337
lib/main.dart
337
lib/main.dart
@@ -1,339 +1,4 @@
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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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typedef Matrix<T> = List<List<T>>;
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import 'package:wolf_dart/features/renderer/renderer.dart';
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void main() => runApp(const MaterialApp(home: WolfRenderer()));
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typedef LinearCoordinates = ({double x, double y});
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class WolfRenderer extends StatefulWidget {
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const WolfRenderer({super.key});
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@override
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State<WolfRenderer> createState() => _WolfRendererState();
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}
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class _WolfRendererState extends State<WolfRenderer>
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with SingleTickerProviderStateMixin {
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late Ticker _gameLoop;
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final FocusNode _focusNode = FocusNode();
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final Matrix<int> map = [
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[1, 1, 1, 1, 1, 1, 1, 1],
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[1, 0, 0, 0, 0, 0, 0, 1],
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[1, 0, 1, 0, 0, 1, 0, 1],
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[1, 0, 1, 0, 0, 1, 0, 1],
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[1, 0, 0, 0, 0, 0, 0, 1],
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[1, 1, 1, 1, 1, 1, 1, 1],
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];
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LinearCoordinates player = (x: 2.5, y: 2.5);
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double playerAngle = 0.0;
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final double fov = math.pi / 3;
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@override
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void initState() {
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super.initState();
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_bumpPlayerIfStuck();
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_gameLoop = createTicker(_tick)..start();
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_focusNode.requestFocus();
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}
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@override
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void dispose() {
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_gameLoop.dispose();
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_focusNode.dispose();
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super.dispose();
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}
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void _bumpPlayerIfStuck() {
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int pX = player.x.toInt();
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int pY = player.y.toInt();
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if (pY < 0 ||
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pY >= map.length ||
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pX < 0 ||
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pX >= map[0].length ||
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map[pY][pX] > 0) {
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double shortestDist = double.infinity;
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LinearCoordinates nearestSafeSpot = (x: 1.5, y: 1.5);
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for (int y = 0; y < map.length; y++) {
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for (int x = 0; x < map[y].length; x++) {
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if (map[y][x] == 0) {
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double safeX = x + 0.5;
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double safeY = y + 0.5;
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double dist = math.sqrt(
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math.pow(safeX - player.x, 2) + math.pow(safeY - player.y, 2),
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);
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if (dist < shortestDist) {
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shortestDist = dist;
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nearestSafeSpot = (x: safeX, y: safeY);
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}
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}
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}
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}
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player = nearestSafeSpot;
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}
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}
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// Updated Movement Logic
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void _tick(Duration elapsed) {
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const double moveSpeed = 0.05;
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const double turnSpeed = 0.04; // Added a dedicated turning speed
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double newX = player.x;
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double newY = player.y;
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final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
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if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
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newX += math.cos(playerAngle) * moveSpeed;
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newY += math.sin(playerAngle) * moveSpeed;
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
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newX -= math.cos(playerAngle) * moveSpeed;
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newY -= math.sin(playerAngle) * moveSpeed;
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
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playerAngle -= turnSpeed;
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
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playerAngle += turnSpeed;
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}
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// Keep the angle mapped cleanly between 0 and 2*PI (optional, but good practice)
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if (playerAngle < 0) playerAngle += 2 * math.pi;
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if (playerAngle > 2 * math.pi) playerAngle -= 2 * math.pi;
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if (map[newY.toInt()][newX.toInt()] == 0) {
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player = (x: newX, y: newY);
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}
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setState(() {});
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}
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@override
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Widget build(BuildContext context) {
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return Scaffold(
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backgroundColor: Colors.black,
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body: KeyboardListener(
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focusNode: _focusNode,
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autofocus: true,
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onKeyEvent: (_) {},
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child: LayoutBuilder(
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builder: (context, constraints) {
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return CustomPaint(
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size: Size(constraints.maxWidth, constraints.maxHeight),
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painter: RaycasterPainter(
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map: map,
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player: player,
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playerAngle: playerAngle,
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fov: fov,
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),
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);
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},
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),
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),
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);
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}
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}
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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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int side =
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0; // 0 for North/South (vertical) walls, 1 for East/West (horizontal) walls
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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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}
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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(canvas, x, perpWallDist, wallX, side, size);
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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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) {
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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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baseColor = Colors.teal; // Main wall color
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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