WIP: Mapping sprite IDs (broken)
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -5,11 +5,20 @@ import 'package:flutter/scheduler.dart';
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import 'package:flutter/services.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/classes/sprite.dart';
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import 'package:wolf_dart/features/map/wolf_map.dart';
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import 'package:wolf_dart/features/renderer/raycast_painter.dart';
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import 'package:wolf_dart/sprite_gallery.dart';
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class WolfRenderer extends StatefulWidget {
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const WolfRenderer({super.key});
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const WolfRenderer({
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super.key,
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this.showSpriteGallery = false,
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this.isDemo = true,
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});
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final bool showSpriteGallery;
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final bool isDemo;
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@override
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State<WolfRenderer> createState() => _WolfRendererState();
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@@ -30,6 +39,8 @@ class _WolfRendererState extends State<WolfRenderer>
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bool _isLoading = true;
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bool _spaceWasPressed = false;
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List<Sprite> entities = [];
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// Track door animations
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// Key is "X,Y" coordinate. Value is how far open it is (0.0 to 1.0)
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Map<String, double> doorOffsets = {};
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@@ -50,28 +61,49 @@ class _WolfRendererState extends State<WolfRenderer>
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final Matrix<int> objectLevel = gameMap.levels[0].objectGrid;
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// 1. SCAN FOR PLAYER SPAWN
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// Adjusted mapping for WL1 Shareware
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// These numbers represent the delta from the FIRST sprite chunk in VSWAP
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Map<int, int> staticObjects = {
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23: widget.isDemo ? 0 : 23, // Water Puddle
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24: widget.isDemo ? 1 : 24, // Green Barrel
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25: widget.isDemo ? 2 : 25, // Chairs
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26: widget.isDemo ? 3 : 26, // Green Plant
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27: widget.isDemo ? 4 : 27, // Skeleton / Bones
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28: widget.isDemo ? 5 : 28, // Blue Lamp
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29: widget.isDemo ? 6 : 29, // Chandelier
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30: widget.isDemo ? 7 : 30, // Dog food
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31: widget.isDemo ? 8 : 31, // White pillar
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32: widget.isDemo ? 9 : 32, // Hanged man
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50: widget.isDemo ? 42 : 95, // Standing Guard (Front-facing frame)
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};
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// 1. SCAN FOR PLAYER SPAWN & ENTITIES
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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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// In Wolf3D, IDs 19-22 represent the player's spawn point and facing direction.
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// Player Spawn
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if (objId >= 19 && objId <= 22) {
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// Place the player perfectly in the center of the block
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player = (x: x + 0.5, y: y + 0.5);
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// Map the ID to standard radians
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switch (objId) {
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case 19:
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playerAngle = 3 * math.pi / 2; // North (Facing up the Y-axis)
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playerAngle = 3 * math.pi / 2;
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case 20:
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playerAngle = 0.0; // East (Facing right)
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playerAngle = 0.0;
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case 21:
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playerAngle = math.pi / 2; // South (Facing down)
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playerAngle = math.pi / 2;
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case 22:
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playerAngle = math.pi; // West (Facing left)
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playerAngle = math.pi;
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}
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}
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// NEW: Populate the Entities!
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else if (staticObjects.containsKey(objId)) {
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entities.add((
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x: x + 0.5,
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y: y + 0.5,
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spriteIndex: staticObjects[objId]!,
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));
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}
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}
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}
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@@ -236,6 +268,10 @@ class _WolfRendererState extends State<WolfRenderer>
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return const Center(child: CircularProgressIndicator(color: Colors.teal));
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}
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if (widget.showSpriteGallery) {
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return SpriteGallery(sprites: gameMap.sprites);
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}
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return Scaffold(
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backgroundColor: Colors.black,
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body: KeyboardListener(
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@@ -253,6 +289,8 @@ class _WolfRendererState extends State<WolfRenderer>
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playerAngle: playerAngle,
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fov: fov,
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doorOffsets: doorOffsets,
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entities: entities,
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sprites: gameMap.sprites,
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),
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);
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},
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