Fixes pushwalls and a bunch of ASCII/sixel rasterizer issues
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -0,0 +1,90 @@
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import 'dart:typed_data';
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import 'package:test/test.dart';
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import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
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import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_dart/wolf_3d_input.dart';
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import 'package:wolf_3d_dart/wolf_3d_rasterizer.dart';
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void main() {
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group('Pushwall rasterization', () {
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test('active pushwall occludes the wall behind it while sliding', () {
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final wallGrid = _buildGrid();
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final objectGrid = _buildGrid();
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_fillBoundaries(wallGrid, 2);
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objectGrid[2][2] = MapObject.playerEast;
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wallGrid[2][4] = 1;
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objectGrid[2][4] = MapObject.pushwallTrigger;
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wallGrid[2][6] = 2;
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final engine = WolfEngine(
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data: WolfensteinData(
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version: GameVersion.shareware,
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walls: [
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_solidSprite(1),
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_solidSprite(1),
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_solidSprite(2),
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_solidSprite(2),
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],
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sprites: List.generate(436, (_) => _solidSprite(255)),
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sounds: [],
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adLibSounds: [],
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music: [],
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vgaImages: [],
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episodes: [
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Episode(
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name: 'Episode 1',
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levels: [
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WolfLevel(
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name: 'Test Level',
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wallGrid: wallGrid,
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objectGrid: objectGrid,
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musicIndex: 0,
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),
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],
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),
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],
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),
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difficulty: Difficulty.medium,
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startingEpisode: 0,
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frameBuffer: FrameBuffer(64, 64),
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input: CliInput(),
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onGameWon: () {},
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);
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engine.init();
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final pushwall = engine.pushwallManager.pushwalls['4,2']!;
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pushwall
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..dirX = 1
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..dirY = 0
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..offset = 0.5;
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engine.pushwallManager.activePushwall = pushwall;
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final frame = SoftwareRasterizer().render(engine);
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final centerIndex =
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(frame.height ~/ 2) * frame.width + (frame.width ~/ 2);
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expect(frame.pixels[centerIndex], ColorPalette.vga32Bit[1]);
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expect(frame.pixels[centerIndex], isNot(ColorPalette.vga32Bit[2]));
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});
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});
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}
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SpriteMap _buildGrid() => List.generate(64, (_) => List.filled(64, 0));
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void _fillBoundaries(SpriteMap grid, int wallId) {
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for (int i = 0; i < 64; i++) {
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grid[0][i] = wallId;
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grid[63][i] = wallId;
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grid[i][0] = wallId;
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grid[i][63] = wallId;
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}
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}
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Sprite _solidSprite(int colorIndex) {
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return Sprite(Uint8List.fromList(List.filled(64 * 64, colorIndex)));
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}
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