@@ -78,8 +78,12 @@ class BrownGuard extends Enemy {
|
|||||||
}
|
}
|
||||||
|
|
||||||
double diff = angle - angleToPlayer;
|
double diff = angle - angleToPlayer;
|
||||||
while (diff <= -math.pi) diff += 2 * math.pi;
|
while (diff <= -math.pi) {
|
||||||
while (diff > math.pi) diff -= 2 * 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;
|
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
|
||||||
if (octant < 0) octant += 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/machine_gun.dart';
|
||||||
import 'package:wolf_dart/features/weapon/weapons/pistol.dart';
|
import 'package:wolf_dart/features/weapon/weapons/pistol.dart';
|
||||||
|
|
||||||
|
enum WeaponSwitchState { idle, lowering, raising }
|
||||||
|
|
||||||
class Player {
|
class Player {
|
||||||
// Spatial
|
// Spatial
|
||||||
double x;
|
double x;
|
||||||
@@ -24,9 +26,21 @@ class Player {
|
|||||||
bool hasMachineGun = false;
|
bool hasMachineGun = false;
|
||||||
bool hasChainGun = false;
|
bool hasChainGun = false;
|
||||||
|
|
||||||
// Weapon
|
// Weapon System
|
||||||
late Weapon currentWeapon;
|
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({
|
Player({
|
||||||
required this.x,
|
required this.x,
|
||||||
@@ -34,18 +48,53 @@ class Player {
|
|||||||
required this.angle,
|
required this.angle,
|
||||||
}) {
|
}) {
|
||||||
// Start with Knife and Pistol
|
// Start with Knife and Pistol
|
||||||
availableWeapons.add(Knife());
|
availableWeapons[0] = Knife();
|
||||||
availableWeapons.add(Pistol());
|
availableWeapons[1] = Pistol();
|
||||||
currentWeapon = availableWeapons[1];
|
currentWeapon = availableWeapons[1]!;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Helper getter to interface with the RaycasterPainter
|
// Helper getter to interface with the RaycasterPainter
|
||||||
LinearCoordinates get position => (x: x, y: y);
|
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) {
|
void takeDamage(int damage) {
|
||||||
health = math.max(0, health - damage);
|
health = math.max(0, health - damage);
|
||||||
|
|
||||||
if (health <= 0) {
|
if (health <= 0) {
|
||||||
print("YOU DIED!");
|
print("YOU DIED!");
|
||||||
} else {
|
} else {
|
||||||
@@ -55,24 +104,22 @@ class Player {
|
|||||||
|
|
||||||
void heal(int amount) {
|
void heal(int amount) {
|
||||||
final int newHealth = math.min(100, health + amount);
|
final int newHealth = math.min(100, health + amount);
|
||||||
|
|
||||||
if (health < 100) {
|
if (health < 100) {
|
||||||
print("Feelin' better. ($newHealth)");
|
print("Feelin' better. ($newHealth)");
|
||||||
}
|
}
|
||||||
|
|
||||||
health = newHealth;
|
health = newHealth;
|
||||||
}
|
}
|
||||||
|
|
||||||
void addAmmo(int amount) {
|
void addAmmo(int amount) {
|
||||||
final int newAmmo = math.min(99, ammo + amount);
|
final int newAmmo = math.min(99, ammo + amount);
|
||||||
|
|
||||||
if (ammo < 99) {
|
if (ammo < 99) {
|
||||||
print("Hell yeah. ($newAmmo)");
|
print("Hell yeah. ($newAmmo)");
|
||||||
}
|
}
|
||||||
|
|
||||||
ammo = newAmmo;
|
ammo = newAmmo;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// --- Interaction & Firing ---
|
||||||
|
|
||||||
bool tryPickup(Collectible item) {
|
bool tryPickup(Collectible item) {
|
||||||
bool pickedUp = false;
|
bool pickedUp = false;
|
||||||
|
|
||||||
@@ -86,12 +133,18 @@ class Player {
|
|||||||
|
|
||||||
case CollectibleType.ammo:
|
case CollectibleType.ammo:
|
||||||
if (ammo >= 99) return false;
|
if (ammo >= 99) return false;
|
||||||
|
|
||||||
|
int previousAmmo = ammo;
|
||||||
addAmmo(8);
|
addAmmo(8);
|
||||||
|
|
||||||
|
// Auto-switch back to Pistol if holding Knife and just got ammo
|
||||||
|
if (currentWeaponIndex == 0 && previousAmmo <= 0) {
|
||||||
|
requestWeaponSwitch(1);
|
||||||
|
}
|
||||||
pickedUp = true;
|
pickedUp = true;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case CollectibleType.treasure:
|
case CollectibleType.treasure:
|
||||||
// Score values for Cross (52), Chalice (53), Chest (54), Crown (55)
|
|
||||||
if (item.mapId == 52) score += 100;
|
if (item.mapId == 52) score += 100;
|
||||||
if (item.mapId == 53) score += 500;
|
if (item.mapId == 53) score += 500;
|
||||||
if (item.mapId == 54) score += 1000;
|
if (item.mapId == 54) score += 1000;
|
||||||
@@ -105,9 +158,23 @@ class Player {
|
|||||||
break;
|
break;
|
||||||
|
|
||||||
case CollectibleType.weapon:
|
case CollectibleType.weapon:
|
||||||
if (item.mapId == 50) hasMachineGun = true;
|
if (item.mapId == 50) {
|
||||||
if (item.mapId == 51) hasChainGun = true;
|
if (!hasMachineGun) {
|
||||||
|
hasMachineGun = true;
|
||||||
|
availableWeapons[2] = MachineGun();
|
||||||
|
}
|
||||||
|
requestWeaponSwitch(2);
|
||||||
pickedUp = true;
|
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;
|
break;
|
||||||
|
|
||||||
case CollectibleType.key:
|
case CollectibleType.key:
|
||||||
@@ -120,10 +187,18 @@ class Player {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void fire(int currentTime) {
|
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);
|
bool shotFired = currentWeapon.fire(currentTime, currentAmmo: ammo);
|
||||||
if (shotFired && currentWeapon is! Knife) {
|
if (shotFired && currentWeaponIndex > 0) {
|
||||||
|
// If it's a gun
|
||||||
ammo--;
|
ammo--;
|
||||||
|
if (ammo <= 0) {
|
||||||
|
// Auto-switch to knife when out of bullets
|
||||||
|
requestWeaponSwitch(0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -132,8 +207,6 @@ class Player {
|
|||||||
int oldFrame = currentWeapon.frameIndex;
|
int oldFrame = currentWeapon.frameIndex;
|
||||||
currentWeapon.update(currentTime);
|
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 &&
|
if (currentWeapon.state == WeaponState.firing &&
|
||||||
oldFrame == 0 &&
|
oldFrame == 0 &&
|
||||||
currentWeapon.frameIndex == 1) {
|
currentWeapon.frameIndex == 1) {
|
||||||
@@ -141,13 +214,4 @@ class Player {
|
|||||||
}
|
}
|
||||||
return false;
|
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
|
@override
|
||||||
void paint(Canvas canvas, Size size) {
|
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
|
// 1. Draw Ceiling & Floor
|
||||||
canvas.drawRect(
|
canvas.drawRect(
|
||||||
Rect.fromLTWH(0, 0, size.width, size.height / 2),
|
Rect.fromLTWH(0, 0, size.width, size.height / 2),
|
||||||
Paint()..color = Colors.blueGrey[900]!,
|
bgPaint..color = Colors.blueGrey[900]!,
|
||||||
);
|
);
|
||||||
canvas.drawRect(
|
canvas.drawRect(
|
||||||
Rect.fromLTWH(0, size.height / 2, size.width, size.height / 2),
|
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 ---
|
// --- OPTIMIZATION: Lock to Retro Resolution ---
|
||||||
const int renderWidth = 320;
|
const int renderWidth = 320;
|
||||||
|
|
||||||
// Calculate how wide each column should be on the actual screen
|
|
||||||
double columnWidth = size.width / renderWidth;
|
double columnWidth = size.width / renderWidth;
|
||||||
|
|
||||||
// Create a single Paint object to reuse (massive performance boost)
|
// CRITICAL FIX: Disable anti-aliasing so edges remain perfectly sharp
|
||||||
// Add 0.5 to strokeWidth to prevent anti-aliasing seams between columns
|
final Paint columnPaint = Paint()
|
||||||
final Paint columnPaint = Paint()..strokeWidth = columnWidth + 0.5;
|
..isAntiAlias = false
|
||||||
|
..strokeWidth = columnWidth + 0.5;
|
||||||
|
|
||||||
// The 1D Z-Buffer locked to our render width
|
|
||||||
List<double> zBuffer = List.filled(renderWidth, 0.0);
|
List<double> zBuffer = List.filled(renderWidth, 0.0);
|
||||||
|
|
||||||
double dirX = math.cos(player.angle);
|
double dirX = math.cos(player.angle);
|
||||||
@@ -153,12 +155,11 @@ class RaycasterPainter extends CustomPainter {
|
|||||||
}
|
}
|
||||||
wallX -= wallX.floor();
|
wallX -= wallX.floor();
|
||||||
|
|
||||||
// Pass the scaled drawX instead of the raw loop index
|
|
||||||
double drawX = x * columnWidth;
|
double drawX = x * columnWidth;
|
||||||
|
|
||||||
_drawTexturedColumn(
|
_drawTexturedColumn(
|
||||||
canvas,
|
canvas,
|
||||||
drawX, // <-- Updated
|
drawX,
|
||||||
perpWallDist,
|
perpWallDist,
|
||||||
wallX,
|
wallX,
|
||||||
side,
|
side,
|
||||||
@@ -166,7 +167,7 @@ class RaycasterPainter extends CustomPainter {
|
|||||||
hitWallId,
|
hitWallId,
|
||||||
textures,
|
textures,
|
||||||
doorOffset,
|
doorOffset,
|
||||||
columnPaint, // <-- Pass the reusable Paint object
|
columnPaint,
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -189,34 +190,24 @@ class RaycasterPainter extends CustomPainter {
|
|||||||
double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
|
double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
|
||||||
|
|
||||||
if (transformY > 0) {
|
if (transformY > 0) {
|
||||||
// Map sprite X to our 320 renderWidth
|
|
||||||
int spriteScreenX = ((renderWidth / 2) * (1 + transformX / transformY))
|
int spriteScreenX = ((renderWidth / 2) * (1 + transformX / transformY))
|
||||||
.toInt();
|
.toInt();
|
||||||
|
|
||||||
// Calculate height in REAL screen pixels
|
|
||||||
int spriteHeight = (size.height / transformY).abs().toInt();
|
int spriteHeight = (size.height / transformY).abs().toInt();
|
||||||
|
|
||||||
// Calculate width in COLUMNS (320 space) to maintain the square aspect ratio
|
|
||||||
int spriteColumnWidth = (spriteHeight / columnWidth).toInt();
|
int spriteColumnWidth = (spriteHeight / columnWidth).toInt();
|
||||||
|
|
||||||
// Use the new column width for start/end points
|
|
||||||
int drawStartX = -spriteColumnWidth ~/ 2 + spriteScreenX;
|
int drawStartX = -spriteColumnWidth ~/ 2 + spriteScreenX;
|
||||||
int drawEndX = spriteColumnWidth ~/ 2 + spriteScreenX;
|
int drawEndX = spriteColumnWidth ~/ 2 + spriteScreenX;
|
||||||
|
|
||||||
// Clip to screen boundaries
|
|
||||||
int clipStartX = math.max(0, drawStartX);
|
int clipStartX = math.max(0, drawStartX);
|
||||||
int clipEndX = math.min(renderWidth - 1, drawEndX);
|
int clipEndX = math.min(renderWidth - 1, drawEndX);
|
||||||
|
|
||||||
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
|
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
|
||||||
// THE Z-BUFFER CHECK!
|
|
||||||
if (transformY < zBuffer[stripe]) {
|
if (transformY < zBuffer[stripe]) {
|
||||||
// Map the texture X using the new column width!
|
|
||||||
double texXDouble = (stripe - drawStartX) * 64 / spriteColumnWidth;
|
double texXDouble = (stripe - drawStartX) * 64 / spriteColumnWidth;
|
||||||
int texX = texXDouble.toInt().clamp(0, 63);
|
int texX = texXDouble.toInt().clamp(0, 63);
|
||||||
|
|
||||||
double startY = (size.height / 2) - (spriteHeight / 2);
|
double startY = (size.height / 2) - (spriteHeight / 2);
|
||||||
double stepY = spriteHeight / 64.0;
|
double stepY = spriteHeight / 64.0;
|
||||||
|
|
||||||
double drawX = stripe * columnWidth;
|
double drawX = stripe * columnWidth;
|
||||||
|
|
||||||
int safeIndex = entity.spriteIndex.clamp(0, sprites.length - 1);
|
int safeIndex = entity.spriteIndex.clamp(0, sprites.length - 1);
|
||||||
@@ -226,7 +217,9 @@ class RaycasterPainter extends CustomPainter {
|
|||||||
int colorByte = spritePixels[texX][ty];
|
int colorByte = spritePixels[texX][ty];
|
||||||
|
|
||||||
if (colorByte != 255) {
|
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) {
|
if (endY > 0 && startY < size.height) {
|
||||||
columnPaint.color = ColorPalette.vga[colorByte];
|
columnPaint.color = ColorPalette.vga[colorByte];
|
||||||
canvas.drawLine(
|
canvas.drawLine(
|
||||||
@@ -246,7 +239,7 @@ class RaycasterPainter extends CustomPainter {
|
|||||||
|
|
||||||
void _drawTexturedColumn(
|
void _drawTexturedColumn(
|
||||||
Canvas canvas,
|
Canvas canvas,
|
||||||
double drawX, // <-- Receive scaled draw position
|
double drawX,
|
||||||
double distance,
|
double distance,
|
||||||
double wallX,
|
double wallX,
|
||||||
int side,
|
int side,
|
||||||
@@ -254,7 +247,7 @@ class RaycasterPainter extends CustomPainter {
|
|||||||
int hitWallId,
|
int hitWallId,
|
||||||
List<Matrix<int>> textures,
|
List<Matrix<int>> textures,
|
||||||
double doorOffset,
|
double doorOffset,
|
||||||
Paint paint, // <-- Receive reused Paint object
|
Paint paint,
|
||||||
) {
|
) {
|
||||||
if (distance <= 0.01) distance = 0.01;
|
if (distance <= 0.01) distance = 0.01;
|
||||||
|
|
||||||
@@ -281,10 +274,10 @@ class RaycasterPainter extends CustomPainter {
|
|||||||
for (int ty = 0; ty < 64; ty++) {
|
for (int ty = 0; ty < 64; ty++) {
|
||||||
int colorByte = textures[texNum][texX][ty];
|
int colorByte = textures[texNum][texX][ty];
|
||||||
|
|
||||||
// Update the color of our shared paint object
|
|
||||||
paint.color = ColorPalette.vga[colorByte];
|
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) {
|
if (endY > 0 && startY < size.height) {
|
||||||
canvas.drawLine(
|
canvas.drawLine(
|
||||||
@@ -300,7 +293,8 @@ class RaycasterPainter extends CustomPainter {
|
|||||||
|
|
||||||
@override
|
@override
|
||||||
bool shouldRepaint(RaycasterPainter oldDelegate) {
|
bool shouldRepaint(RaycasterPainter oldDelegate) {
|
||||||
return oldDelegate.player != player ||
|
// Because the Player object instance remains the same, a pure equality check fails.
|
||||||
oldDelegate.player.angle != player.angle;
|
// 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/material.dart';
|
||||||
import 'package:flutter/scheduler.dart';
|
import 'package:flutter/scheduler.dart';
|
||||||
import 'package:flutter/services.dart';
|
|
||||||
import 'package:wolf_dart/classes/linear_coordinates.dart';
|
import 'package:wolf_dart/classes/linear_coordinates.dart';
|
||||||
import 'package:wolf_dart/classes/matrix.dart';
|
import 'package:wolf_dart/classes/matrix.dart';
|
||||||
import 'package:wolf_dart/features/difficulty/difficulty.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/enemies/enemy.dart';
|
||||||
import 'package:wolf_dart/features/entities/entity.dart';
|
import 'package:wolf_dart/features/entities/entity.dart';
|
||||||
import 'package:wolf_dart/features/entities/entity_registry.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/map/wolf_map.dart';
|
||||||
import 'package:wolf_dart/features/player/player.dart';
|
import 'package:wolf_dart/features/player/player.dart';
|
||||||
import 'package:wolf_dart/features/renderer/raycast_painter.dart';
|
import 'package:wolf_dart/features/renderer/raycast_painter.dart';
|
||||||
@@ -35,6 +35,7 @@ class WolfRenderer extends StatefulWidget {
|
|||||||
|
|
||||||
class _WolfRendererState extends State<WolfRenderer>
|
class _WolfRendererState extends State<WolfRenderer>
|
||||||
with SingleTickerProviderStateMixin {
|
with SingleTickerProviderStateMixin {
|
||||||
|
final InputManager inputManager = InputManager();
|
||||||
late Ticker _gameLoop;
|
late Ticker _gameLoop;
|
||||||
final FocusNode _focusNode = FocusNode();
|
final FocusNode _focusNode = FocusNode();
|
||||||
late WolfMap gameMap;
|
late WolfMap gameMap;
|
||||||
@@ -45,7 +46,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
late Player player;
|
late Player player;
|
||||||
|
|
||||||
bool _isLoading = true;
|
bool _isLoading = true;
|
||||||
bool _spaceWasPressed = false;
|
final bool _spaceWasPressed = false;
|
||||||
|
|
||||||
double damageFlashOpacity = 0.0;
|
double damageFlashOpacity = 0.0;
|
||||||
|
|
||||||
@@ -192,6 +193,9 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
}
|
}
|
||||||
|
|
||||||
void _tick(Duration elapsed) {
|
void _tick(Duration elapsed) {
|
||||||
|
// * Process all inputs, first.
|
||||||
|
inputManager.update();
|
||||||
|
|
||||||
const double moveSpeed = 0.12;
|
const double moveSpeed = 0.12;
|
||||||
const double turnSpeed = 0.08;
|
const double turnSpeed = 0.08;
|
||||||
|
|
||||||
@@ -199,6 +203,34 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
moveStepX = 0;
|
moveStepX = 0;
|
||||||
moveStepY = 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
|
// 1. ANIMATE DOORS
|
||||||
doorStates.forEach((key, state) {
|
doorStates.forEach((key, state) {
|
||||||
if (state == 1) {
|
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
|
// 2. UPDATED WALL COLLISION
|
||||||
const double margin = 0.3;
|
const double margin = 0.3;
|
||||||
double newX = player.x + moveStepX;
|
double newX = player.x + moveStepX;
|
||||||
@@ -250,10 +263,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
player.y = newY;
|
player.y = newY;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 3. UPDATED DOOR INTERACTION
|
// 3. UPDATED DOOR INTERACTION (Using InputManager)
|
||||||
bool isSpacePressed = pressedKeys.contains(LogicalKeyboardKey.space);
|
if (inputManager.isInteracting) {
|
||||||
|
|
||||||
if (isSpacePressed && !_spaceWasPressed) {
|
|
||||||
int targetX = (player.x + math.cos(player.angle)).toInt();
|
int targetX = (player.x + math.cos(player.angle)).toInt();
|
||||||
int targetY = (player.y + math.sin(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 ---
|
// --- 4. UPDATE ENTITY LOGIC ---
|
||||||
List<Entity> itemsToRemove = []; // Collect items to delete after the loop
|
List<Entity> itemsToRemove = []; // Collect items to delete after the loop
|
||||||
@@ -284,7 +294,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
onDamagePlayer: _takeDamage,
|
onDamagePlayer: _takeDamage,
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
// NEW: Add Collectible Interaction Logic
|
// Collectible Interaction Logic
|
||||||
else if (entity is Collectible) {
|
else if (entity is Collectible) {
|
||||||
double dx = player.x - entity.x;
|
double dx = player.x - entity.x;
|
||||||
double dy = player.y - entity.y;
|
double dy = player.y - entity.y;
|
||||||
@@ -306,17 +316,15 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
// 5. Weapon
|
// 5. Weapon Raycast & Firing
|
||||||
// Update weapon animation and check for flash frame
|
|
||||||
bool shouldCheckHit = player.updateWeapon(elapsed.inMilliseconds);
|
bool shouldCheckHit = player.updateWeapon(elapsed.inMilliseconds);
|
||||||
|
|
||||||
if (shouldCheckHit) {
|
if (shouldCheckHit) {
|
||||||
_performRaycastAttack(elapsed);
|
_performRaycastAttack(elapsed);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Input to trigger firing
|
// Input to trigger firing (Using InputManager)
|
||||||
if (pressedKeys.contains(LogicalKeyboardKey.controlLeft) &&
|
if (inputManager.isFiring) {
|
||||||
!_spaceWasPressed) {
|
|
||||||
player.fire(elapsed.inMilliseconds);
|
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
|
// 2. Check if that angle is close to our player's aiming angle
|
||||||
double angleDiff = player.angle - angleToEnemy;
|
double angleDiff = player.angle - angleToEnemy;
|
||||||
while (angleDiff <= -math.pi) angleDiff += 2 * math.pi;
|
while (angleDiff <= -math.pi) {
|
||||||
while (angleDiff > math.pi) angleDiff -= 2 * math.pi;
|
angleDiff += 2 * math.pi;
|
||||||
|
}
|
||||||
|
while (angleDiff > math.pi) {
|
||||||
|
angleDiff -= 2 * math.pi;
|
||||||
|
}
|
||||||
|
|
||||||
// 3. Simple bounding box check (approx 0.4 units wide)
|
// 3. Simple bounding box check (approx 0.4 units wide)
|
||||||
double dist = math.sqrt(dx * dx + dy * dy);
|
double dist = math.sqrt(dx * dx + dy * dy);
|
||||||
@@ -442,8 +454,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
child: Center(
|
child: Center(
|
||||||
child: Transform.translate(
|
child: Transform.translate(
|
||||||
offset: Offset(
|
offset: Offset(
|
||||||
0,
|
// Bobbing math
|
||||||
// Bobbing math: only moves if velocity is > 0
|
|
||||||
(moveStepX.abs() + moveStepY.abs()) > 0
|
(moveStepX.abs() + moveStepY.abs()) > 0
|
||||||
? math.sin(
|
? math.sin(
|
||||||
DateTime.now()
|
DateTime.now()
|
||||||
@@ -452,6 +463,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
) *
|
) *
|
||||||
12
|
12
|
||||||
: 0,
|
: 0,
|
||||||
|
// Y-Offset for lowering and raising
|
||||||
|
player.weaponAnimOffset,
|
||||||
),
|
),
|
||||||
child: SizedBox(
|
child: SizedBox(
|
||||||
width: 500,
|
width: 500,
|
||||||
|
|||||||
Reference in New Issue
Block a user