feat: Update HUD rendering to display current player lives dynamically

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-23 11:36:07 +01:00
parent 85583214ba
commit b0f6e865b4
4 changed files with 287 additions and 2 deletions
@@ -38,12 +38,75 @@ void main() {
expect(engine.player.lives, 5);
expect(engine.player.hasMachineGun, isTrue);
expect(engine.player.hasChainGun, isTrue);
expect(engine.player.weapons[WeaponType.machineGun], isNotNull);
expect(engine.player.weapons[WeaponType.chainGun], isNotNull);
expect(engine.player.currentWeapon.type, WeaponType.chainGun);
expect(engine.player.hasGoldKey, isFalse);
expect(engine.player.hasSilverKey, isFalse);
expect(engine.player.x, closeTo(4.5, 0.001));
expect(engine.player.y, closeTo(4.5, 0.001));
});
test('secret-exit transitions clear keys but preserve other player state', () {
final input = _TestInput();
final engine = WolfEngine(
data: _buildSecretExitTestData(),
difficulty: Difficulty.hard,
startingEpisode: 0,
frameBuffer: FrameBuffer(64, 64),
input: input,
engineAudio: _SilentAudio(),
onGameWon: () {},
);
engine.init();
engine.player
..health = 61
..ammo = 42
..score = 777
..lives = 6
..hasMachineGun = true
..hasChainGun = true
..hasGoldKey = true
..hasSilverKey = true;
engine.player.weapons[WeaponType.machineGun] = MachineGun();
engine.player.weapons[WeaponType.chainGun] = ChainGun();
engine.player.currentWeapon = engine.player.weapons[WeaponType.chainGun]!;
input.isInteracting = true;
engine.tick(const Duration(milliseconds: 16));
input.isInteracting = false;
expect(engine.activeLevel.name, 'Level 10');
expect(engine.player.health, 61);
expect(engine.player.ammo, 42);
expect(engine.player.score, 777);
expect(engine.player.lives, 6);
expect(engine.player.hasMachineGun, isTrue);
expect(engine.player.hasChainGun, isTrue);
expect(engine.player.currentWeapon.type, WeaponType.chainGun);
expect(engine.player.hasGoldKey, isFalse);
expect(engine.player.hasSilverKey, isFalse);
engine.player
..hasGoldKey = true
..hasSilverKey = true;
input.isInteracting = true;
engine.tick(const Duration(milliseconds: 16));
input.isInteracting = false;
expect(engine.activeLevel.name, 'Level 2');
expect(engine.player.health, 61);
expect(engine.player.ammo, 42);
expect(engine.player.score, 777);
expect(engine.player.lives, 6);
expect(engine.player.hasMachineGun, isTrue);
expect(engine.player.hasChainGun, isTrue);
expect(engine.player.currentWeapon.type, WeaponType.chainGun);
expect(engine.player.hasGoldKey, isFalse);
expect(engine.player.hasSilverKey, isFalse);
});
});
group('Pause and main menu', () {
@@ -434,6 +497,49 @@ WolfensteinData _buildTestData({required GameVersion gameVersion}) {
);
}
WolfensteinData _buildSecretExitTestData() {
final List<WolfLevel> levels = [];
for (int i = 0; i < 10; i++) {
final walls = _buildGrid();
final objects = _buildGrid();
_fillBoundaries(walls, 2);
objects[2][2] = MapObject.playerEast;
if (i == 0) {
walls[2][3] = MapObject.secretElevatorSwitch;
} else if (i == 9) {
walls[2][3] = MapObject.normalElevatorSwitch;
}
levels.add(
WolfLevel(
name: 'Level ${i + 1}',
wallGrid: walls,
areaGrid: List.generate(64, (_) => List.filled(64, -1)),
objectGrid: objects,
music: Music.level01,
),
);
}
return WolfensteinData(
version: GameVersion.retail,
dataVersion: DataVersion.unknown,
registry: RetailAssetRegistry(),
walls: [_solidSprite(1), _solidSprite(1), _solidSprite(2), _solidSprite(2)],
sprites: List.generate(436, (_) => _solidSprite(255)),
sounds: List.generate(200, (_) => PcmSound(Uint8List(1))),
adLibSounds: const [],
music: const [],
vgaImages: const [],
episodes: [
Episode(name: 'Episode 1', levels: levels),
],
);
}
class _TestInput extends Wolf3dInput {
@override
void update() {}