De-coupled remaining aspects of game into packages

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-15 16:17:27 +01:00
parent 026e6d8cb4
commit 57d394e911
41 changed files with 522 additions and 44 deletions

31
packages/wolf_3d_renderer/.gitignore vendored Normal file
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# Miscellaneous
*.class
*.log
*.pyc
*.swp
.DS_Store
.atom/
.buildlog/
.history
.svn/
migrate_working_dir/
# IntelliJ related
*.iml
*.ipr
*.iws
.idea/
# The .vscode folder contains launch configuration and tasks you configure in
# VS Code which you may wish to be included in version control, so this line
# is commented out by default.
#.vscode/
# Flutter/Dart/Pub related
# Libraries should not include pubspec.lock, per https://dart.dev/guides/libraries/private-files#pubspeclock.
/pubspec.lock
**/doc/api/
.dart_tool/
.flutter-plugins-dependencies
/build/
/coverage/

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# This file tracks properties of this Flutter project.
# Used by Flutter tool to assess capabilities and perform upgrades etc.
#
# This file should be version controlled and should not be manually edited.
version:
revision: "ff37bef603469fb030f2b72995ab929ccfc227f0"
channel: "stable"
project_type: package

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## 0.0.1
* TODO: Describe initial release.

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TODO: Add your license here.

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<!--
This README describes the package. If you publish this package to pub.dev,
this README's contents appear on the landing page for your package.
For information about how to write a good package README, see the guide for
[writing package pages](https://dart.dev/tools/pub/writing-package-pages).
For general information about developing packages, see the Dart guide for
[creating packages](https://dart.dev/guides/libraries/create-packages)
and the Flutter guide for
[developing packages and plugins](https://flutter.dev/to/develop-packages).
-->
TODO: Put a short description of the package here that helps potential users
know whether this package might be useful for them.
## Features
TODO: List what your package can do. Maybe include images, gifs, or videos.
## Getting started
TODO: List prerequisites and provide or point to information on how to
start using the package.
## Usage
TODO: Include short and useful examples for package users. Add longer examples
to `/example` folder.
```dart
const like = 'sample';
```
## Additional information
TODO: Tell users more about the package: where to find more information, how to
contribute to the package, how to file issues, what response they can expect
from the package authors, and more.

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include: package:flutter_lints/flutter.yaml
# Additional information about this file can be found at
# https://dart.dev/guides/language/analysis-options

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import 'dart:math';
import 'package:flutter/material.dart';
extension WolfPaletteMatch on Color {
/// Finds the index of the closest color in the wolfPalette
int findClosestIndex(List<Color> palette) {
int closestIndex = 0;
double minDistance = double.infinity;
for (int i = 0; i < palette.length; i++) {
final Color pColor = palette[i];
// Calculate squared Euclidean distance (skipping sqrt for performance)
double distance =
pow(r - pColor.r, 2).toDouble() +
pow(g - pColor.g, 2).toDouble() +
pow(b - pColor.b, 2).toDouble();
if (distance < minDistance) {
minDistance = distance;
closestIndex = i;
}
}
return closestIndex;
}
/// Returns the actual Color object from the palette that matches best
Color toWolfColor(List<Color> palette) {
return palette[findClosestIndex(palette)];
}
}
abstract class ColorPalette {
static const List<Color> vga = [
Color(0xFF000000),
Color(0xFF0000AA),
Color(0xFF00AA00),
Color(0xFF00AAAA),
Color(0xFFAA0000),
Color(0xFFAA00AA),
Color(0xFFAA5500),
Color(0xFFAAAAAA),
Color(0xFF555555),
Color(0xFF5555FF),
Color(0xFF55FF55),
Color(0xFF55FFFF),
Color(0xFFFF5555),
Color(0xFFFF55FF),
Color(0xFFFFFF55),
Color(0xFFFFFFFF),
Color(0xFFEEEEEE),
Color(0xFFDEDEDE),
Color(0xFFD2D2D2),
Color(0xFFC2C2C2),
Color(0xFFB6B6B6),
Color(0xFFAAAAAA),
Color(0xFF999999),
Color(0xFF8D8D8D),
Color(0xFF7D7D7D),
Color(0xFF717171),
Color(0xFF656565),
Color(0xFF555555),
Color(0xFF484848),
Color(0xFF383838),
Color(0xFF2C2C2C),
Color(0xFF202020),
Color(0xFFFF0000),
Color(0xFFEE0000),
Color(0xFFE20000),
Color(0xFFD60000),
Color(0xFFCA0000),
Color(0xFFBE0000),
Color(0xFFB20000),
Color(0xFFA50000),
Color(0xFF990000),
Color(0xFF890000),
Color(0xFF7D0000),
Color(0xFF710000),
Color(0xFF650000),
Color(0xFF590000),
Color(0xFF4C0000),
Color(0xFF400000),
Color(0xFFFFDADA),
Color(0xFFFFBABA),
Color(0xFFFF9D9D),
Color(0xFFFF7D7D),
Color(0xFFFF5D5D),
Color(0xFFFF4040),
Color(0xFFFF2020),
Color(0xFFFF0000),
Color(0xFFFFAA5D),
Color(0xFFFF9940),
Color(0xFFFF8920),
Color(0xFFFF7900),
Color(0xFFE66D00),
Color(0xFFCE6100),
Color(0xFFB65500),
Color(0xFF9D4C00),
Color(0xFFFFFFDA),
Color(0xFFFFFFBA),
Color(0xFFFFFF9D),
Color(0xFFFFFF7D),
Color(0xFFFFFA5D),
Color(0xFFFFF640),
Color(0xFFFFF620),
Color(0xFFFFF600),
Color(0xFFE6DA00),
Color(0xFFCEC600),
Color(0xFFB6AE00),
Color(0xFF9D9D00),
Color(0xFF858500),
Color(0xFF716D00),
Color(0xFF595500),
Color(0xFF404000),
Color(0xFFD2FF5D),
Color(0xFFC6FF40),
Color(0xFFB6FF20),
Color(0xFFA1FF00),
Color(0xFF91E600),
Color(0xFF81CE00),
Color(0xFF75B600),
Color(0xFF619D00),
Color(0xFFDAFFDA),
Color(0xFFBEFFBA),
Color(0xFF9DFF9D),
Color(0xFF81FF7D),
Color(0xFF61FF5D),
Color(0xFF40FF40),
Color(0xFF20FF20),
Color(0xFF00FF00),
Color(0xFF00FF00),
Color(0xFF00EE00),
Color(0xFF00E200),
Color(0xFF00D600),
Color(0xFF04CA00),
Color(0xFF04BE00),
Color(0xFF04B200),
Color(0xFF04A500),
Color(0xFF049900),
Color(0xFF048900),
Color(0xFF047D00),
Color(0xFF047100),
Color(0xFF046500),
Color(0xFF045900),
Color(0xFF044C00),
Color(0xFF044000),
Color(0xFFDAFFFF),
Color(0xFFBAFFFF),
Color(0xFF9DFFFF),
Color(0xFF7DFFFA),
Color(0xFF5DFFFF),
Color(0xFF40FFFF),
Color(0xFF20FFFF),
Color(0xFF00FFFF),
Color(0xFF00E6E6),
Color(0xFF00CECE),
Color(0xFF00B6B6),
Color(0xFF009D9D),
Color(0xFF008585),
Color(0xFF007171),
Color(0xFF005959),
Color(0xFF004040),
Color(0xFF5DBEFF),
Color(0xFF40B2FF),
Color(0xFF20AAFF),
Color(0xFF009DFF),
Color(0xFF008DE6),
Color(0xFF007DCE),
Color(0xFF006DB6),
Color(0xFF005D9D),
Color(0xFFDADADA),
Color(0xFFBABEFF),
Color(0xFF9D9DFF),
Color(0xFF7D81FF),
Color(0xFF5D61FF),
Color(0xFF4040FF),
Color(0xFF2024FF),
Color(0xFF0004FF),
Color(0xFF0000FF),
Color(0xFF0000EE),
Color(0xFF0000E2),
Color(0xFF0000D6),
Color(0xFF0000CA),
Color(0xFF0000BE),
Color(0xFF0000B2),
Color(0xFF0000A5),
Color(0xFF000099),
Color(0xFF000089),
Color(0xFF00007D),
Color(0xFF000071),
Color(0xFF000065),
Color(0xFF000059),
Color(0xFF00004C),
Color(0xFF000040),
Color(0xFF282828),
Color(0xFFFFE234),
Color(0xFFFFD624),
Color(0xFFFFCE18),
Color(0xFFFFC208),
Color(0xFFFFB600),
Color(0xFFB620FF),
Color(0xFFAA00FF),
Color(0xFF9900E6),
Color(0xFF8100CE),
Color(0xFF7500B6),
Color(0xFF61009D),
Color(0xFF500085),
Color(0xFF440071),
Color(0xFF340059),
Color(0xFF280040),
Color(0xFFFFDAFF),
Color(0xFFFFBAFF),
Color(0xFFFF9DFF),
Color(0xFFFF7DFF),
Color(0xFFFF5DFF),
Color(0xFFFF40FF),
Color(0xFFFF20FF),
Color(0xFFFF00FF),
Color(0xFFE200E6),
Color(0xFFCA00CE),
Color(0xFFB600B6),
Color(0xFF9D009D),
Color(0xFF850085),
Color(0xFF6D0071),
Color(0xFF590059),
Color(0xFF400040),
Color(0xFFFFEADE),
Color(0xFFFFE2D2),
Color(0xFFFFDAC6),
Color(0xFFFFD6BE),
Color(0xFFFFCEB2),
Color(0xFFFFC6A5),
Color(0xFFFFBE9D),
Color(0xFFFFBA91),
Color(0xFFFFB281),
Color(0xFFFA571F),
Color(0xFFFF9D61),
Color(0xFFF2955D),
Color(0xFFEA8D59),
Color(0xFFDE8955),
Color(0xFFD28150),
Color(0xFFCA7D4C),
Color(0xFFBE7948),
Color(0xFFB67144),
Color(0xFFAA6940),
Color(0xFFA1653C),
Color(0xFF9D6138),
Color(0xFF915D34),
Color(0xFF895930),
Color(0xFF81502C),
Color(0xFF754C28),
Color(0xFF6D4824),
Color(0xFF5D4020),
Color(0xFF553C1C),
Color(0xFF483818),
Color(0xFF403018),
Color(0xFF382C14),
Color(0xFF28200C),
Color(0xFF610065),
Color(0xFF006565),
Color(0xFF006161),
Color(0xFF00001C),
Color(0xFF00002C),
Color(0xFF302410),
Color(0xFF480048),
Color(0xFF500050),
Color(0xFF000034),
Color(0xFF1C1C1C),
Color(0xFF4C4C4C),
Color(0xFF5D5D5D),
Color(0xFF404040),
Color(0xFF303030),
Color(0xFF343434),
Color(0xFFDAF6F6),
Color(0xFFBAEAEA),
Color(0xFF9DDEDE),
Color(0xFF75CACA),
Color(0xFF48C2C2),
Color(0xFF20B6B6),
Color(0xFF20B2B2),
Color(0xFF00A5A5),
Color(0xFF009999),
Color(0xFF008D8D),
Color(0xFF008585),
Color(0xFF007D7D),
Color(0xFF007979),
Color(0xFF007575),
Color(0xFF007171),
Color(0xFF006D6D),
Color(0xFF990089),
];
}

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import 'package:flutter/material.dart';
import 'package:wolf_3d_engine/wolf_3d_engine.dart';
class Hud extends StatelessWidget {
final Player player;
const Hud({super.key, required this.player});
@override
Widget build(BuildContext context) {
// We'll give the HUD a fixed height relative to the screen
return Container(
height: 100,
color: const Color(0xFF323232), // Classic dark grey status bar
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: [
_buildStatColumn("FLOOR", "1"),
_buildStatColumn("SCORE", "${player.score}"),
_buildStatColumn("LIVES", "3"),
_buildFace(),
_buildStatColumn(
"HEALTH",
"${player.health}%",
color: _getHealthColor(),
),
_buildStatColumn("AMMO", "${player.ammo}"),
_buildWeaponIcon(),
],
),
);
}
Widget _buildStatColumn(
String label,
String value, {
Color color = Colors.white,
}) {
return Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
Text(
label,
style: const TextStyle(
color: Colors.red,
fontSize: 12,
fontWeight: FontWeight.bold,
),
),
Text(
value,
style: TextStyle(color: color, fontSize: 20, fontFamily: 'monospace'),
),
],
);
}
Widget _buildFace() {
// For now, we'll use a simple icon. Later we can map VSWAP indices
// for BJ Blazkowicz's face based on health percentage.
return Container(
width: 60,
height: 80,
decoration: BoxDecoration(
color: Colors.blueGrey[800],
border: Border.all(color: Colors.grey, width: 2),
),
child: const Icon(Icons.face, color: Colors.white, size: 40),
);
}
Widget _buildWeaponIcon() {
IconData weaponIcon = Icons.horizontal_rule; // Default Knife/Pistol
if (player.hasChainGun) weaponIcon = Icons.reorder;
if (player.hasMachineGun) weaponIcon = Icons.view_headline;
return Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
const Text("WEAPON", style: TextStyle(color: Colors.red, fontSize: 10)),
Icon(weaponIcon, color: Colors.white),
],
);
}
Color _getHealthColor() {
if (player.health > 50) return Colors.white;
if (player.health > 25) return Colors.orange;
return Colors.red;
}
}

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import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_3d_engine/wolf_3d_engine.dart';
import 'package:wolf_3d_entities/wolf_3d_entities.dart';
import 'package:wolf_3d_renderer/color_palette.dart';
class RaycasterPainter extends CustomPainter {
final Level map;
final List<Sprite> textures;
final Player player;
final double fov;
final Map<String, double> doorOffsets;
final Pushwall? activePushwall;
final List<Sprite> sprites;
final List<Entity> entities;
RaycasterPainter({
required this.map,
required this.textures,
required this.player,
required this.fov,
required this.doorOffsets,
this.activePushwall,
required this.sprites,
required this.entities,
});
@override
void paint(Canvas canvas, Size size) {
final Paint bgPaint = Paint()..isAntiAlias = false;
// 1. Draw Ceiling & Floor
canvas.drawRect(
Rect.fromLTWH(0, 0, size.width, size.height / 2),
bgPaint..color = Colors.blueGrey[900]!,
);
canvas.drawRect(
Rect.fromLTWH(0, size.height / 2, size.width, size.height / 2),
bgPaint..color = Colors.brown[900]!,
);
const int renderWidth = 320;
double columnWidth = size.width / renderWidth;
final Paint columnPaint = Paint()
..isAntiAlias = false
..strokeWidth = columnWidth + 0.5;
List<double> zBuffer = List.filled(renderWidth, 0.0);
Coordinate2D dir = Coordinate2D(
math.cos(player.angle),
math.sin(player.angle),
);
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;
Coordinate2D rayDir = dir + (plane * cameraX);
int mapX = player.x.toInt();
int mapY = player.y.toInt();
double sideDistX;
double sideDistY;
double deltaDistX = (rayDir.x == 0) ? 1e30 : (1.0 / rayDir.x).abs();
double deltaDistY = (rayDir.y == 0) ? 1e30 : (1.0 / rayDir.y).abs();
double perpWallDist = 0.0;
int stepX;
int stepY;
bool hit = false;
bool hitOutOfBounds = false;
int side = 0;
int hitWallId = 0;
double textureOffset = 0.0; // Replaces doorOffset to handle both
bool customDistCalculated = false; // Flag to skip standard distance
Set<String> ignoredDoors = {};
if (rayDir.x < 0) {
stepX = -1;
sideDistX = (player.x - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - player.x) * deltaDistX;
}
if (rayDir.y < 0) {
stepY = -1;
sideDistY = (player.y - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
}
// DDA Loop
while (!hit) {
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
if (mapY < 0 ||
mapY >= map.length ||
mapX < 0 ||
mapX >= map[0].length) {
hit = true;
hitOutOfBounds = true;
} else if (map[mapY][mapX] > 0) {
String mapKey = '$mapX,$mapY';
// --- DOOR LOGIC ---
if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(mapKey)) {
double currentOffset = doorOffsets[mapKey] ?? 0.0;
if (currentOffset > 0.0) {
double perpWallDistTemp = (side == 0)
? (sideDistX - deltaDistX)
: (sideDistY - deltaDistY);
double wallXTemp = (side == 0)
? player.y + perpWallDistTemp * rayDir.y
: player.x + perpWallDistTemp * rayDir.x;
wallXTemp -= wallXTemp.floor();
if (wallXTemp < currentOffset) {
ignoredDoors.add(mapKey);
continue; // Ray passed through the open door gap
}
}
hit = true;
hitWallId = map[mapY][mapX];
textureOffset = currentOffset;
}
// --- PUSHWALL LOGIC ---
else if (activePushwall != null &&
mapX == activePushwall!.x &&
mapY == activePushwall!.y) {
hit = true;
hitWallId = map[mapY][mapX];
double pOffset = activePushwall!.offset;
int pDirX = activePushwall!.dirX;
int pDirY = activePushwall!.dirY;
perpWallDist = (side == 0)
? (sideDistX - deltaDistX)
: (sideDistY - deltaDistY);
// Did we hit the face that is being pushed deeper?
if (side == 0 && pDirX != 0) {
if (pDirX == stepX) {
double intersect = perpWallDist + pOffset * deltaDistX;
if (intersect < sideDistY) {
perpWallDist = intersect; // Hit the recessed front face
} else {
side =
1; // Missed the front face, hit the newly exposed side!
perpWallDist = sideDistY - deltaDistY;
}
} else {
perpWallDist -= (1.0 - pOffset) * deltaDistX;
}
} else if (side == 1 && pDirY != 0) {
if (pDirY == stepY) {
double intersect = perpWallDist + pOffset * deltaDistY;
if (intersect < sideDistX) {
perpWallDist = intersect;
} else {
side = 0;
perpWallDist = sideDistX - deltaDistX;
}
} else {
perpWallDist -= (1.0 - pOffset) * deltaDistY;
}
} else {
// We hit the side of the sliding block. Did the ray slip behind it?
double wallFraction = (side == 0)
? player.y + perpWallDist * rayDir.y
: player.x + perpWallDist * rayDir.x;
wallFraction -= wallFraction.floor();
if (side == 0) {
if (pDirY == 1 && wallFraction < pOffset) hit = false;
if (pDirY == -1 && wallFraction > (1.0 - pOffset)) hit = false;
if (hit) {
textureOffset =
pOffset * pDirY; // Stick the texture to the block
}
} else {
if (pDirX == 1 && wallFraction < pOffset) hit = false;
if (pDirX == -1 && wallFraction > (1.0 - pOffset)) hit = false;
if (hit) {
textureOffset =
pOffset * pDirX; // Stick the texture to the block
}
}
}
if (!hit) continue; // The ray slipped past! Keep looping.
customDistCalculated = true; // Lock in our custom distance math
}
// --- STANDARD WALL ---
else {
hit = true;
hitWallId = map[mapY][mapX];
}
}
}
if (hitOutOfBounds) continue;
// Apply standard math ONLY if we didn't calculate a sub-tile pushwall distance
if (!customDistCalculated) {
if (side == 0) {
perpWallDist = (sideDistX - deltaDistX);
} else {
perpWallDist = (sideDistY - deltaDistY);
}
}
zBuffer[x] = perpWallDist;
double wallX = (side == 0)
? player.y + perpWallDist * rayDir.y
: player.x + perpWallDist * rayDir.x;
wallX -= wallX.floor();
double drawX = x * columnWidth;
_drawTexturedColumn(
canvas,
drawX,
perpWallDist,
wallX,
side,
size,
hitWallId,
textures,
textureOffset,
columnPaint,
);
}
// --- 2. DRAW SPRITES ---
// (Keep your existing sprite rendering logic exactly the same)
List<Entity> activeSprites = List.from(entities);
activeSprites.sort((a, b) {
double distA = player.position.distanceTo(a.position);
double distB = player.position.distanceTo(b.position);
return distB.compareTo(distA);
});
for (Entity entity in activeSprites) {
Coordinate2D spritePos = entity.position - player.position;
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))
.toInt();
int spriteHeight = (size.height / transformY).abs().toInt();
int spriteColumnWidth = (spriteHeight / columnWidth).toInt();
int drawStartX = -spriteColumnWidth ~/ 2 + spriteScreenX;
int drawEndX = spriteColumnWidth ~/ 2 + spriteScreenX;
int clipStartX = math.max(0, drawStartX);
int clipEndX = math.min(renderWidth - 1, drawEndX);
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
if (transformY < zBuffer[stripe]) {
double texXDouble = (stripe - drawStartX) * 64 / spriteColumnWidth;
int texX = texXDouble.toInt().clamp(0, 63);
double startY = (size.height / 2) - (spriteHeight / 2);
double stepY = spriteHeight / 64.0;
double drawX = stripe * columnWidth;
int safeIndex = entity.spriteIndex.clamp(0, sprites.length - 1);
Sprite spritePixels = sprites[safeIndex];
for (int ty = 0; ty < 64; ty++) {
int colorByte = spritePixels[texX][ty];
if (colorByte != 255) {
double endY = startY + stepY + 0.5;
if (endY > 0 && startY < size.height) {
columnPaint.color = ColorPalette.vga[colorByte];
canvas.drawLine(
Offset(drawX, startY),
Offset(drawX, endY),
columnPaint,
);
}
}
startY += stepY;
}
}
}
}
}
}
void _drawTexturedColumn(
Canvas canvas,
double drawX,
double distance,
double wallX,
int side,
Size size,
int hitWallId,
List<Sprite> textures,
double textureOffset,
Paint paint,
) {
if (distance <= 0.01) distance = 0.01;
double wallHeight = size.height / distance;
int drawStart = ((size.height / 2) - (wallHeight / 2)).toInt();
int texNum;
int texX;
if (hitWallId >= 90) {
// DOORS
texNum = 98.clamp(0, textures.length - 1);
texX = ((wallX - textureOffset) * 64).toInt().clamp(0, 63);
} else {
// WALLS & PUSHWALLS
texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
if (side == 1) texNum += 1;
// We apply the modulo % 1.0 to handle negative texture offsets smoothly!
texX = (((wallX - textureOffset) % 1.0) * 64).toInt().clamp(0, 63);
}
if (side == 0 && math.cos(player.angle) > 0) texX = 63 - texX;
if (side == 1 && math.sin(player.angle) < 0) texX = 63 - texX;
double startY = drawStart.toDouble();
double stepY = wallHeight / 64.0;
for (int ty = 0; ty < 64; ty++) {
int colorByte = textures[texNum][texX][ty];
paint.color = ColorPalette.vga[colorByte];
double endY = startY + stepY + 0.5;
if (endY > 0 && startY < size.height) {
canvas.drawLine(Offset(drawX, startY), Offset(drawX, endY), paint);
}
startY += stepY;
}
}
@override
bool shouldRepaint(RaycasterPainter oldDelegate) => true;
}

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import 'package:flutter/material.dart';
import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_3d_renderer/color_palette.dart';
class WeaponPainter extends CustomPainter {
final Sprite? sprite;
// Initialize a reusable Paint object and disable anti-aliasing to keep the
// pixels perfectly sharp and chunky.
final Paint _paint = Paint()
..isAntiAlias = false
..style = PaintingStyle.fill;
WeaponPainter({required this.sprite});
@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;
double pixelHeight = size.height / 64;
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 64; y++) {
int colorByte = sprite![x][y];
if (colorByte != 255) {
// 255 is our transparent magenta
_paint.color = ColorPalette.vga[colorByte];
canvas.drawRect(
Rect.fromLTWH(
x * pixelWidth,
y * pixelHeight,
// Add a tiny 0.5 overlap to completely eliminate visual seams
pixelWidth + 0.5,
pixelHeight + 0.5,
),
_paint,
);
}
}
}
}
@override
bool shouldRepaint(covariant WeaponPainter oldDelegate) {
// ONLY repaint if the actual animation frame (sprite) has changed!
// This saves massive amounts of CPU when the player is just walking around.
return oldDelegate.sprite != sprite;
}
}

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import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_3d_engine/wolf_3d_engine.dart';
import 'package:wolf_3d_entities/wolf_3d_entities.dart';
import 'package:wolf_3d_input/wolf_3d_input.dart';
import 'package:wolf_3d_renderer/hud.dart';
import 'package:wolf_3d_renderer/raycast_painter.dart';
import 'package:wolf_3d_renderer/weapon_painter.dart';
class WolfRenderer extends StatefulWidget {
const WolfRenderer(
this.data, {
required this.difficulty,
required this.startingEpisode,
super.key,
});
final WolfensteinData data;
final Difficulty difficulty;
final int startingEpisode;
@override
State<WolfRenderer> createState() => _WolfRendererState();
}
class _WolfRendererState extends State<WolfRenderer>
with SingleTickerProviderStateMixin {
final InputManager inputManager = InputManager();
final DoorManager doorManager = DoorManager();
final PushwallManager pushwallManager = PushwallManager();
late Ticker _gameLoop;
final FocusNode _focusNode = FocusNode();
late Level currentLevel;
late WolfLevel activeLevel;
final double fov = math.pi / 3;
late Player player;
bool _isLoading = true;
double damageFlashOpacity = 0.0;
late int _currentEpisodeIndex;
late int _currentLevelIndex;
int? _returnLevelIndex;
List<Entity> entities = [];
@override
void initState() {
super.initState();
_initGame();
}
Future<void> _initGame() async {
// 1. Setup our starting indices
_currentEpisodeIndex = widget.startingEpisode;
_currentLevelIndex = 0;
// 2. Load the first floor!
_loadLevel();
_gameLoop = createTicker(_tick)..start();
_focusNode.requestFocus();
setState(() {
_isLoading = false;
});
}
void _loadLevel() {
// 1. Clean up the previous level's state
entities.clear();
damageFlashOpacity = 0.0;
// 2. Grab the exact level from our new Episode hierarchy
final episode = widget.data.episodes[_currentEpisodeIndex];
activeLevel = episode.levels[_currentLevelIndex];
// 3. DEEP COPY the wall grid! If we don't do this, destroying walls/doors
// will permanently corrupt the map data in the Wolf3d singleton.
currentLevel = List.generate(64, (y) => List.from(activeLevel.wallGrid[y]));
final Level objectLevel = activeLevel.objectGrid;
// 4. Initialize Managers
doorManager.initDoors(currentLevel);
pushwallManager.initPushwalls(currentLevel, objectLevel);
// 6. Spawn Player and Entities
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
int objId = objectLevel[y][x];
if (!MapObject.shouldSpawn(objId, widget.difficulty)) continue;
if (objId >= MapObject.playerNorth && objId <= MapObject.playerWest) {
double spawnAngle = 0.0;
if (objId == MapObject.playerNorth) {
spawnAngle = 3 * math.pi / 2;
} else if (objId == MapObject.playerEast) {
spawnAngle = 0.0;
} else if (objId == MapObject.playerSouth) {
spawnAngle = math.pi / 2;
} else if (objId == MapObject.playerWest) {
spawnAngle = math.pi;
}
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,
widget.data.sprites.length,
isSharewareMode: widget.data.version == GameVersion.shareware,
);
if (newEntity != null) entities.add(newEntity);
}
}
}
// 7. Clear non-solid blocks from the collision grid
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
int id = currentLevel[y][x];
if (!((id >= 1 && id <= 63) || (id >= 90 && id <= 101))) {
currentLevel[y][x] = 0;
}
}
}
_bumpPlayerIfStuck();
debugPrint("Loaded Floor: ${_currentLevelIndex + 1} - ${activeLevel.name}");
}
void _onLevelCompleted({bool isSecretExit = false}) {
setState(() {
final currentEpisode = widget.data.episodes[_currentEpisodeIndex];
if (isSecretExit) {
// Save the next normal map index so we can return to it later
_returnLevelIndex = _currentLevelIndex + 1;
_currentLevelIndex = 9; // Jump to the secret map
debugPrint("Found the Secret Exit!");
} else {
// Are we currently ON the secret map, and need to return?
if (_currentLevelIndex == 9 && _returnLevelIndex != null) {
_currentLevelIndex = _returnLevelIndex!;
_returnLevelIndex = null;
} else {
_currentLevelIndex++; // Normal progression
}
}
// Did we just beat the last map in the episode (Map 9) or the secret map (Map 10)?
if (_currentLevelIndex >= currentEpisode.levels.length ||
_currentLevelIndex > 9) {
debugPrint("Episode Completed! You win!");
Navigator.of(context).pop();
} else {
_loadLevel();
}
});
}
@override
void dispose() {
_gameLoop.dispose();
_focusNode.dispose();
super.dispose();
}
void _bumpPlayerIfStuck() {
int pX = player.x.toInt();
int pY = player.y.toInt();
if (pY < 0 ||
pY >= currentLevel.length ||
pX < 0 ||
pX >= currentLevel[0].length ||
currentLevel[pY][pX] > 0) {
double shortestDist = double.infinity;
Coordinate2D nearestSafeSpot = Coordinate2D(1.5, 1.5);
for (int y = 0; y < currentLevel.length; y++) {
for (int x = 0; x < currentLevel[y].length; x++) {
if (currentLevel[y][x] == 0) {
Coordinate2D safeSpot = Coordinate2D(x + 0.5, y + 0.5);
double dist = safeSpot.distanceTo(player.position);
if (dist < shortestDist) {
shortestDist = dist;
nearestSafeSpot = safeSpot;
}
}
}
}
player.x = nearestSafeSpot.x;
player.y = nearestSafeSpot.y;
}
}
bool _isWalkable(int x, int y) {
if (currentLevel[y][x] == 0) return true;
if (currentLevel[y][x] >= 90) {
return doorManager.isDoorOpenEnough(x, y);
}
return false;
}
// --- ORCHESTRATOR ---
void _tick(Duration elapsed) {
// 1. Process intentions and receive movement vectors
final inputResult = _processInputs(elapsed);
doorManager.update(elapsed);
pushwallManager.update(elapsed, currentLevel);
// 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;
final Coordinate2D validatedPos = _calculateValidatedPosition(
player.position,
inputResult.movement,
);
player.x = validatedPos.x;
player.y = validatedPos.y;
_updateEntities(elapsed);
// Explicit reassignment from a pure(r) function
damageFlashOpacity = _calculateScreenEffects(damageFlashOpacity);
// 3. Combat
player.updateWeapon(
currentTime: elapsed.inMilliseconds,
entities: entities,
isWalkable: _isWalkable,
);
// 4. Render
setState(() {});
}
// Returns a Record containing both movement delta and rotation delta
({Coordinate2D movement, double dAngle}) _processInputs(Duration elapsed) {
inputManager.update();
const double moveSpeed = 0.14;
const double turnSpeed = 0.10;
Coordinate2D movement = const Coordinate2D(0, 0);
double dAngle = 0.0;
if (inputManager.requestedWeapon != null) {
player.requestWeaponSwitch(inputManager.requestedWeapon!);
}
if (inputManager.isFiring) {
player.fire(elapsed.inMilliseconds);
} else {
player.releaseTrigger();
}
// Calculate intended rotation
if (inputManager.isTurningLeft) dAngle -= turnSpeed;
if (inputManager.isTurningRight) dAngle += turnSpeed;
// Calculate intended movement based on CURRENT angle
Coordinate2D forwardVec = Coordinate2D(
math.cos(player.angle),
math.sin(player.angle),
);
if (inputManager.isMovingForward) {
movement += forwardVec * moveSpeed;
}
if (inputManager.isMovingBackward) {
movement -= forwardVec * moveSpeed;
}
if (inputManager.isInteracting) {
// 1. Calculate the tile exactly 1 block in front of the player
int targetX = (player.x + math.cos(player.angle)).toInt();
int targetY = (player.y + math.sin(player.angle)).toInt();
// Ensure we don't check outside the map bounds
if (targetX >= 0 && targetX < 64 && targetY >= 0 && targetY < 64) {
// 2. Check the WALL grid for the physical switch texture
int wallId = currentLevel[targetY][targetX];
if (wallId == MapObject.normalElevatorSwitch) {
// Player hit the switch!
_onLevelCompleted(isSecretExit: false);
return (movement: const Coordinate2D(0, 0), dAngle: 0.0);
} else if (wallId == MapObject.secretElevatorSwitch) {
_onLevelCompleted(isSecretExit: true);
return (movement: const Coordinate2D(0, 0), dAngle: 0.0);
}
// 3. Check the OBJECT grid for invisible floor triggers
// (Some custom maps use these instead of wall switches)
int objId = activeLevel.objectGrid[targetY][targetX];
if (objId == MapObject.normalExitTrigger) {
_onLevelCompleted(isSecretExit: false);
return (movement: movement, dAngle: dAngle);
} else if (objId == MapObject.secretExitTrigger) {
_onLevelCompleted(isSecretExit: true);
return (movement: movement, dAngle: dAngle);
}
}
// 4. If it wasn't an elevator, try opening a door or pushing a wall
doorManager.handleInteraction(player.x, player.y, player.angle);
pushwallManager.handleInteraction(
player.x,
player.y,
player.angle,
currentLevel,
);
}
return (movement: movement, dAngle: dAngle);
}
Coordinate2D _calculateValidatedPosition(
Coordinate2D currentPos,
Coordinate2D movement,
) {
const double margin = 0.3;
double newX = currentPos.x;
double newY = currentPos.y;
// Calculate potential new coordinates
Coordinate2D target = currentPos + movement;
// Validate X (allows sliding along walls)
if (movement.x != 0) {
int checkX = (movement.x > 0)
? (target.x + margin).toInt()
: (target.x - margin).toInt();
if (_isWalkable(checkX, currentPos.y.toInt())) {
newX = target.x;
}
}
// Validate Y
if (movement.y != 0) {
int checkY = (movement.y > 0)
? (target.y + margin).toInt()
: (target.y - margin).toInt();
if (_isWalkable(newX.toInt(), checkY)) {
newY = target.y;
}
}
return Coordinate2D(newX, newY);
}
void _updateEntities(Duration elapsed) {
List<Entity> itemsToRemove = [];
List<Entity> itemsToAdd = []; // NEW: Buffer for dropped items
for (Entity entity in entities) {
if (entity is Enemy) {
// 1. Get Intent (Now passing tryOpenDoor!)
final intent = entity.update(
elapsedMs: elapsed.inMilliseconds,
playerPosition: player.position,
isWalkable: _isWalkable,
tryOpenDoor: doorManager.tryOpenDoor,
onDamagePlayer: (int damage) {
player.takeDamage(damage);
damageFlashOpacity = 0.5;
},
);
// 2. Update Angle
entity.angle = intent.newAngle;
// 3. Resolve Movement
// We NO LONGER use _calculateValidatedPosition here!
// The enemy's internal getValidMovement already did the math perfectly.
entity.x += intent.movement.x;
entity.y += intent.movement.y;
// 4. Handle Item Drops & Score (Matches KillActor in C code)
if (entity.state == EntityState.dead &&
entity.isDying &&
!entity.hasDroppedItem) {
entity.hasDroppedItem = true;
// Map ID 44 is usually the Ammo Clip in the Object Grid/Registry
Entity? droppedAmmo = EntityRegistry.spawn(
MapObject.ammoClip,
entity.x,
entity.y,
widget.difficulty,
widget.data.sprites.length,
);
if (droppedAmmo != null) {
itemsToAdd.add(droppedAmmo);
}
// You will need to add a `bool hasDroppedItem = false;` to your base Enemy class.
if (entity.runtimeType.toString() == 'BrownGuard') {
// Example: Spawn an ammo clip where the guard died
// itemsToAdd.add(Collectible(x: entity.x, y: entity.y, type: CollectibleType.ammoClip));
} else if (entity.runtimeType.toString() == 'Dog') {
// Dogs don't drop items, but maybe they give different points!
}
}
} else if (entity is Collectible) {
if (player.position.distanceTo(entity.position) < 0.5) {
if (player.tryPickup(entity)) {
itemsToRemove.add(entity);
}
}
}
}
// Clean up dead items and add new drops
if (itemsToRemove.isNotEmpty) {
entities.removeWhere((e) => itemsToRemove.contains(e));
}
if (itemsToAdd.isNotEmpty) {
entities.addAll(itemsToAdd);
}
}
// Takes an input and returns a value instead of implicitly changing state
double _calculateScreenEffects(double currentOpacity) {
if (currentOpacity > 0) {
return math.max(0.0, currentOpacity - 0.05);
}
return currentOpacity;
}
@override
Widget build(BuildContext context) {
if (_isLoading) {
return const Center(child: CircularProgressIndicator(color: Colors.teal));
}
return Scaffold(
backgroundColor: Colors.black,
body: KeyboardListener(
focusNode: _focusNode,
autofocus: true,
onKeyEvent: (_) {},
child: Column(
children: [
Expanded(
child: LayoutBuilder(
builder: (context, constraints) {
return Center(
child: AspectRatio(
aspectRatio: 16 / 10,
child: Stack(
children: [
CustomPaint(
size: Size(
constraints.maxWidth,
constraints.maxHeight,
),
painter: RaycasterPainter(
map: currentLevel,
textures: widget.data.walls,
player: player,
fov: fov,
doorOffsets: doorManager.getOffsetsForRenderer(),
entities: entities,
sprites: widget.data.sprites,
activePushwall: pushwallManager.activePushwall,
),
),
Positioned(
bottom: -20,
left: 0,
right: 0,
child: Center(
child: Transform.translate(
offset: Offset(0, player.weaponAnimOffset),
child: SizedBox(
width: 500,
height: 500,
child: CustomPaint(
painter: WeaponPainter(
sprite:
widget.data.sprites[player
.currentWeapon
.getCurrentSpriteIndex(
widget.data.sprites.length,
)],
),
),
),
),
),
),
if (damageFlashOpacity > 0)
Positioned.fill(
child: Container(
color: Colors.red.withValues(
alpha: damageFlashOpacity,
),
),
),
],
),
),
);
},
),
),
Hud(player: player),
],
),
),
);
}
}

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name: wolf_3d_renderer
description: "A new Flutter package project."
version: 0.0.1
homepage:
environment:
sdk: ^3.11.1
flutter: ">=1.17.0"
resolution: workspace
dependencies:
flutter:
sdk: flutter
wolf_3d_data_types: any
wolf_3d_engine: any
wolf_3d_entities: any
wolf_3d_input: any
dev_dependencies:
flutter_test:
sdk: flutter
flutter_lints: ^6.0.0
# For information on the generic Dart part of this file, see the
# following page: https://dart.dev/tools/pub/pubspec
# The following section is specific to Flutter packages.
flutter:
# To add assets to your package, add an assets section, like this:
# assets:
# - images/a_dot_burr.jpeg
# - images/a_dot_ham.jpeg
#
# For details regarding assets in packages, see
# https://flutter.dev/to/asset-from-package
#
# An image asset can refer to one or more resolution-specific "variants", see
# https://flutter.dev/to/resolution-aware-images
# To add custom fonts to your package, add a fonts section here,
# in this "flutter" section. Each entry in this list should have a
# "family" key with the font family name, and a "fonts" key with a
# list giving the asset and other descriptors for the font. For
# example:
# fonts:
# - family: Schyler
# fonts:
# - asset: fonts/Schyler-Regular.ttf
# - asset: fonts/Schyler-Italic.ttf
# style: italic
# - family: Trajan Pro
# fonts:
# - asset: fonts/TrajanPro.ttf
# - asset: fonts/TrajanPro_Bold.ttf
# weight: 700
#
# For details regarding fonts in packages, see
# https://flutter.dev/to/font-from-package