@@ -2,7 +2,6 @@ import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import 'package:flutter/scheduler.dart';
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import 'package:flutter/services.dart';
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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import 'package:wolf_dart/classes/matrix.dart';
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import 'package:wolf_dart/features/difficulty/difficulty.dart';
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@@ -10,6 +9,7 @@ import 'package:wolf_dart/features/entities/collectible.dart';
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import 'package:wolf_dart/features/entities/enemies/enemy.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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import 'package:wolf_dart/features/entities/entity_registry.dart';
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import 'package:wolf_dart/features/input/input_manager.dart';
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import 'package:wolf_dart/features/map/wolf_map.dart';
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import 'package:wolf_dart/features/player/player.dart';
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import 'package:wolf_dart/features/renderer/raycast_painter.dart';
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@@ -35,6 +35,7 @@ class WolfRenderer extends StatefulWidget {
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class _WolfRendererState extends State<WolfRenderer>
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with SingleTickerProviderStateMixin {
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final InputManager inputManager = InputManager();
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late Ticker _gameLoop;
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final FocusNode _focusNode = FocusNode();
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late WolfMap gameMap;
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@@ -45,7 +46,7 @@ class _WolfRendererState extends State<WolfRenderer>
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late Player player;
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bool _isLoading = true;
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bool _spaceWasPressed = false;
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final bool _spaceWasPressed = false;
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double damageFlashOpacity = 0.0;
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@@ -192,6 +193,9 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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void _tick(Duration elapsed) {
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// * Process all inputs, first.
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inputManager.update();
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const double moveSpeed = 0.12;
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const double turnSpeed = 0.08;
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@@ -199,6 +203,34 @@ class _WolfRendererState extends State<WolfRenderer>
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moveStepX = 0;
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moveStepY = 0;
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// Handle Manual Weapon Switching
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if (inputManager.requestedWeaponIndex != null) {
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player.requestWeaponSwitch(inputManager.requestedWeaponIndex!);
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}
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// Handle Movement using InputManager
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if (inputManager.isMovingForward) {
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moveStepX += math.cos(player.angle) * moveSpeed;
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moveStepY += math.sin(player.angle) * moveSpeed;
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}
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if (inputManager.isMovingBackward) {
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moveStepX -= math.cos(player.angle) * moveSpeed;
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moveStepY -= math.sin(player.angle) * moveSpeed;
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}
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if (inputManager.isTurningLeft) {
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player.angle -= turnSpeed;
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}
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if (inputManager.isTurningRight) {
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player.angle += turnSpeed;
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}
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// Keep angle wrapped cleanly
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if (player.angle < 0) player.angle += 2 * math.pi;
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if (player.angle > 2 * math.pi) player.angle -= 2 * math.pi;
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// UPDATE WEAPON ANIMATION (Lowering/Raising)
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player.updateWeaponSwitch();
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// 1. ANIMATE DOORS
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doorStates.forEach((key, state) {
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if (state == 1) {
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@@ -211,25 +243,6 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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});
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final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
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if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
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moveStepX += math.cos(player.angle) * moveSpeed;
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moveStepY += math.sin(player.angle) * moveSpeed;
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
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moveStepX -= math.cos(player.angle) * moveSpeed;
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moveStepY -= math.sin(player.angle) * moveSpeed;
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
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player.angle -= turnSpeed;
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
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player.angle += turnSpeed;
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}
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if (player.angle < 0) player.angle += 2 * math.pi;
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if (player.angle > 2 * math.pi) player.angle -= 2 * math.pi;
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// 2. UPDATED WALL COLLISION
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const double margin = 0.3;
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double newX = player.x + moveStepX;
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@@ -250,10 +263,8 @@ class _WolfRendererState extends State<WolfRenderer>
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player.y = newY;
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}
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// 3. UPDATED DOOR INTERACTION
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bool isSpacePressed = pressedKeys.contains(LogicalKeyboardKey.space);
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if (isSpacePressed && !_spaceWasPressed) {
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// 3. UPDATED DOOR INTERACTION (Using InputManager)
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if (inputManager.isInteracting) {
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int targetX = (player.x + math.cos(player.angle)).toInt();
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int targetY = (player.y + math.sin(player.angle)).toInt();
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@@ -270,7 +281,6 @@ class _WolfRendererState extends State<WolfRenderer>
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}
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}
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}
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_spaceWasPressed = isSpacePressed;
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// --- 4. UPDATE ENTITY LOGIC ---
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List<Entity> itemsToRemove = []; // Collect items to delete after the loop
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@@ -284,7 +294,7 @@ class _WolfRendererState extends State<WolfRenderer>
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onDamagePlayer: _takeDamage,
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);
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}
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// NEW: Add Collectible Interaction Logic
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// Collectible Interaction Logic
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else if (entity is Collectible) {
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double dx = player.x - entity.x;
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double dy = player.y - entity.y;
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@@ -306,17 +316,15 @@ class _WolfRendererState extends State<WolfRenderer>
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});
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}
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// 5. Weapon
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// Update weapon animation and check for flash frame
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// 5. Weapon Raycast & Firing
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bool shouldCheckHit = player.updateWeapon(elapsed.inMilliseconds);
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if (shouldCheckHit) {
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_performRaycastAttack(elapsed);
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}
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// Input to trigger firing
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if (pressedKeys.contains(LogicalKeyboardKey.controlLeft) &&
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!_spaceWasPressed) {
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// Input to trigger firing (Using InputManager)
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if (inputManager.isFiring) {
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player.fire(elapsed.inMilliseconds);
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}
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@@ -347,8 +355,12 @@ class _WolfRendererState extends State<WolfRenderer>
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// 2. Check if that angle is close to our player's aiming angle
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double angleDiff = player.angle - angleToEnemy;
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while (angleDiff <= -math.pi) angleDiff += 2 * math.pi;
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while (angleDiff > math.pi) angleDiff -= 2 * math.pi;
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while (angleDiff <= -math.pi) {
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angleDiff += 2 * math.pi;
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}
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while (angleDiff > math.pi) {
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angleDiff -= 2 * math.pi;
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}
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// 3. Simple bounding box check (approx 0.4 units wide)
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double dist = math.sqrt(dx * dx + dy * dy);
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@@ -442,8 +454,7 @@ class _WolfRendererState extends State<WolfRenderer>
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child: Center(
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child: Transform.translate(
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offset: Offset(
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0,
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// Bobbing math: only moves if velocity is > 0
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// Bobbing math
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(moveStepX.abs() + moveStepY.abs()) > 0
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? math.sin(
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DateTime.now()
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@@ -452,6 +463,8 @@ class _WolfRendererState extends State<WolfRenderer>
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) *
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12
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: 0,
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// Y-Offset for lowering and raising
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player.weaponAnimOffset,
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),
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child: SizedBox(
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width: 500,
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Reference in New Issue
Block a user