Improve rendering

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 23:27:40 +01:00
parent a6a5cb705d
commit 895a997604
5 changed files with 227 additions and 93 deletions

View File

@@ -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,