feat: Implement player locomotion constants and update movement logic in engine

feat: Add key icons to HUD modules and implement key rendering in HUD
test: Add player movement and rotation parity tests to ensure consistency with classic Wolf3D
test: Enhance HUD rendering tests for gold and silver key icons

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-23 12:04:25 +01:00
parent 7941c2902c
commit 604923618a
15 changed files with 434 additions and 28 deletions
@@ -0,0 +1,129 @@
import 'dart:typed_data';
import 'package:test/test.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_input.dart';
void main() {
group('Player movement parity', () {
test('matches classic Wolf3D forward walking speed', () {
final input = _HeldMoveInput(forward: true, backward: false);
final engine = _buildEngine(input: input);
engine.init();
final startX = engine.player.x;
engine.tick(const Duration(milliseconds: 1000));
final movedForward = engine.player.x - startX;
expect(
movedForward,
closeTo(PlayerLocomotionConstants.forwardTilesPerSecond, 0.01),
);
});
test('matches classic Wolf3D backward walking speed', () {
final input = _HeldMoveInput(forward: false, backward: true);
final engine = _buildEngine(input: input);
engine.init();
final startX = engine.player.x;
engine.tick(const Duration(milliseconds: 1000));
final movedBackward = startX - engine.player.x;
expect(
movedBackward,
closeTo(PlayerLocomotionConstants.backwardTilesPerSecond, 0.01),
);
});
});
}
class _HeldMoveInput extends Wolf3dInput {
_HeldMoveInput({required this.forward, required this.backward});
final bool forward;
final bool backward;
@override
void update() {
isMovingForward = forward;
isMovingBackward = backward;
isTurningLeft = false;
isTurningRight = false;
isMapToggle = false;
isInteracting = false;
isFiring = false;
isBack = false;
requestedWeapon = null;
menuTapX = null;
menuTapY = null;
}
}
WolfEngine _buildEngine({
required Wolf3dInput input,
}) {
final wallGrid = _buildGrid();
final objectGrid = _buildGrid();
_fillBoundaries(wallGrid, 2);
objectGrid[20][20] = MapObject.playerEast;
return WolfEngine(
data: WolfensteinData(
version: GameVersion.shareware,
dataVersion: DataVersion.unknown,
registry: RetailAssetRegistry(),
walls: [
_solidSprite(1),
_solidSprite(1),
_solidSprite(2),
_solidSprite(2),
],
sprites: List.generate(436, (_) => _solidSprite(255)),
sounds: const [],
adLibSounds: const [],
music: const [],
vgaImages: const [],
episodes: [
Episode(
name: 'Episode 1',
levels: [
WolfLevel(
name: 'Level 1',
wallGrid: wallGrid,
areaGrid: List.generate(64, (_) => List.filled(64, -1)),
objectGrid: objectGrid,
music: Music.level01,
),
],
),
],
),
difficulty: Difficulty.medium,
startingEpisode: 0,
frameBuffer: FrameBuffer(64, 64),
input: input,
onGameWon: () {},
);
}
SpriteMap _buildGrid() => List.generate(64, (_) => List.filled(64, 0));
void _fillBoundaries(SpriteMap grid, int wallId) {
for (int i = 0; i < 64; i++) {
grid[0][i] = wallId;
grid[63][i] = wallId;
grid[i][0] = wallId;
grid[i][63] = wallId;
}
}
Sprite _solidSprite(int colorIndex) {
return Sprite(Uint8List.fromList(List.filled(64 * 64, colorIndex)));
}
@@ -0,0 +1,111 @@
import 'dart:typed_data';
import 'package:test/test.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_input.dart';
void main() {
group('Player rotation parity', () {
test('matches classic Wolf3D keyboard walking turn rate', () {
final input = _HeldTurnInput(turnRight: true);
final engine = _buildEngine(input: input);
engine.init();
final startingAngle = engine.player.angle;
engine.tick(const Duration(milliseconds: 1000));
final turned = engine.player.angle - startingAngle;
expect(
turned,
closeTo(PlayerLocomotionConstants.turnRadiansPerSecond, 0.01),
);
});
});
}
class _HeldTurnInput extends Wolf3dInput {
_HeldTurnInput({required this.turnRight});
final bool turnRight;
@override
void update() {
isTurningRight = turnRight;
isTurningLeft = !turnRight;
isMovingForward = false;
isMovingBackward = false;
isMapToggle = false;
isInteracting = false;
isFiring = false;
isBack = false;
requestedWeapon = null;
menuTapX = null;
menuTapY = null;
}
}
WolfEngine _buildEngine({
required Wolf3dInput input,
}) {
final wallGrid = _buildGrid();
final objectGrid = _buildGrid();
_fillBoundaries(wallGrid, 2);
objectGrid[2][2] = MapObject.playerEast;
return WolfEngine(
data: WolfensteinData(
version: GameVersion.shareware,
dataVersion: DataVersion.unknown,
registry: RetailAssetRegistry(),
walls: [
_solidSprite(1),
_solidSprite(1),
_solidSprite(2),
_solidSprite(2),
],
sprites: List.generate(436, (_) => _solidSprite(255)),
sounds: const [],
adLibSounds: const [],
music: const [],
vgaImages: const [],
episodes: [
Episode(
name: 'Episode 1',
levels: [
WolfLevel(
name: 'Level 1',
wallGrid: wallGrid,
areaGrid: List.generate(64, (_) => List.filled(64, -1)),
objectGrid: objectGrid,
music: Music.level01,
),
],
),
],
),
difficulty: Difficulty.medium,
startingEpisode: 0,
frameBuffer: FrameBuffer(64, 64),
input: input,
onGameWon: () {},
);
}
SpriteMap _buildGrid() => List.generate(64, (_) => List.filled(64, 0));
void _fillBoundaries(SpriteMap grid, int wallId) {
for (int i = 0; i < 64; i++) {
grid[0][i] = wallId;
grid[63][i] = wallId;
grid[i][0] = wallId;
grid[i][63] = wallId;
}
}
Sprite _solidSprite(int colorIndex) {
return Sprite(Uint8List.fromList(List.filled(64 * 64, colorIndex)));
}