@@ -78,8 +78,12 @@ class BrownGuard extends Enemy {
|
||||
}
|
||||
|
||||
double diff = angle - angleToPlayer;
|
||||
while (diff <= -math.pi) diff += 2 * math.pi;
|
||||
while (diff > math.pi) diff -= 2 * math.pi;
|
||||
while (diff <= -math.pi) {
|
||||
diff += 2 * math.pi;
|
||||
}
|
||||
while (diff > math.pi) {
|
||||
diff -= 2 * math.pi;
|
||||
}
|
||||
|
||||
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
|
||||
if (octant < 0) octant += 8;
|
||||
|
||||
59
lib/features/input/input_manager.dart
Normal file
59
lib/features/input/input_manager.dart
Normal file
@@ -0,0 +1,59 @@
|
||||
import 'package:flutter/services.dart';
|
||||
|
||||
class InputManager {
|
||||
Set<LogicalKeyboardKey> _previousKeys = {};
|
||||
|
||||
bool isMovingForward = false;
|
||||
bool isMovingBackward = false;
|
||||
bool isTurningLeft = false;
|
||||
bool isTurningRight = false;
|
||||
|
||||
// Discrete (triggers once per press)
|
||||
bool isInteracting = false;
|
||||
|
||||
// Continuous
|
||||
bool isFiring = false;
|
||||
|
||||
int? requestedWeaponIndex;
|
||||
|
||||
void update() {
|
||||
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
|
||||
|
||||
// Calculate all keys that were pressed exactly on this frame
|
||||
final newlyPressedKeys = pressedKeys.difference(_previousKeys);
|
||||
|
||||
// * Movement
|
||||
isMovingForward = pressedKeys.contains(LogicalKeyboardKey.keyW);
|
||||
isMovingBackward = pressedKeys.contains(LogicalKeyboardKey.keyS);
|
||||
isTurningLeft = pressedKeys.contains(LogicalKeyboardKey.keyA);
|
||||
isTurningRight = pressedKeys.contains(LogicalKeyboardKey.keyD);
|
||||
|
||||
// * Interaction (Space)
|
||||
// Much simpler now using the newlyPressedKeys set
|
||||
isInteracting = newlyPressedKeys.contains(LogicalKeyboardKey.space);
|
||||
|
||||
// * Firing (Left Control)
|
||||
// - Keeping this continuous for machine guns
|
||||
isFiring =
|
||||
pressedKeys.contains(LogicalKeyboardKey.controlLeft) &&
|
||||
!pressedKeys.contains(LogicalKeyboardKey.space);
|
||||
|
||||
// * Manual Weapon Switching
|
||||
requestedWeaponIndex = null;
|
||||
|
||||
// Iterate through newly pressed keys and switch on them
|
||||
for (final LogicalKeyboardKey key in newlyPressedKeys) {
|
||||
switch (key) {
|
||||
case LogicalKeyboardKey.digit1:
|
||||
requestedWeaponIndex = 0; // Knife
|
||||
case LogicalKeyboardKey.digit2:
|
||||
requestedWeaponIndex = 1; // Pistol
|
||||
case LogicalKeyboardKey.digit3:
|
||||
requestedWeaponIndex = 2; // Machine Gun
|
||||
}
|
||||
}
|
||||
|
||||
// * Save state for next tick
|
||||
_previousKeys = Set.from(pressedKeys);
|
||||
}
|
||||
}
|
||||
@@ -7,6 +7,8 @@ import 'package:wolf_dart/features/weapon/weapons/knife.dart';
|
||||
import 'package:wolf_dart/features/weapon/weapons/machine_gun.dart';
|
||||
import 'package:wolf_dart/features/weapon/weapons/pistol.dart';
|
||||
|
||||
enum WeaponSwitchState { idle, lowering, raising }
|
||||
|
||||
class Player {
|
||||
// Spatial
|
||||
double x;
|
||||
@@ -24,9 +26,21 @@ class Player {
|
||||
bool hasMachineGun = false;
|
||||
bool hasChainGun = false;
|
||||
|
||||
// Weapon
|
||||
// Weapon System
|
||||
late Weapon currentWeapon;
|
||||
final List<Weapon> availableWeapons = [];
|
||||
int currentWeaponIndex = 1; // Starts with Pistol (Index 1)
|
||||
|
||||
// Fixed indices: 0 = Knife, 1 = Pistol, 2 = Machine Gun, 3 = Chain Gun
|
||||
final List<Weapon?> availableWeapons = [null, null, null, null];
|
||||
|
||||
WeaponSwitchState switchState = WeaponSwitchState.idle;
|
||||
int? pendingWeaponIndex;
|
||||
|
||||
// 0.0 is resting, 500.0 is fully off-screen
|
||||
double weaponAnimOffset = 0.0;
|
||||
|
||||
// How fast the weapon drops/raises per tick
|
||||
final double switchSpeed = 30.0;
|
||||
|
||||
Player({
|
||||
required this.x,
|
||||
@@ -34,18 +48,53 @@ class Player {
|
||||
required this.angle,
|
||||
}) {
|
||||
// Start with Knife and Pistol
|
||||
availableWeapons.add(Knife());
|
||||
availableWeapons.add(Pistol());
|
||||
currentWeapon = availableWeapons[1];
|
||||
availableWeapons[0] = Knife();
|
||||
availableWeapons[1] = Pistol();
|
||||
currentWeapon = availableWeapons[1]!;
|
||||
}
|
||||
|
||||
// Helper getter to interface with the RaycasterPainter
|
||||
LinearCoordinates get position => (x: x, y: y);
|
||||
|
||||
// Helper methods to keep state manipulation safe
|
||||
// --- Weapon Switching & Animation Logic ---
|
||||
|
||||
void updateWeaponSwitch() {
|
||||
if (switchState == WeaponSwitchState.lowering) {
|
||||
weaponAnimOffset += switchSpeed;
|
||||
if (weaponAnimOffset >= 500.0) {
|
||||
weaponAnimOffset = 500.0;
|
||||
currentWeaponIndex = pendingWeaponIndex!;
|
||||
currentWeapon = availableWeapons[currentWeaponIndex]!;
|
||||
switchState = WeaponSwitchState.raising;
|
||||
}
|
||||
} else if (switchState == WeaponSwitchState.raising) {
|
||||
weaponAnimOffset -= switchSpeed;
|
||||
if (weaponAnimOffset <= 0) {
|
||||
weaponAnimOffset = 0.0;
|
||||
switchState = WeaponSwitchState.idle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void requestWeaponSwitch(int index) {
|
||||
// Prevent switching if animating, firing, picking the same gun, or if slot is empty
|
||||
if (switchState != WeaponSwitchState.idle) return;
|
||||
if (currentWeapon.state != WeaponState.idle) return;
|
||||
if (index == currentWeaponIndex) return;
|
||||
if (index < 0 || index >= availableWeapons.length) return;
|
||||
if (availableWeapons[index] == null) return;
|
||||
|
||||
// Don't switch to a firearm if out of ammo
|
||||
if (index > 0 && ammo <= 0) return;
|
||||
|
||||
pendingWeaponIndex = index;
|
||||
switchState = WeaponSwitchState.lowering;
|
||||
}
|
||||
|
||||
// --- Health & Damage ---
|
||||
|
||||
void takeDamage(int damage) {
|
||||
health = math.max(0, health - damage);
|
||||
|
||||
if (health <= 0) {
|
||||
print("YOU DIED!");
|
||||
} else {
|
||||
@@ -55,24 +104,22 @@ class Player {
|
||||
|
||||
void heal(int amount) {
|
||||
final int newHealth = math.min(100, health + amount);
|
||||
|
||||
if (health < 100) {
|
||||
print("Feelin' better. ($newHealth)");
|
||||
}
|
||||
|
||||
health = newHealth;
|
||||
}
|
||||
|
||||
void addAmmo(int amount) {
|
||||
final int newAmmo = math.min(99, ammo + amount);
|
||||
|
||||
if (ammo < 99) {
|
||||
print("Hell yeah. ($newAmmo)");
|
||||
}
|
||||
|
||||
ammo = newAmmo;
|
||||
}
|
||||
|
||||
// --- Interaction & Firing ---
|
||||
|
||||
bool tryPickup(Collectible item) {
|
||||
bool pickedUp = false;
|
||||
|
||||
@@ -86,12 +133,18 @@ class Player {
|
||||
|
||||
case CollectibleType.ammo:
|
||||
if (ammo >= 99) return false;
|
||||
|
||||
int previousAmmo = ammo;
|
||||
addAmmo(8);
|
||||
|
||||
// Auto-switch back to Pistol if holding Knife and just got ammo
|
||||
if (currentWeaponIndex == 0 && previousAmmo <= 0) {
|
||||
requestWeaponSwitch(1);
|
||||
}
|
||||
pickedUp = true;
|
||||
break;
|
||||
|
||||
case CollectibleType.treasure:
|
||||
// Score values for Cross (52), Chalice (53), Chest (54), Crown (55)
|
||||
if (item.mapId == 52) score += 100;
|
||||
if (item.mapId == 53) score += 500;
|
||||
if (item.mapId == 54) score += 1000;
|
||||
@@ -105,9 +158,23 @@ class Player {
|
||||
break;
|
||||
|
||||
case CollectibleType.weapon:
|
||||
if (item.mapId == 50) hasMachineGun = true;
|
||||
if (item.mapId == 51) hasChainGun = true;
|
||||
pickedUp = true;
|
||||
if (item.mapId == 50) {
|
||||
if (!hasMachineGun) {
|
||||
hasMachineGun = true;
|
||||
availableWeapons[2] = MachineGun();
|
||||
}
|
||||
requestWeaponSwitch(2);
|
||||
pickedUp = true;
|
||||
}
|
||||
// Assuming mapId 51 is Chain Gun for later
|
||||
if (item.mapId == 51) {
|
||||
if (!hasChainGun) {
|
||||
hasChainGun = true;
|
||||
// availableWeapons[3] = ChainGun(); // Uncomment when you add the class
|
||||
}
|
||||
requestWeaponSwitch(3);
|
||||
pickedUp = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case CollectibleType.key:
|
||||
@@ -120,10 +187,18 @@ class Player {
|
||||
}
|
||||
|
||||
void fire(int currentTime) {
|
||||
// Only spend ammo if the weapon isn't a knife
|
||||
if (switchState != WeaponSwitchState.idle) {
|
||||
return; // No shooting while switching
|
||||
}
|
||||
|
||||
bool shotFired = currentWeapon.fire(currentTime, currentAmmo: ammo);
|
||||
if (shotFired && currentWeapon is! Knife) {
|
||||
if (shotFired && currentWeaponIndex > 0) {
|
||||
// If it's a gun
|
||||
ammo--;
|
||||
if (ammo <= 0) {
|
||||
// Auto-switch to knife when out of bullets
|
||||
requestWeaponSwitch(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -132,8 +207,6 @@ class Player {
|
||||
int oldFrame = currentWeapon.frameIndex;
|
||||
currentWeapon.update(currentTime);
|
||||
|
||||
// In your Pistol (Indices 212-215), Index 213 is the flash.
|
||||
// This translates to frameIndex == 1 in our fireFrames list.
|
||||
if (currentWeapon.state == WeaponState.firing &&
|
||||
oldFrame == 0 &&
|
||||
currentWeapon.frameIndex == 1) {
|
||||
@@ -141,13 +214,4 @@ class Player {
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Logic to switch weapons (e.g., picking up the Machine Gun)
|
||||
void equipBestWeapon() {
|
||||
if (hasChainGun) {
|
||||
/* set chain gun */
|
||||
} else if (hasMachineGun) {
|
||||
currentWeapon = MachineGun();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -27,27 +27,29 @@ class RaycasterPainter extends CustomPainter {
|
||||
|
||||
@override
|
||||
void paint(Canvas canvas, Size size) {
|
||||
// Disable anti-aliasing for the background to prevent edge bleeding
|
||||
final Paint bgPaint = Paint()..isAntiAlias = false;
|
||||
|
||||
// 1. Draw Ceiling & Floor
|
||||
canvas.drawRect(
|
||||
Rect.fromLTWH(0, 0, size.width, size.height / 2),
|
||||
Paint()..color = Colors.blueGrey[900]!,
|
||||
bgPaint..color = Colors.blueGrey[900]!,
|
||||
);
|
||||
canvas.drawRect(
|
||||
Rect.fromLTWH(0, size.height / 2, size.width, size.height / 2),
|
||||
Paint()..color = Colors.brown[900]!,
|
||||
bgPaint..color = Colors.brown[900]!,
|
||||
);
|
||||
|
||||
// --- OPTIMIZATION: Lock to Retro Resolution ---
|
||||
const int renderWidth = 320;
|
||||
|
||||
// Calculate how wide each column should be on the actual screen
|
||||
double columnWidth = size.width / renderWidth;
|
||||
|
||||
// Create a single Paint object to reuse (massive performance boost)
|
||||
// Add 0.5 to strokeWidth to prevent anti-aliasing seams between columns
|
||||
final Paint columnPaint = Paint()..strokeWidth = columnWidth + 0.5;
|
||||
// CRITICAL FIX: Disable anti-aliasing so edges remain perfectly sharp
|
||||
final Paint columnPaint = Paint()
|
||||
..isAntiAlias = false
|
||||
..strokeWidth = columnWidth + 0.5;
|
||||
|
||||
// The 1D Z-Buffer locked to our render width
|
||||
List<double> zBuffer = List.filled(renderWidth, 0.0);
|
||||
|
||||
double dirX = math.cos(player.angle);
|
||||
@@ -153,12 +155,11 @@ class RaycasterPainter extends CustomPainter {
|
||||
}
|
||||
wallX -= wallX.floor();
|
||||
|
||||
// Pass the scaled drawX instead of the raw loop index
|
||||
double drawX = x * columnWidth;
|
||||
|
||||
_drawTexturedColumn(
|
||||
canvas,
|
||||
drawX, // <-- Updated
|
||||
drawX,
|
||||
perpWallDist,
|
||||
wallX,
|
||||
side,
|
||||
@@ -166,7 +167,7 @@ class RaycasterPainter extends CustomPainter {
|
||||
hitWallId,
|
||||
textures,
|
||||
doorOffset,
|
||||
columnPaint, // <-- Pass the reusable Paint object
|
||||
columnPaint,
|
||||
);
|
||||
}
|
||||
|
||||
@@ -189,34 +190,24 @@ class RaycasterPainter extends CustomPainter {
|
||||
double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
|
||||
|
||||
if (transformY > 0) {
|
||||
// Map sprite X to our 320 renderWidth
|
||||
int spriteScreenX = ((renderWidth / 2) * (1 + transformX / transformY))
|
||||
.toInt();
|
||||
|
||||
// Calculate height in REAL screen pixels
|
||||
int spriteHeight = (size.height / transformY).abs().toInt();
|
||||
|
||||
// Calculate width in COLUMNS (320 space) to maintain the square aspect ratio
|
||||
int spriteColumnWidth = (spriteHeight / columnWidth).toInt();
|
||||
|
||||
// Use the new column width for start/end points
|
||||
int drawStartX = -spriteColumnWidth ~/ 2 + spriteScreenX;
|
||||
int drawEndX = spriteColumnWidth ~/ 2 + spriteScreenX;
|
||||
|
||||
// Clip to screen boundaries
|
||||
int clipStartX = math.max(0, drawStartX);
|
||||
int clipEndX = math.min(renderWidth - 1, drawEndX);
|
||||
|
||||
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
|
||||
// THE Z-BUFFER CHECK!
|
||||
if (transformY < zBuffer[stripe]) {
|
||||
// Map the texture X using the new column width!
|
||||
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);
|
||||
@@ -226,7 +217,9 @@ class RaycasterPainter extends CustomPainter {
|
||||
int colorByte = spritePixels[texX][ty];
|
||||
|
||||
if (colorByte != 255) {
|
||||
double endY = startY + stepY;
|
||||
// ADDED 0.5 OVERLAP TO PREVENT VERTICAL SEAMS
|
||||
double endY = startY + stepY + 0.5;
|
||||
|
||||
if (endY > 0 && startY < size.height) {
|
||||
columnPaint.color = ColorPalette.vga[colorByte];
|
||||
canvas.drawLine(
|
||||
@@ -246,7 +239,7 @@ class RaycasterPainter extends CustomPainter {
|
||||
|
||||
void _drawTexturedColumn(
|
||||
Canvas canvas,
|
||||
double drawX, // <-- Receive scaled draw position
|
||||
double drawX,
|
||||
double distance,
|
||||
double wallX,
|
||||
int side,
|
||||
@@ -254,7 +247,7 @@ class RaycasterPainter extends CustomPainter {
|
||||
int hitWallId,
|
||||
List<Matrix<int>> textures,
|
||||
double doorOffset,
|
||||
Paint paint, // <-- Receive reused Paint object
|
||||
Paint paint,
|
||||
) {
|
||||
if (distance <= 0.01) distance = 0.01;
|
||||
|
||||
@@ -281,10 +274,10 @@ class RaycasterPainter extends CustomPainter {
|
||||
for (int ty = 0; ty < 64; ty++) {
|
||||
int colorByte = textures[texNum][texX][ty];
|
||||
|
||||
// Update the color of our shared paint object
|
||||
paint.color = ColorPalette.vga[colorByte];
|
||||
|
||||
double endY = startY + stepY;
|
||||
// ADDED 0.5 OVERLAP TO PREVENT VERTICAL SEAMS
|
||||
double endY = startY + stepY + 0.5;
|
||||
|
||||
if (endY > 0 && startY < size.height) {
|
||||
canvas.drawLine(
|
||||
@@ -300,7 +293,8 @@ class RaycasterPainter extends CustomPainter {
|
||||
|
||||
@override
|
||||
bool shouldRepaint(RaycasterPainter oldDelegate) {
|
||||
return oldDelegate.player != player ||
|
||||
oldDelegate.player.angle != player.angle;
|
||||
// Because the Player object instance remains the same, a pure equality check fails.
|
||||
// Given that your Ticker loop calls setState every frame, returning true is safest.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,7 +2,6 @@ import 'dart:math' as math;
|
||||
|
||||
import 'package:flutter/material.dart';
|
||||
import 'package:flutter/scheduler.dart';
|
||||
import 'package:flutter/services.dart';
|
||||
import 'package:wolf_dart/classes/linear_coordinates.dart';
|
||||
import 'package:wolf_dart/classes/matrix.dart';
|
||||
import 'package:wolf_dart/features/difficulty/difficulty.dart';
|
||||
@@ -10,6 +9,7 @@ import 'package:wolf_dart/features/entities/collectible.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
import 'package:wolf_dart/features/entities/entity_registry.dart';
|
||||
import 'package:wolf_dart/features/input/input_manager.dart';
|
||||
import 'package:wolf_dart/features/map/wolf_map.dart';
|
||||
import 'package:wolf_dart/features/player/player.dart';
|
||||
import 'package:wolf_dart/features/renderer/raycast_painter.dart';
|
||||
@@ -35,6 +35,7 @@ class WolfRenderer extends StatefulWidget {
|
||||
|
||||
class _WolfRendererState extends State<WolfRenderer>
|
||||
with SingleTickerProviderStateMixin {
|
||||
final InputManager inputManager = InputManager();
|
||||
late Ticker _gameLoop;
|
||||
final FocusNode _focusNode = FocusNode();
|
||||
late WolfMap gameMap;
|
||||
@@ -45,7 +46,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
late Player player;
|
||||
|
||||
bool _isLoading = true;
|
||||
bool _spaceWasPressed = false;
|
||||
final bool _spaceWasPressed = false;
|
||||
|
||||
double damageFlashOpacity = 0.0;
|
||||
|
||||
@@ -192,6 +193,9 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
}
|
||||
|
||||
void _tick(Duration elapsed) {
|
||||
// * Process all inputs, first.
|
||||
inputManager.update();
|
||||
|
||||
const double moveSpeed = 0.12;
|
||||
const double turnSpeed = 0.08;
|
||||
|
||||
@@ -199,6 +203,34 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
moveStepX = 0;
|
||||
moveStepY = 0;
|
||||
|
||||
// Handle Manual Weapon Switching
|
||||
if (inputManager.requestedWeaponIndex != null) {
|
||||
player.requestWeaponSwitch(inputManager.requestedWeaponIndex!);
|
||||
}
|
||||
|
||||
// Handle Movement using InputManager
|
||||
if (inputManager.isMovingForward) {
|
||||
moveStepX += math.cos(player.angle) * moveSpeed;
|
||||
moveStepY += math.sin(player.angle) * moveSpeed;
|
||||
}
|
||||
if (inputManager.isMovingBackward) {
|
||||
moveStepX -= math.cos(player.angle) * moveSpeed;
|
||||
moveStepY -= math.sin(player.angle) * moveSpeed;
|
||||
}
|
||||
if (inputManager.isTurningLeft) {
|
||||
player.angle -= turnSpeed;
|
||||
}
|
||||
if (inputManager.isTurningRight) {
|
||||
player.angle += turnSpeed;
|
||||
}
|
||||
|
||||
// Keep angle wrapped cleanly
|
||||
if (player.angle < 0) player.angle += 2 * math.pi;
|
||||
if (player.angle > 2 * math.pi) player.angle -= 2 * math.pi;
|
||||
|
||||
// UPDATE WEAPON ANIMATION (Lowering/Raising)
|
||||
player.updateWeaponSwitch();
|
||||
|
||||
// 1. ANIMATE DOORS
|
||||
doorStates.forEach((key, state) {
|
||||
if (state == 1) {
|
||||
@@ -211,25 +243,6 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
}
|
||||
});
|
||||
|
||||
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
|
||||
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
|
||||
moveStepX += math.cos(player.angle) * moveSpeed;
|
||||
moveStepY += math.sin(player.angle) * moveSpeed;
|
||||
}
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
|
||||
moveStepX -= math.cos(player.angle) * moveSpeed;
|
||||
moveStepY -= math.sin(player.angle) * moveSpeed;
|
||||
}
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
|
||||
player.angle -= turnSpeed;
|
||||
}
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
|
||||
player.angle += turnSpeed;
|
||||
}
|
||||
if (player.angle < 0) player.angle += 2 * math.pi;
|
||||
if (player.angle > 2 * math.pi) player.angle -= 2 * math.pi;
|
||||
|
||||
// 2. UPDATED WALL COLLISION
|
||||
const double margin = 0.3;
|
||||
double newX = player.x + moveStepX;
|
||||
@@ -250,10 +263,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
player.y = newY;
|
||||
}
|
||||
|
||||
// 3. UPDATED DOOR INTERACTION
|
||||
bool isSpacePressed = pressedKeys.contains(LogicalKeyboardKey.space);
|
||||
|
||||
if (isSpacePressed && !_spaceWasPressed) {
|
||||
// 3. UPDATED DOOR INTERACTION (Using InputManager)
|
||||
if (inputManager.isInteracting) {
|
||||
int targetX = (player.x + math.cos(player.angle)).toInt();
|
||||
int targetY = (player.y + math.sin(player.angle)).toInt();
|
||||
|
||||
@@ -270,7 +281,6 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
}
|
||||
}
|
||||
}
|
||||
_spaceWasPressed = isSpacePressed;
|
||||
|
||||
// --- 4. UPDATE ENTITY LOGIC ---
|
||||
List<Entity> itemsToRemove = []; // Collect items to delete after the loop
|
||||
@@ -284,7 +294,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
onDamagePlayer: _takeDamage,
|
||||
);
|
||||
}
|
||||
// NEW: Add Collectible Interaction Logic
|
||||
// Collectible Interaction Logic
|
||||
else if (entity is Collectible) {
|
||||
double dx = player.x - entity.x;
|
||||
double dy = player.y - entity.y;
|
||||
@@ -306,17 +316,15 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
});
|
||||
}
|
||||
|
||||
// 5. Weapon
|
||||
// Update weapon animation and check for flash frame
|
||||
// 5. Weapon Raycast & Firing
|
||||
bool shouldCheckHit = player.updateWeapon(elapsed.inMilliseconds);
|
||||
|
||||
if (shouldCheckHit) {
|
||||
_performRaycastAttack(elapsed);
|
||||
}
|
||||
|
||||
// Input to trigger firing
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.controlLeft) &&
|
||||
!_spaceWasPressed) {
|
||||
// Input to trigger firing (Using InputManager)
|
||||
if (inputManager.isFiring) {
|
||||
player.fire(elapsed.inMilliseconds);
|
||||
}
|
||||
|
||||
@@ -347,8 +355,12 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
|
||||
// 2. Check if that angle is close to our player's aiming angle
|
||||
double angleDiff = player.angle - angleToEnemy;
|
||||
while (angleDiff <= -math.pi) angleDiff += 2 * math.pi;
|
||||
while (angleDiff > math.pi) angleDiff -= 2 * math.pi;
|
||||
while (angleDiff <= -math.pi) {
|
||||
angleDiff += 2 * math.pi;
|
||||
}
|
||||
while (angleDiff > math.pi) {
|
||||
angleDiff -= 2 * math.pi;
|
||||
}
|
||||
|
||||
// 3. Simple bounding box check (approx 0.4 units wide)
|
||||
double dist = math.sqrt(dx * dx + dy * dy);
|
||||
@@ -442,8 +454,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
child: Center(
|
||||
child: Transform.translate(
|
||||
offset: Offset(
|
||||
0,
|
||||
// Bobbing math: only moves if velocity is > 0
|
||||
// Bobbing math
|
||||
(moveStepX.abs() + moveStepY.abs()) > 0
|
||||
? math.sin(
|
||||
DateTime.now()
|
||||
@@ -452,6 +463,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
) *
|
||||
12
|
||||
: 0,
|
||||
// Y-Offset for lowering and raising
|
||||
player.weaponAnimOffset,
|
||||
),
|
||||
child: SizedBox(
|
||||
width: 500,
|
||||
|
||||
Reference in New Issue
Block a user