WIP: Mapping sprite IDs (broken)
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -43,7 +43,7 @@ class VswapParser {
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/// Extracts the compiled scaled sprites from VSWAP.WL1
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static List<Matrix<int>> parseSprites(ByteData vswap) {
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int chunks = vswap.getUint16(0, Endian.little);
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int spriteStart = vswap.getUint16(2, Endian.little);
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int spriteStart = vswap.getUint16(2, Endian.little); // 64
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int soundStart = vswap.getUint16(4, Endian.little);
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List<int> offsets = [];
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@@ -1,293 +0,0 @@
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import 'dart:math';
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import 'package:flutter/material.dart';
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extension WolfPaletteMatch on Color {
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/// Finds the index of the closest color in the wolfPalette
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int findClosestIndex(List<Color> palette) {
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int closestIndex = 0;
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double minDistance = double.infinity;
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for (int i = 0; i < palette.length; i++) {
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final Color pColor = palette[i];
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// Calculate squared Euclidean distance (skipping sqrt for performance)
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double distance =
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pow(r - pColor.r, 2).toDouble() +
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pow(g - pColor.g, 2).toDouble() +
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pow(b - pColor.b, 2).toDouble();
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if (distance < minDistance) {
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minDistance = distance;
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closestIndex = i;
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}
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}
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return closestIndex;
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}
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/// Returns the actual Color object from the palette that matches best
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Color toWolfColor(List<Color> palette) {
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return palette[findClosestIndex(palette)];
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}
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}
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abstract class ColorPalette {
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static const List<Color> vga = [
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Color(0xFF000000),
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Color(0xFF0000AA),
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Color(0xFF00AA00),
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Color(0xFF00AAAA),
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Color(0xFFAA0000),
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Color(0xFFAA00AA),
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Color(0xFFAA5500),
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Color(0xFFAAAAAA),
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Color(0xFF555555),
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Color(0xFF5555FF),
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Color(0xFF55FF55),
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Color(0xFF55FFFF),
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Color(0xFFFF5555),
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Color(0xFFFF55FF),
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Color(0xFFFFFF55),
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Color(0xFFFFFFFF),
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Color(0xFFEEEEEE),
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Color(0xFFDEDEDE),
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Color(0xFFD2D2D2),
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Color(0xFFC2C2C2),
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Color(0xFFB6B6B6),
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Color(0xFFAAAAAA),
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Color(0xFF999999),
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Color(0xFF8D8D8D),
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Color(0xFF7D7D7D),
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Color(0xFF717171),
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Color(0xFF656565),
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Color(0xFF555555),
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Color(0xFF484848),
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Color(0xFF383838),
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Color(0xFF2C2C2C),
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Color(0xFF202020),
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Color(0xFFFF0000),
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Color(0xFFEE0000),
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Color(0xFFE20000),
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Color(0xFFD60000),
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Color(0xFFCA0000),
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Color(0xFFBE0000),
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Color(0xFFB20000),
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Color(0xFFA50000),
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Color(0xFF990000),
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Color(0xFF890000),
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Color(0xFF7D0000),
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Color(0xFF710000),
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Color(0xFF650000),
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Color(0xFF590000),
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Color(0xFF4C0000),
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Color(0xFF400000),
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Color(0xFFFFDADA),
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Color(0xFFFFBABA),
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Color(0xFFFF9D9D),
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Color(0xFFFF7D7D),
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Color(0xFFFF5D5D),
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Color(0xFFFF4040),
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Color(0xFFFF2020),
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Color(0xFFFF0000),
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Color(0xFFFFAA5D),
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Color(0xFFFF9940),
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Color(0xFFFF8920),
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Color(0xFFFF7900),
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Color(0xFFE66D00),
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Color(0xFFCE6100),
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Color(0xFFB65500),
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Color(0xFF9D4C00),
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Color(0xFFFFFFDA),
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Color(0xFFFFFFBA),
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Color(0xFFFFFF9D),
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Color(0xFFFFFF7D),
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Color(0xFFFFFA5D),
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Color(0xFFFFF640),
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Color(0xFFFFF620),
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Color(0xFFFFF600),
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Color(0xFFE6DA00),
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Color(0xFFCEC600),
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Color(0xFFB6AE00),
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Color(0xFF9D9D00),
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Color(0xFF858500),
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Color(0xFF716D00),
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Color(0xFF595500),
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Color(0xFF404000),
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Color(0xFFD2FF5D),
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Color(0xFFC6FF40),
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Color(0xFFB6FF20),
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Color(0xFFA1FF00),
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Color(0xFF91E600),
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Color(0xFF81CE00),
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Color(0xFF75B600),
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Color(0xFF619D00),
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Color(0xFFDAFFDA),
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Color(0xFFBEFFBA),
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Color(0xFF9DFF9D),
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Color(0xFF81FF7D),
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Color(0xFF61FF5D),
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Color(0xFF40FF40),
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Color(0xFF20FF20),
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Color(0xFF00FF00),
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Color(0xFF00FF00),
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Color(0xFF00EE00),
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Color(0xFF00E200),
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Color(0xFF00D600),
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Color(0xFF04CA00),
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Color(0xFF04BE00),
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Color(0xFF04B200),
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Color(0xFF04A500),
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Color(0xFF049900),
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Color(0xFF048900),
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Color(0xFF047D00),
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Color(0xFF047100),
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Color(0xFF046500),
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Color(0xFF045900),
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Color(0xFF044C00),
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Color(0xFF044000),
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Color(0xFFDAFFFF),
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Color(0xFFBAFFFF),
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Color(0xFF9DFFFF),
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Color(0xFF7DFFFA),
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Color(0xFF5DFFFF),
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Color(0xFF40FFFF),
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Color(0xFF20FFFF),
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Color(0xFF00FFFF),
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Color(0xFF00E6E6),
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Color(0xFF00CECE),
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Color(0xFF00B6B6),
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Color(0xFF009D9D),
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Color(0xFF008585),
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Color(0xFF007171),
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Color(0xFF005959),
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Color(0xFF004040),
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Color(0xFF5DBEFF),
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Color(0xFF40B2FF),
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Color(0xFF20AAFF),
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Color(0xFF009DFF),
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Color(0xFF008DE6),
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Color(0xFF007DCE),
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Color(0xFF006DB6),
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Color(0xFF005D9D),
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Color(0xFFDADADA),
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Color(0xFFBABEFF),
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Color(0xFF9D9DFF),
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Color(0xFF7D81FF),
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Color(0xFF5D61FF),
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Color(0xFF4040FF),
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Color(0xFF2024FF),
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Color(0xFF0004FF),
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Color(0xFF0000FF),
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Color(0xFF0000EE),
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Color(0xFF0000E2),
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Color(0xFF0000D6),
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Color(0xFF0000CA),
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Color(0xFF0000BE),
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Color(0xFF0000B2),
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Color(0xFF0000A5),
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Color(0xFF000099),
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Color(0xFF000089),
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Color(0xFF00007D),
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Color(0xFF000071),
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Color(0xFF000065),
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Color(0xFF000059),
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Color(0xFF00004C),
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Color(0xFF000040),
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Color(0xFF282828),
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Color(0xFFFFE234),
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Color(0xFFFFD624),
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Color(0xFFFFCE18),
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Color(0xFFFFC208),
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Color(0xFFFFB600),
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Color(0xFFB620FF),
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Color(0xFFAA00FF),
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Color(0xFF9900E6),
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Color(0xFF8100CE),
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Color(0xFF7500B6),
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Color(0xFF61009D),
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Color(0xFF500085),
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Color(0xFF440071),
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Color(0xFF340059),
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Color(0xFF280040),
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Color(0xFFFFDAFF),
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Color(0xFFFFBAFF),
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Color(0xFFFF9DFF),
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Color(0xFFFF7DFF),
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Color(0xFFFF5DFF),
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Color(0xFFFF40FF),
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Color(0xFFFF20FF),
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Color(0xFFFF00FF),
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Color(0xFFE200E6),
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Color(0xFFCA00CE),
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Color(0xFFB600B6),
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Color(0xFF9D009D),
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Color(0xFF850085),
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Color(0xFF6D0071),
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Color(0xFF590059),
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Color(0xFF400040),
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Color(0xFFFFEADE),
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Color(0xFFFFE2D2),
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Color(0xFFFFDAC6),
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Color(0xFFFFD6BE),
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Color(0xFFFFCEB2),
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Color(0xFFFFC6A5),
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Color(0xFFFFBE9D),
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Color(0xFFFFBA91),
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Color(0xFFFFB281),
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Color(0xFFFA571F),
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Color(0xFFFF9D61),
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Color(0xFFF2955D),
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Color(0xFFEA8D59),
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Color(0xFFDE8955),
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Color(0xFFD28150),
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Color(0xFFCA7D4C),
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Color(0xFFBE7948),
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Color(0xFFB67144),
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Color(0xFFAA6940),
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Color(0xFFA1653C),
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Color(0xFF9D6138),
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Color(0xFF915D34),
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Color(0xFF895930),
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Color(0xFF81502C),
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Color(0xFF754C28),
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Color(0xFF6D4824),
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Color(0xFF5D4020),
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Color(0xFF553C1C),
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Color(0xFF483818),
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Color(0xFF403018),
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Color(0xFF382C14),
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Color(0xFF28200C),
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Color(0xFF610065),
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Color(0xFF006565),
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Color(0xFF006161),
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Color(0xFF00001C),
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Color(0xFF00002C),
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Color(0xFF302410),
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Color(0xFF480048),
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Color(0xFF500050),
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Color(0xFF000034),
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Color(0xFF1C1C1C),
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Color(0xFF4C4C4C),
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Color(0xFF5D5D5D),
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Color(0xFF404040),
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Color(0xFF303030),
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Color(0xFF343434),
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Color(0xFFDAF6F6),
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Color(0xFFBAEAEA),
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Color(0xFF9DDEDE),
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Color(0xFF75CACA),
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Color(0xFF48C2C2),
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Color(0xFF20B6B6),
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Color(0xFF20B2B2),
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Color(0xFF00A5A5),
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Color(0xFF009999),
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Color(0xFF008D8D),
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Color(0xFF008585),
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Color(0xFF007D7D),
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Color(0xFF007979),
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Color(0xFF007575),
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Color(0xFF007171),
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Color(0xFF006D6D),
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Color(0xFF990089),
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];
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}
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@@ -1,9 +1,10 @@
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import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import 'package:wolf_dart/classes/color_palette.dart';
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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import 'package:wolf_dart/classes/matrix.dart';
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import 'package:wolf_dart/features/renderer/color_palette.dart';
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import 'package:wolf_dart/classes/sprite.dart';
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class RaycasterPainter extends CustomPainter {
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final Matrix<int> map;
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@@ -12,6 +13,8 @@ class RaycasterPainter extends CustomPainter {
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final double playerAngle;
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final double fov;
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final Map<String, double> doorOffsets;
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final List<Matrix<int>> sprites;
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final List<Sprite> entities;
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RaycasterPainter({
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required this.map,
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@@ -20,6 +23,8 @@ class RaycasterPainter extends CustomPainter {
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required this.playerAngle,
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required this.fov,
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required this.doorOffsets,
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required this.sprites,
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required this.entities,
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});
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@override
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@@ -36,11 +41,15 @@ class RaycasterPainter extends CustomPainter {
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int screenWidth = size.width.toInt();
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// The 1D Z-Buffer
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List<double> zBuffer = List.filled(screenWidth, 0.0);
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double dirX = math.cos(playerAngle);
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double dirY = math.sin(playerAngle);
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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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// --- 1. CAST WALLS ---
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for (int x = 0; x < screenWidth; x++) {
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double cameraX = 2 * x / screenWidth - 1.0;
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double rayDirX = dirX + planeX * cameraX;
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@@ -51,23 +60,18 @@ class RaycasterPainter extends CustomPainter {
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double sideDistX;
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double sideDistY;
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double deltaDistX = (rayDirX == 0) ? 1e30 : (1.0 / rayDirX).abs();
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double deltaDistY = (rayDirY == 0) ? 1e30 : (1.0 / rayDirY).abs();
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double perpWallDist;
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int stepX;
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int stepY;
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bool hit = false;
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bool hitOutOfBounds = false;
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int side = 0;
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int hitWallId = 0;
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double doorOffset =
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0.0; // Track the slide amount to pass to the texture drawer
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Set<String> ignoredDoors =
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{}; // Prevent the ray from checking the same door gap twice
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double doorOffset = 0.0;
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Set<String> ignoredDoors = {};
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if (rayDirX < 0) {
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stepX = -1;
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@@ -84,7 +88,6 @@ class RaycasterPainter extends CustomPainter {
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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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if (sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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@@ -103,13 +106,10 @@ class RaycasterPainter extends CustomPainter {
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hit = true;
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hitOutOfBounds = true;
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} else if (map[mapY][mapX] > 0) {
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// NEW: DOOR PASS-THROUGH LOGIC
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String doorKey = '$mapX,$mapY';
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if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(doorKey)) {
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double currentOffset = doorOffsets[doorKey] ?? 0.0;
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if (currentOffset > 0.0) {
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// Calculate exactly where the ray hit the block
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double perpWallDistTemp = (side == 0)
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? (sideDistX - deltaDistX)
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: (sideDistY - deltaDistY);
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@@ -117,23 +117,18 @@ class RaycasterPainter extends CustomPainter {
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? player.y + perpWallDistTemp * rayDirY
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: player.x + perpWallDistTemp * rayDirX;
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wallXTemp -= wallXTemp.floor();
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// If the hit coordinate is less than the open amount, the ray passes through!
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if (wallXTemp < currentOffset) {
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ignoredDoors.add(doorKey);
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continue; // Skip the rest of this loop iteration and keep raycasting!
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continue;
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}
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}
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doorOffset =
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currentOffset; // Save the offset so we can slide the texture
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doorOffset = currentOffset;
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}
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hit = true;
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hitWallId = map[mapY][mapX];
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}
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}
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// If the ray escaped the map, don't draw garbage, just draw the background!
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if (hitOutOfBounds) continue;
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if (side == 0) {
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@@ -142,6 +137,9 @@ class RaycasterPainter extends CustomPainter {
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perpWallDist = (sideDistY - deltaDistY);
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}
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// STORE THE DISTANCE IN THE Z-BUFFER!
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zBuffer[x] = perpWallDist;
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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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@@ -162,6 +160,89 @@ class RaycasterPainter extends CustomPainter {
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doorOffset,
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);
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}
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// --- 2. DRAW SPRITES ---
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// Sort sprites from furthest to closest (Painter's Algorithm)
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List<Sprite> activeSprites = List.from(entities);
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activeSprites.sort((a, b) {
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double distA =
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math.pow(player.x - a.x, 2) + math.pow(player.y - a.y, 2).toDouble();
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double distB =
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math.pow(player.x - b.x, 2) + math.pow(player.y - b.y, 2).toDouble();
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return distB.compareTo(distA);
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});
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for (Sprite sprite in activeSprites) {
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// Translate sprite position to relative to camera
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double spriteX = sprite.x - player.x;
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double spriteY = sprite.y - player.y;
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// Inverse camera matrix (Transform to screen space)
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double invDet = 1.0 / (planeX * dirY - dirX * planeY);
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double transformX = invDet * (dirY * spriteX - dirX * spriteY);
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double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
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// print("Sprite at ${sprite.x}, ${sprite.y} transformY: $transformY");
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// Is the sprite in front of the camera?
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if (transformY > 0) {
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// print(
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// "Attempting to draw Sprite Index: ${sprite.spriteIndex} (Total Sprites Loaded: ${sprites.length})",
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// );
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int spriteScreenX = ((screenWidth / 2) * (1 + transformX / transformY))
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.toInt();
|
||||
|
||||
// Calculate height and width (Sprites are 64x64 squares)
|
||||
int spriteHeight = (size.height / transformY).abs().toInt();
|
||||
int spriteWidth = spriteHeight;
|
||||
|
||||
int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
|
||||
int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
|
||||
|
||||
// Clip to screen boundaries
|
||||
int clipStartX = math.max(0, drawStartX);
|
||||
int clipEndX = math.min(screenWidth - 1, drawEndX);
|
||||
|
||||
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
|
||||
// THE Z-BUFFER CHECK!
|
||||
// Only draw if the sprite is closer to the camera than the wall at this pixel column
|
||||
if (transformY < zBuffer[stripe]) {
|
||||
int texX = ((stripe - drawStartX) * 64 / spriteWidth).toInt().clamp(
|
||||
0,
|
||||
63,
|
||||
);
|
||||
|
||||
double startY = (size.height / 2) - (spriteHeight / 2);
|
||||
double stepY = spriteHeight / 64.0;
|
||||
|
||||
// Safeguard against bad sprite indices
|
||||
int safeIndex = sprite.spriteIndex.clamp(0, sprites.length - 1);
|
||||
Matrix<int> spritePixels = sprites[safeIndex];
|
||||
|
||||
for (int ty = 0; ty < 64; ty++) {
|
||||
int colorByte = spritePixels[texX][ty];
|
||||
|
||||
// Only draw if the pixel is NOT 255 (Magenta Transparency)
|
||||
if (colorByte != 255) {
|
||||
double endY = startY + stepY;
|
||||
if (endY > 0 && startY < size.height) {
|
||||
canvas.drawLine(
|
||||
Offset(stripe.toDouble(), startY),
|
||||
Offset(stripe.toDouble(), endY),
|
||||
Paint()
|
||||
..color = ColorPalette.vga[colorByte]
|
||||
..strokeWidth = 1.1,
|
||||
);
|
||||
}
|
||||
}
|
||||
startY += stepY;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void _drawTexturedColumn(
|
||||
|
||||
@@ -5,11 +5,20 @@ import 'package:flutter/scheduler.dart';
|
||||
import 'package:flutter/services.dart';
|
||||
import 'package:wolf_dart/classes/linear_coordinates.dart';
|
||||
import 'package:wolf_dart/classes/matrix.dart';
|
||||
import 'package:wolf_dart/classes/sprite.dart';
|
||||
import 'package:wolf_dart/features/map/wolf_map.dart';
|
||||
import 'package:wolf_dart/features/renderer/raycast_painter.dart';
|
||||
import 'package:wolf_dart/sprite_gallery.dart';
|
||||
|
||||
class WolfRenderer extends StatefulWidget {
|
||||
const WolfRenderer({super.key});
|
||||
const WolfRenderer({
|
||||
super.key,
|
||||
this.showSpriteGallery = false,
|
||||
this.isDemo = true,
|
||||
});
|
||||
|
||||
final bool showSpriteGallery;
|
||||
final bool isDemo;
|
||||
|
||||
@override
|
||||
State<WolfRenderer> createState() => _WolfRendererState();
|
||||
@@ -30,6 +39,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
bool _isLoading = true;
|
||||
bool _spaceWasPressed = false;
|
||||
|
||||
List<Sprite> entities = [];
|
||||
|
||||
// Track door animations
|
||||
// Key is "X,Y" coordinate. Value is how far open it is (0.0 to 1.0)
|
||||
Map<String, double> doorOffsets = {};
|
||||
@@ -50,28 +61,49 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
|
||||
final Matrix<int> objectLevel = gameMap.levels[0].objectGrid;
|
||||
|
||||
// 1. SCAN FOR PLAYER SPAWN
|
||||
// Adjusted mapping for WL1 Shareware
|
||||
// These numbers represent the delta from the FIRST sprite chunk in VSWAP
|
||||
Map<int, int> staticObjects = {
|
||||
23: widget.isDemo ? 0 : 23, // Water Puddle
|
||||
24: widget.isDemo ? 1 : 24, // Green Barrel
|
||||
25: widget.isDemo ? 2 : 25, // Chairs
|
||||
26: widget.isDemo ? 3 : 26, // Green Plant
|
||||
27: widget.isDemo ? 4 : 27, // Skeleton / Bones
|
||||
28: widget.isDemo ? 5 : 28, // Blue Lamp
|
||||
29: widget.isDemo ? 6 : 29, // Chandelier
|
||||
30: widget.isDemo ? 7 : 30, // Dog food
|
||||
31: widget.isDemo ? 8 : 31, // White pillar
|
||||
32: widget.isDemo ? 9 : 32, // Hanged man
|
||||
50: widget.isDemo ? 42 : 95, // Standing Guard (Front-facing frame)
|
||||
};
|
||||
|
||||
// 1. SCAN FOR PLAYER SPAWN & ENTITIES
|
||||
for (int y = 0; y < 64; y++) {
|
||||
for (int x = 0; x < 64; x++) {
|
||||
int objId = objectLevel[y][x];
|
||||
|
||||
// In Wolf3D, IDs 19-22 represent the player's spawn point and facing direction.
|
||||
// Player Spawn
|
||||
if (objId >= 19 && objId <= 22) {
|
||||
// Place the player perfectly in the center of the block
|
||||
player = (x: x + 0.5, y: y + 0.5);
|
||||
|
||||
// Map the ID to standard radians
|
||||
switch (objId) {
|
||||
case 19:
|
||||
playerAngle = 3 * math.pi / 2; // North (Facing up the Y-axis)
|
||||
playerAngle = 3 * math.pi / 2;
|
||||
case 20:
|
||||
playerAngle = 0.0; // East (Facing right)
|
||||
playerAngle = 0.0;
|
||||
case 21:
|
||||
playerAngle = math.pi / 2; // South (Facing down)
|
||||
playerAngle = math.pi / 2;
|
||||
case 22:
|
||||
playerAngle = math.pi; // West (Facing left)
|
||||
playerAngle = math.pi;
|
||||
}
|
||||
}
|
||||
// NEW: Populate the Entities!
|
||||
else if (staticObjects.containsKey(objId)) {
|
||||
entities.add((
|
||||
x: x + 0.5,
|
||||
y: y + 0.5,
|
||||
spriteIndex: staticObjects[objId]!,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -236,6 +268,10 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
return const Center(child: CircularProgressIndicator(color: Colors.teal));
|
||||
}
|
||||
|
||||
if (widget.showSpriteGallery) {
|
||||
return SpriteGallery(sprites: gameMap.sprites);
|
||||
}
|
||||
|
||||
return Scaffold(
|
||||
backgroundColor: Colors.black,
|
||||
body: KeyboardListener(
|
||||
@@ -253,6 +289,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
playerAngle: playerAngle,
|
||||
fov: fov,
|
||||
doorOffsets: doorOffsets,
|
||||
entities: entities,
|
||||
sprites: gameMap.sprites,
|
||||
),
|
||||
);
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user