renderer/lib/ascii_rasterizer.dart
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241
packages/wolf_3d_renderer/lib/ascii_rasterizer.dart
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import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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import 'package:wolf_3d_engine/wolf_3d_engine.dart';
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import 'package:wolf_3d_entities/wolf_3d_entities.dart';
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class ColoredChar {
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final String char;
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final Color color;
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ColoredChar(this.char, this.color);
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}
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class AsciiRasterizer {
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static const String _charset = "@%#*+=-:. ";
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// NEW: Helper to safely convert and artificially boost your raw memory colors
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Color _vgaToColor(int vgaColor, {double brightnessBoost = 2.0}) {
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int r = vgaColor & 0xFF;
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int g = (vgaColor >> 8) & 0xFF;
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int b = (vgaColor >> 16) & 0xFF;
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// Apply the boost and clamp to 255 to prevent color overflow
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r = (r * brightnessBoost).toInt().clamp(0, 255);
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g = (g * brightnessBoost).toInt().clamp(0, 255);
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b = (b * brightnessBoost).toInt().clamp(0, 255);
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// Force Alpha to 255 (fully opaque)
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return Color.fromARGB(255, r, g, b);
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}
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List<List<ColoredChar>> render(WolfEngine engine, FrameBuffer framebuffer) {
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final int width = framebuffer.width;
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final int height = framebuffer.height;
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// Grab ceiling and floor colors from the original palette
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final Color ceilingColor = _vgaToColor(ColorPalette.vga32Bit[25]);
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final Color floorColor = _vgaToColor(ColorPalette.vga32Bit[29]);
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final List<List<ColoredChar>> screen = List.generate(
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height,
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(_) => List.filled(width, ColoredChar(' ', ceilingColor)),
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);
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final List<double> zBuffer = List.filled(width, 0.0);
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final Player player = engine.player;
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final SpriteMap map = engine.currentLevel;
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final List<Sprite> wallTextures = engine.data.walls;
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final double fov = math.pi / 3;
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Coordinate2D dir = Coordinate2D(
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math.cos(player.angle),
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math.sin(player.angle),
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);
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Coordinate2D plane = Coordinate2D(-dir.y, dir.x) * math.tan(fov / 2);
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// 1. CAST WALLS
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for (int x = 0; x < width; x++) {
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double cameraX = 2 * x / width - 1.0;
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Coordinate2D rayDir = dir + (plane * cameraX);
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int mapX = player.x.toInt();
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int mapY = player.y.toInt();
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double deltaDistX = (rayDir.x == 0) ? 1e30 : (1.0 / rayDir.x).abs();
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double deltaDistY = (rayDir.y == 0) ? 1e30 : (1.0 / rayDir.y).abs();
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double sideDistX, sideDistY;
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int stepX, stepY, side = 0, hitWallId = 0;
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bool hit = false;
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if (rayDir.x < 0) {
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stepX = -1;
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sideDistX = (player.x - mapX) * deltaDistX;
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} else {
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stepX = 1;
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sideDistX = (mapX + 1.0 - player.x) * deltaDistX;
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}
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if (rayDir.y < 0) {
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stepY = -1;
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sideDistY = (player.y - mapY) * deltaDistY;
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} else {
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stepY = 1;
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sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
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}
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while (!hit) {
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if (sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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} else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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if (mapY < 0 ||
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mapY >= map.length ||
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mapX < 0 ||
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mapX >= map[0].length) {
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break;
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}
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if (map[mapY][mapX] > 0) {
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hit = true;
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hitWallId = map[mapY][mapX];
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}
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}
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double perpWallDist = (side == 0)
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? (sideDistX - deltaDistX)
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: (sideDistY - deltaDistY);
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if (perpWallDist < 0.1) perpWallDist = 0.1;
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zBuffer[x] = perpWallDist;
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double wallX = (side == 0)
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? player.y + perpWallDist * rayDir.y
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: player.x + perpWallDist * rayDir.x;
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wallX -= wallX.floor();
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int texX = (wallX * 64).toInt().clamp(0, 63);
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int texNum = ((hitWallId - 1) * 2).clamp(0, wallTextures.length - 2);
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if (side == 1) texNum += 1;
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Sprite texture = wallTextures[texNum];
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int columnHeight = (height / perpWallDist).toInt();
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int drawStart = (-columnHeight ~/ 2 + height ~/ 2).clamp(0, height);
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int drawEnd = (columnHeight ~/ 2 + height ~/ 2).clamp(0, height);
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double brightness = (1.5 / (perpWallDist + 1.0)).clamp(0.0, 1.0);
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String wallChar =
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_charset[((1.0 - brightness) * (_charset.length - 1)).toInt().clamp(
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0,
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_charset.length - 1,
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)];
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for (int y = 0; y < height; y++) {
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if (y >= drawStart && y < drawEnd) {
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double relativeY = (y - drawStart) / (drawEnd - drawStart);
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int texY = (relativeY * 64).toInt().clamp(0, 63);
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int colorByte = texture.pixels[texX * 64 + texY];
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// Use our new color conversion!
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Color pixelColor = _vgaToColor(ColorPalette.vga32Bit[colorByte]);
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// Optional: slightly darken the Y-side walls for a faux-lighting effect
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// if (side == 1) {
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// pixelColor = Color.fromARGB(
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// 255,
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// (pixelColor.r * 0.7).toInt(),
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// (pixelColor.g * 0.7).toInt(),
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// (pixelColor.b * 0.7).toInt(),
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// );
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// }
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screen[y][x] = ColoredChar(wallChar, pixelColor);
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} else if (y >= drawEnd) {
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// Floor
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screen[y][x] = ColoredChar('.', floorColor);
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} else {
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// Ceiling
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screen[y][x] = ColoredChar(' ', ceilingColor);
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}
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}
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}
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// 2. CAST SPRITES (Enemies/Items)
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final List<Entity> activeSprites = List.from(engine.entities);
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activeSprites.sort((a, b) {
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double distA = player.position.distanceTo(a.position);
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double distB = player.position.distanceTo(b.position);
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return distB.compareTo(distA);
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});
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for (Entity entity in activeSprites) {
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Coordinate2D spritePos = entity.position - player.position;
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double invDet = 1.0 / (plane.x * dir.y - dir.x * plane.y);
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double transformX = invDet * (dir.y * spritePos.x - dir.x * spritePos.y);
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double transformY =
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invDet * (-plane.y * spritePos.x + plane.x * spritePos.y);
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if (transformY > 0) {
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int spriteScreenX = ((width / 2) * (1 + transformX / transformY))
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.toInt();
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int spriteHeight = (height / transformY).abs().toInt();
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int spriteWidth = (spriteHeight * (width / height) * 0.6).toInt();
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int drawStartY = -spriteHeight ~/ 2 + height ~/ 2;
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int drawEndY = spriteHeight ~/ 2 + height ~/ 2;
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int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
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int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
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int clipStartX = math.max(0, drawStartX);
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int clipEndX = math.min(width - 1, drawEndX);
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int safeIndex = entity.spriteIndex.clamp(
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0,
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engine.data.sprites.length - 1,
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);
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Sprite spritePixels = engine.data.sprites[safeIndex];
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double brightness = (1.5 / (transformY + 1.0)).clamp(0.0, 1.0);
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String spriteChar =
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_charset[((1.0 - brightness) * (_charset.length - 1)).toInt().clamp(
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0,
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_charset.length - 1,
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)];
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for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
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if (transformY < zBuffer[stripe]) {
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int texX = ((stripe - drawStartX) * 64 ~/ spriteWidth).clamp(0, 63);
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for (
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int y = math.max(0, drawStartY);
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y < math.min(height, drawEndY);
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y++
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) {
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double relativeY = (y - drawStartY) / (drawEndY - drawStartY);
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int texY = (relativeY * 64).toInt().clamp(0, 63);
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int colorByte = spritePixels.pixels[texX * 64 + texY];
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if (colorByte != 255) {
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// Apply the safe color conversion here as well
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Color pixelColor = _vgaToColor(
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ColorPalette.vga32Bit[colorByte],
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);
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screen[y][stripe] = ColoredChar(spriteChar, pixelColor);
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}
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}
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}
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}
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}
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}
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return screen;
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}
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}
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