Refactor menu rendering and state management
- Introduced _AsciiMenuTypography and _AsciiMenuRowFont enums to manage typography settings for menu rendering. - Updated AsciiRenderer to utilize new typography settings for main menu and game select screens. - Enhanced SixelRenderer and SoftwareRenderer to support new menu rendering logic, including sidebars for options labels. - Added disabled text color handling in WolfMenuPalette for better visual feedback on menu entries. - Implemented a new method _drawSelectableMenuRows to streamline the drawing of menu rows based on selection state. - Created a comprehensive test suite for level state carry-over and pause menu functionality, ensuring player state is preserved across levels and menus. - Adjusted footer rendering to account for layout changes and improved visual consistency across different renderers. Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -150,6 +150,8 @@ class WolfEngine {
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final Map<int, ({int x, int y})> _lastPatrolTileByEnemy = {};
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int _currentEpisodeIndex = 0;
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bool _isMenuOverlayVisible = false;
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bool _hasActiveSession = false;
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bool _isPlayerMovingFast = false;
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int _currentLevelIndex = 0;
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@@ -177,6 +179,7 @@ class WolfEngine {
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initialGameIndex: _currentGameIndex,
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initialEpisodeIndex: _currentEpisodeIndex,
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initialDifficulty: difficulty,
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hasResumableGame: false,
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);
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if (_availableGames.length == 1) {
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@@ -185,12 +188,19 @@ class WolfEngine {
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}
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if (difficulty != null) {
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_loadLevel();
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_loadLevel(preservePlayerState: false);
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_hasActiveSession = true;
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}
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isInitialized = true;
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}
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/// Whether a menu overlay is currently blocking gameplay updates.
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bool get isMenuOpen => difficulty == null || _isMenuOverlayVisible;
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/// Whether the current gameplay session can be resumed from the main menu.
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bool get canResumeGame => _hasActiveSession;
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/// Replaces the shared framebuffer when dimensions change.
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void setFrameBuffer(int width, int height) {
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if (width <= 0 || height <= 0) {
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@@ -225,7 +235,13 @@ class WolfEngine {
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input.update();
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final currentInput = input.currentInput;
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if (difficulty == null) {
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if (difficulty != null && !_isMenuOverlayVisible && currentInput.isBack) {
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_openPauseMenu();
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menuManager.absorbInputState(currentInput);
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return;
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}
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if (isMenuOpen) {
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menuManager.tickTransition(delta.inMilliseconds);
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_tickMenu(currentInput);
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return;
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@@ -275,6 +291,9 @@ class WolfEngine {
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}
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switch (menuManager.activeMenu) {
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case WolfMenuScreen.mainMenu:
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_tickMainMenu(input);
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break;
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case WolfMenuScreen.gameSelect:
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_tickGameSelectionMenu(input);
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break;
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@@ -287,6 +306,46 @@ class WolfEngine {
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}
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}
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void _tickMainMenu(EngineInput input) {
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final menuResult = menuManager.updateMainMenu(input);
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if (menuResult.goBack) {
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if (_isMenuOverlayVisible && _hasActiveSession) {
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_resumeGame();
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} else if (menuManager.canGoBackToGameSelection) {
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menuManager.startTransition(WolfMenuScreen.gameSelect);
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} else {
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_exitTopLevelMenu();
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}
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return;
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}
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switch (menuResult.selected) {
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case WolfMenuMainAction.newGame:
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_beginNewGameMenuFlow();
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break;
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case WolfMenuMainAction.endGame:
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_endCurrentGame();
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break;
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case WolfMenuMainAction.backToGame:
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_resumeGame();
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break;
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case WolfMenuMainAction.backToDemo:
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case WolfMenuMainAction.quit:
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_exitTopLevelMenu();
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break;
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case WolfMenuMainAction.sound:
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case WolfMenuMainAction.control:
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case WolfMenuMainAction.loadGame:
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case WolfMenuMainAction.saveGame:
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case WolfMenuMainAction.changeView:
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case WolfMenuMainAction.readThis:
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case WolfMenuMainAction.viewScores:
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case null:
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break;
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}
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}
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void _tickGameSelectionMenu(EngineInput input) {
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final menuResult = menuManager.updateGameSelection(
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input,
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@@ -294,7 +353,7 @@ class WolfEngine {
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);
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if (menuResult.goBack) {
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_exitTopLevelMenu();
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menuManager.startTransition(WolfMenuScreen.mainMenu);
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return;
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}
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@@ -305,7 +364,7 @@ class WolfEngine {
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_currentEpisodeIndex = 0;
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onEpisodeSelected?.call(null);
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menuManager.clearEpisodeSelection();
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menuManager.startTransition(WolfMenuScreen.episodeSelect);
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menuManager.startTransition(WolfMenuScreen.mainMenu);
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}
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}
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@@ -318,11 +377,7 @@ class WolfEngine {
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if (menuResult.goBack) {
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onEpisodeSelected?.call(null);
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menuManager.clearEpisodeSelection();
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if (_availableGames.length > 1) {
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menuManager.startTransition(WolfMenuScreen.gameSelect);
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} else {
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_exitTopLevelMenu();
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}
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menuManager.startTransition(WolfMenuScreen.mainMenu);
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return;
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}
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@@ -341,13 +396,47 @@ class WolfEngine {
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}
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if (menuResult.selected != null) {
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difficulty = menuResult.selected;
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_currentLevelIndex = 0;
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_returnLevelIndex = null;
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_loadLevel();
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_startNewGameSession(menuResult.selected!);
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}
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}
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void _beginNewGameMenuFlow() {
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onEpisodeSelected?.call(null);
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menuManager.clearEpisodeSelection();
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menuManager.startTransition(WolfMenuScreen.episodeSelect);
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}
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void _openPauseMenu() {
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if (!_hasActiveSession) {
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return;
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}
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_isMenuOverlayVisible = true;
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menuManager.showMainMenu(hasResumableGame: true);
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}
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void _resumeGame() {
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_isMenuOverlayVisible = false;
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menuManager.absorbInputState(input.currentInput);
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}
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void _startNewGameSession(Difficulty selectedDifficulty) {
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difficulty = selectedDifficulty;
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_currentLevelIndex = 0;
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_returnLevelIndex = null;
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_isMenuOverlayVisible = false;
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_loadLevel(preservePlayerState: false);
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_hasActiveSession = true;
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}
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void _endCurrentGame() {
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difficulty = null;
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_isMenuOverlayVisible = false;
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_hasActiveSession = false;
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_returnLevelIndex = null;
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onEpisodeSelected?.call(null);
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menuManager.showMainMenu(hasResumableGame: false);
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}
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void _exitTopLevelMenu() {
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if (onMenuExit != null) {
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onMenuExit!.call();
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@@ -357,7 +446,7 @@ class WolfEngine {
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}
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/// Wipes the current world state and builds a new floor from map data.
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void _loadLevel() {
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void _loadLevel({required bool preservePlayerState}) {
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entities.clear();
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_lastPatrolTileByEnemy.clear();
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@@ -374,17 +463,26 @@ class WolfEngine {
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audio.playLevelMusic(activeLevel);
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// Spawn Player and Entities from the Object Grid
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bool playerSpawned = false;
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for (int y = 0; y < 64; y++) {
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for (int x = 0; x < 64; x++) {
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int objId = _objectLevel[y][x];
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// Map IDs 19-22 are Reserved for Player Starts
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if (objId >= MapObject.playerNorth && objId <= MapObject.playerWest) {
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player = Player(
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x: x + 0.5,
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y: y + 0.5,
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angle: MapObject.getAngle(objId),
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);
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playerSpawned = true;
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if (preservePlayerState) {
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player
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..x = x + 0.5
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..y = y + 0.5
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..angle = MapObject.getAngle(objId);
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} else {
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player = Player(
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x: x + 0.5,
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y: y + 0.5,
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angle: MapObject.getAngle(objId),
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);
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}
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} else {
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Entity? newEntity = EntityRegistry.spawn(
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objId,
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@@ -399,6 +497,10 @@ class WolfEngine {
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}
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}
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if (!playerSpawned && !preservePlayerState) {
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player = Player(x: 1.5, y: 1.5, angle: 0.0);
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}
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// Sanitize the level grid to ensure only valid walls/doors remain
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for (int y = 0; y < 64; y++) {
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for (int x = 0; x < 64; x++) {
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@@ -419,6 +521,9 @@ class WolfEngine {
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void _onLevelCompleted({bool isSecretExit = false}) {
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audio.playSoundEffect(WolfSound.levelDone);
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audio.stopMusic();
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player
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..hasGoldKey = false
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..hasSilverKey = false;
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final currentEpisode = data.episodes[_currentEpisodeIndex];
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if (isSecretExit) {
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@@ -439,7 +544,7 @@ class WolfEngine {
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_currentLevelIndex > 9) {
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onGameWon();
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} else {
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_loadLevel();
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_loadLevel(preservePlayerState: true);
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}
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}
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