232
lib/features/renderer/raycast_painter.dart
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232
lib/features/renderer/raycast_painter.dart
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import 'dart:math' as math;
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import 'package:flutter/material.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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class RaycasterPainter extends CustomPainter {
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final Matrix<int> map;
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final LinearCoordinates player;
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final double playerAngle;
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final double fov;
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RaycasterPainter({
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required this.map,
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required this.player,
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required this.playerAngle,
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required this.fov,
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});
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@override
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void paint(Canvas canvas, Size size) {
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// 1. Draw Ceiling & Floor
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canvas.drawRect(
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Rect.fromLTWH(0, 0, size.width, size.height / 2),
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Paint()..color = Colors.blueGrey[900]!,
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);
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canvas.drawRect(
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Rect.fromLTWH(0, size.height / 2, size.width, size.height / 2),
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Paint()..color = Colors.brown[900]!,
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);
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int screenWidth = size.width.toInt();
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// 2. Camera Plane Setup
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// Direction vector of the player
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double dirX = math.cos(playerAngle);
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double dirY = math.sin(playerAngle);
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// The camera plane is perpendicular to the direction vector.
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// Multiplying by tan(fov/2) scales the plane to match our field of view.
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double planeX = -dirY * math.tan(fov / 2);
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double planeY = dirX * math.tan(fov / 2);
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for (int x = 0; x < screenWidth; x++) {
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// Calculate where on the camera plane this ray passes (-1 is left edge, 1 is right edge)
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double cameraX = 2 * x / screenWidth - 1.0;
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double rayDirX = dirX + planeX * cameraX;
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double rayDirY = dirY + planeY * cameraX;
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// Current map box we are in
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int mapX = player.x.toInt();
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int mapY = player.y.toInt();
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// Length of ray from current position to next x or y-side
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double sideDistX;
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double sideDistY;
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// Length of ray from one x or y-side to next x or y-side
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double deltaDistX = (rayDirX == 0)
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? double.infinity
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: (1.0 / rayDirX).abs();
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double deltaDistY = (rayDirY == 0)
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? double.infinity
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: (1.0 / rayDirY).abs();
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double perpWallDist;
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// Direction to step in x or y direction (+1 or -1)
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int stepX;
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int stepY;
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bool hit = false;
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// 0 for North/South (vertical) walls, 1 for East/West (horizontal) walls
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int side = 0;
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int hitWallId = 0;
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// Calculate step and initial sideDist
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if (rayDirX < 0) {
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stepX = -1;
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sideDistX = (player.x - mapX) * deltaDistX;
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} else {
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stepX = 1;
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sideDistX = (mapX + 1.0 - player.x) * deltaDistX;
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}
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if (rayDirY < 0) {
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stepY = -1;
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sideDistY = (player.y - mapY) * deltaDistY;
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} else {
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stepY = 1;
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sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
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}
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// 3. The True DDA Loop
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while (!hit) {
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// Jump to next map square, either in x-direction, or in y-direction
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if (sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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} else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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// Check bounds and wall collisions
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if (mapY < 0 ||
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mapY >= map.length ||
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mapX < 0 ||
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mapX >= map[0].length) {
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hit = true;
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perpWallDist = 20.0; // Out of bounds fallback
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} else if (map[mapY][mapX] > 0) {
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hit = true;
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hitWallId = map[mapY][mapX];
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}
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}
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// Calculate distance projected on camera direction (No fisheye effect!)
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if (side == 0) {
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perpWallDist = (sideDistX - deltaDistX);
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} else {
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perpWallDist = (sideDistY - deltaDistY);
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}
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// 4. Calculate exact wall hit coordinate for textures
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double wallX;
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if (side == 0) {
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wallX = player.y + perpWallDist * rayDirY;
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} else {
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wallX = player.x + perpWallDist * rayDirX;
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}
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wallX -= wallX.floor(); // Get just the fractional part (0.0 to 0.99)
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_drawTexturedColumn(
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canvas,
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x,
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perpWallDist,
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wallX,
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side,
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size,
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hitWallId,
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);
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}
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}
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void _drawTexturedColumn(
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Canvas canvas,
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int x,
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double distance,
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double wallX,
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int side,
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Size size,
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int hitWallId,
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) {
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if (distance <= 0.01) distance = 0.01;
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double wallHeight = size.height / distance;
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double drawStart = (size.height / 2) - (wallHeight / 2);
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double drawEnd = (size.height / 2) + (wallHeight / 2);
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// --- PROCEDURAL TEXTURE LOGIC ---
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Color baseColor;
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// Draw a dark edge on the sides of the block to create "tiles"
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if (wallX < 0.05 || wallX > 0.95) {
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baseColor = Colors.black87;
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} else {
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switch (hitWallId) {
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case 1:
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case 2:
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case 3:
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baseColor = Colors.grey[600]!; // Standard Grey Stone
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break;
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case 7:
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case 8:
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case 19:
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baseColor = Colors.brown[600]!; // Wood Paneling
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break;
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case 9:
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case 10:
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baseColor = Colors.indigo[800]!; // Blue Stone
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break;
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case 17:
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baseColor = Colors.red[900]!; // Red Brick
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break;
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case 41:
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case 42:
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baseColor = Colors.blueGrey; // Elevator walls
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break;
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default:
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baseColor = Colors.teal; // Fallback for unknown IDs
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}
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}
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// Faux-Lighting: Darken East/West walls to give a 3D pop to corners
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if (side == 1) {
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baseColor = Color.fromARGB(
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255,
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((baseColor.r * 255).round().clamp(0, 255) * 0.7).toInt(),
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((baseColor.g * 255).round().clamp(0, 255) * 0.7).toInt(),
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((baseColor.b * 255).round().clamp(0, 255) * 0.7).toInt(),
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);
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}
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// Depth cueing: Dim colors as they get further away
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double dimFactor = (1.0 - (distance / 15)).clamp(0.0, 1.0);
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Color finalColor = Color.fromARGB(
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255,
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((baseColor.r * 255).round().clamp(0, 255) * dimFactor).toInt(),
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((baseColor.g * 255).round().clamp(0, 255) * dimFactor).toInt(),
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((baseColor.b * 255).round().clamp(0, 255) * dimFactor).toInt(),
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);
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final paint = Paint()
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..color = finalColor
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..strokeWidth =
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1.1 // Prevent transparent gaps between line strokes
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..style = PaintingStyle.stroke;
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canvas.drawLine(
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Offset(x.toDouble(), drawStart),
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Offset(x.toDouble(), drawEnd),
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paint,
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);
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}
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@override
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bool shouldRepaint(covariant RaycasterPainter oldDelegate) {
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return oldDelegate.player != player ||
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oldDelegate.playerAngle != playerAngle;
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}
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}
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Reference in New Issue
Block a user