feat: Add Spear of Destiny demo support with dedicated asset registry and entity definitions

- Introduced SpearDemoAssetRegistry for managing assets specific to the Spear of Destiny demo.
- Created SpearDemoEntityModule to define enemy animations with adjusted sprite ranges.
- Implemented SpearDemoHudModule and SpearDemoMenuPicModule for HUD and menu assets.
- Added SpearDemoSfxModule for sound effect mappings specific to the demo version.
- Updated enemy classes (Guard, Mutant, Officer, SS) to support custom animation sets.
- Modified entity registry to accept a custom AssetRegistry for spawning entities.
- Enhanced rendering with CRT phosphor bloom effect in GLSL shaders.
- Adjusted ASCII and software renderer layouts for improved UI spacing.
- Added tests for SpearDemoAssetRegistry to ensure correct asset resolution and enemy spawning.

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-23 10:37:50 +01:00
parent 528d6276b1
commit a84c677845
28 changed files with 641 additions and 70 deletions
@@ -14,6 +14,9 @@ class WolfGlslRenderer extends BaseWolfRenderer {
/// Whether CRT-like post effects are enabled in the shader pass.
final bool effectsEnabled;
/// Whether CRT phosphor bloom is enabled in the shader pass.
final bool bloomEnabled;
/// Callback when shader loading fails and software fallback should be used.
final VoidCallback? onUnavailable;
@@ -21,6 +24,7 @@ class WolfGlslRenderer extends BaseWolfRenderer {
const WolfGlslRenderer({
required super.engine,
this.effectsEnabled = false,
this.bloomEnabled = false,
super.onKeyEvent,
this.onUnavailable,
super.key,
@@ -116,6 +120,7 @@ class _WolfGlslRendererState extends BaseWolfRendererState<WolfGlslRenderer> {
frame: _renderedFrame!,
shader: _shader!,
effectsEnabled: widget.effectsEnabled,
bloomEnabled: widget.bloomEnabled,
elapsedSeconds: widget.engine.timeAliveMs / 1000.0,
),
child: const SizedBox.expand(),
@@ -153,12 +158,14 @@ class _GlslFramePainter extends CustomPainter {
final ui.Image frame;
final ui.FragmentShader shader;
final bool effectsEnabled;
final bool bloomEnabled;
final double elapsedSeconds;
_GlslFramePainter({
required this.frame,
required this.shader,
required this.effectsEnabled,
required this.bloomEnabled,
required this.elapsedSeconds,
});
@@ -173,6 +180,7 @@ class _GlslFramePainter extends CustomPainter {
..setFloat(3, texelY)
..setFloat(4, effectsEnabled ? 1.0 : 0.0)
..setFloat(5, elapsedSeconds)
..setFloat(6, bloomEnabled ? 1.0 : 0.0)
..setImageSampler(0, frame);
final Paint paint = Paint()
@@ -187,6 +195,7 @@ class _GlslFramePainter extends CustomPainter {
return oldDelegate.frame != frame ||
oldDelegate.shader != shader ||
oldDelegate.effectsEnabled != effectsEnabled ||
oldDelegate.bloomEnabled != bloomEnabled ||
oldDelegate.elapsedSeconds != elapsedSeconds;
}
}