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:
@@ -0,0 +1,173 @@
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import 'dart:typed_data';
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import 'package:test/test.dart';
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import 'package:wolf_3d_dart/src/rendering/renderer_backend.dart';
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import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
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import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_dart/wolf_3d_input.dart';
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void main() {
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test('standard VGA HUD renders current player lives value', () {
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final engine = _buildEngine();
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engine.init();
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engine.player.lives = 7;
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final renderer = _HudProbeRenderer(vgaImages: engine.data.vgaImages);
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renderer.drawHudForTest(engine);
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final expectedDigitIndex = engine.data.registry.hud
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.resolve(HudKey.digit7)
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?.vgaIndex;
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expect(expectedDigitIndex, isNotNull);
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final livesDigitCall = renderer.drawCalls.firstWhere(
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(call) => call.startY == 176 && call.startX == 112,
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orElse: () => throw StateError('Lives digit was not rendered.'),
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);
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expect(livesDigitCall.imageIndex, expectedDigitIndex);
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});
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}
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class _HudProbeRenderer extends RendererBackend<int> {
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final List<VgaImage> vgaImages;
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final List<_HudDrawCall> drawCalls = <_HudDrawCall>[];
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_HudProbeRenderer({required this.vgaImages});
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void drawHudForTest(WolfEngine engine) {
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drawStandardVgaHud(engine);
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}
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@override
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void blitHudVgaImage(VgaImage image, int startX320, int startY200) {
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drawCalls.add(
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_HudDrawCall(
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imageIndex: vgaImages.indexOf(image),
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startX: startX320,
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startY: startY200,
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),
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);
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}
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@override
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int finalizeFrame() => 0;
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@override
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void drawHud(WolfEngine engine) {}
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@override
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void drawSpriteStripe(
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int stripeX,
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int drawStartY,
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int drawEndY,
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int spriteHeight,
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Sprite texture,
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int texX,
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double transformY,
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) {}
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@override
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void drawWallColumn(
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int x,
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int drawStart,
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int drawEnd,
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int columnHeight,
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Sprite texture,
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int texX,
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double perpWallDist,
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int side,
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) {}
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@override
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void drawWeapon(WolfEngine engine) {}
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@override
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void prepareFrame(WolfEngine engine) {}
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}
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class _HudDrawCall {
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final int imageIndex;
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final int startX;
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final int startY;
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const _HudDrawCall({
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required this.imageIndex,
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required this.startX,
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required this.startY,
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});
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}
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WolfEngine _buildEngine() {
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final wallGrid = _buildGrid();
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final objectGrid = _buildGrid();
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_fillBoundaries(wallGrid, 2);
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objectGrid[2][2] = MapObject.playerEast;
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return WolfEngine(
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data: WolfensteinData(
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version: GameVersion.retail,
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dataVersion: DataVersion.unknown,
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registry: RetailAssetRegistry(),
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walls: [
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_solidSprite(1),
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_solidSprite(1),
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_solidSprite(2),
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_solidSprite(2),
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],
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sprites: List.generate(436, (_) => _solidSprite(255)),
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sounds: const [],
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adLibSounds: const [],
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music: const [],
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vgaImages: List.generate(220, (_) => _vgaStub()),
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episodes: [
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Episode(
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name: 'Episode 1',
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levels: [
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WolfLevel(
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name: 'Level 1',
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wallGrid: wallGrid,
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areaGrid: List.generate(64, (_) => List.filled(64, -1)),
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objectGrid: objectGrid,
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music: Music.level01,
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),
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],
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),
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],
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),
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difficulty: Difficulty.medium,
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startingEpisode: 0,
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frameBuffer: FrameBuffer(96, 96),
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input: _StaticInput(),
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onGameWon: () {},
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);
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}
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class _StaticInput extends Wolf3dInput {
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@override
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void update() {}
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}
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VgaImage _vgaStub() {
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return VgaImage(
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width: 4,
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height: 1,
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pixels: Uint8List.fromList([0, 0, 0, 0]),
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);
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}
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SpriteMap _buildGrid() => List.generate(64, (_) => List.filled(64, 0));
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void _fillBoundaries(SpriteMap grid, int wallId) {
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for (int i = 0; i < 64; i++) {
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grid[0][i] = wallId;
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grid[63][i] = wallId;
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grid[i][0] = wallId;
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grid[i][63] = wallId;
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}
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}
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Sprite _solidSprite(int colorIndex) {
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return Sprite(Uint8List.fromList(List.filled(64 * 64, colorIndex)));
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}
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