WIP: Mapping sprite IDs (broken)
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
1
lib/classes/sprite.dart
Normal file
1
lib/classes/sprite.dart
Normal file
@@ -0,0 +1 @@
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typedef Sprite = ({double x, double y, int spriteIndex});
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@@ -43,7 +43,7 @@ class VswapParser {
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/// Extracts the compiled scaled sprites from VSWAP.WL1
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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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static List<Matrix<int>> parseSprites(ByteData vswap) {
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int chunks = vswap.getUint16(0, Endian.little);
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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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int soundStart = vswap.getUint16(4, Endian.little);
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List<int> offsets = [];
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List<int> offsets = [];
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@@ -1,9 +1,10 @@
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import 'dart:math' as math;
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import 'dart:math' as math;
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import 'package:flutter/material.dart';
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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/linear_coordinates.dart';
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import 'package:wolf_dart/classes/matrix.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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class RaycasterPainter extends CustomPainter {
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final Matrix<int> map;
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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 playerAngle;
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final double fov;
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final double fov;
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final Map<String, double> doorOffsets;
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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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RaycasterPainter({
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required this.map,
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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.playerAngle,
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required this.fov,
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required this.fov,
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required this.doorOffsets,
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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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});
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@override
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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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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 dirX = math.cos(playerAngle);
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double dirY = math.sin(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 planeX = -dirY * math.tan(fov / 2);
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double planeY = dirX * 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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for (int x = 0; x < screenWidth; x++) {
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double cameraX = 2 * x / screenWidth - 1.0;
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double cameraX = 2 * x / screenWidth - 1.0;
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double rayDirX = dirX + planeX * cameraX;
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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 sideDistX;
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double sideDistY;
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double sideDistY;
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double deltaDistX = (rayDirX == 0) ? 1e30 : (1.0 / rayDirX).abs();
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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 deltaDistY = (rayDirY == 0) ? 1e30 : (1.0 / rayDirY).abs();
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double perpWallDist;
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double perpWallDist;
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int stepX;
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int stepX;
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int stepY;
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int stepY;
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bool hit = false;
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bool hit = false;
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bool hitOutOfBounds = false;
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bool hitOutOfBounds = false;
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int side = 0;
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int side = 0;
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int hitWallId = 0;
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int hitWallId = 0;
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double doorOffset =
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double doorOffset = 0.0;
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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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Set<String> ignoredDoors =
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{}; // Prevent the ray from checking the same door gap twice
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if (rayDirX < 0) {
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if (rayDirX < 0) {
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stepX = -1;
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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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sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
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}
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}
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// 3. The True DDA Loop
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while (!hit) {
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while (!hit) {
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if (sideDistX < sideDistY) {
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if (sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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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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hit = true;
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hitOutOfBounds = true;
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hitOutOfBounds = true;
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} else if (map[mapY][mapX] > 0) {
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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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String doorKey = '$mapX,$mapY';
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if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(doorKey)) {
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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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double currentOffset = doorOffsets[doorKey] ?? 0.0;
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if (currentOffset > 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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double perpWallDistTemp = (side == 0)
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? (sideDistX - deltaDistX)
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? (sideDistX - deltaDistX)
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: (sideDistY - deltaDistY);
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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.y + perpWallDistTemp * rayDirY
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: player.x + perpWallDistTemp * rayDirX;
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: player.x + perpWallDistTemp * rayDirX;
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wallXTemp -= wallXTemp.floor();
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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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if (wallXTemp < currentOffset) {
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ignoredDoors.add(doorKey);
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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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}
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}
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doorOffset =
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doorOffset = currentOffset;
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currentOffset; // Save the offset so we can slide the texture
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}
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}
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hit = true;
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hit = true;
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hitWallId = map[mapY][mapX];
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hitWallId = map[mapY][mapX];
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}
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}
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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 (hitOutOfBounds) continue;
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if (side == 0) {
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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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perpWallDist = (sideDistY - deltaDistY);
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}
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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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double wallX;
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if (side == 0) {
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if (side == 0) {
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wallX = player.y + perpWallDist * rayDirY;
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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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doorOffset,
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);
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);
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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();
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// Calculate height and width (Sprites are 64x64 squares)
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int spriteHeight = (size.height / transformY).abs().toInt();
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int spriteWidth = spriteHeight;
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int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
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int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
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// Clip to screen boundaries
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int clipStartX = math.max(0, drawStartX);
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int clipEndX = math.min(screenWidth - 1, drawEndX);
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for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
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// THE Z-BUFFER CHECK!
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// Only draw if the sprite is closer to the camera than the wall at this pixel column
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if (transformY < zBuffer[stripe]) {
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int texX = ((stripe - drawStartX) * 64 / spriteWidth).toInt().clamp(
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0,
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63,
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);
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double startY = (size.height / 2) - (spriteHeight / 2);
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double stepY = spriteHeight / 64.0;
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// Safeguard against bad sprite indices
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int safeIndex = sprite.spriteIndex.clamp(0, sprites.length - 1);
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Matrix<int> spritePixels = sprites[safeIndex];
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for (int ty = 0; ty < 64; ty++) {
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int colorByte = spritePixels[texX][ty];
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// Only draw if the pixel is NOT 255 (Magenta Transparency)
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if (colorByte != 255) {
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double endY = startY + stepY;
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if (endY > 0 && startY < size.height) {
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canvas.drawLine(
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Offset(stripe.toDouble(), startY),
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Offset(stripe.toDouble(), endY),
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Paint()
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..color = ColorPalette.vga[colorByte]
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..strokeWidth = 1.1,
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);
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}
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}
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startY += stepY;
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}
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}
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}
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}
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}
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}
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}
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void _drawTexturedColumn(
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void _drawTexturedColumn(
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@@ -5,11 +5,20 @@ import 'package:flutter/scheduler.dart';
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import 'package:flutter/services.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/linear_coordinates.dart';
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import 'package:wolf_dart/classes/matrix.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/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/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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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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@override
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State<WolfRenderer> createState() => _WolfRendererState();
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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 _isLoading = true;
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bool _spaceWasPressed = false;
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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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// 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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// 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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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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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 y = 0; y < 64; y++) {
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for (int x = 0; x < 64; x++) {
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for (int x = 0; x < 64; x++) {
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int objId = objectLevel[y][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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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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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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switch (objId) {
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case 19:
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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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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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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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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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}
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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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}
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}
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|
|
||||||
@@ -236,6 +268,10 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
return const Center(child: CircularProgressIndicator(color: Colors.teal));
|
return const Center(child: CircularProgressIndicator(color: Colors.teal));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (widget.showSpriteGallery) {
|
||||||
|
return SpriteGallery(sprites: gameMap.sprites);
|
||||||
|
}
|
||||||
|
|
||||||
return Scaffold(
|
return Scaffold(
|
||||||
backgroundColor: Colors.black,
|
backgroundColor: Colors.black,
|
||||||
body: KeyboardListener(
|
body: KeyboardListener(
|
||||||
@@ -253,6 +289,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
playerAngle: playerAngle,
|
playerAngle: playerAngle,
|
||||||
fov: fov,
|
fov: fov,
|
||||||
doorOffsets: doorOffsets,
|
doorOffsets: doorOffsets,
|
||||||
|
entities: entities,
|
||||||
|
sprites: gameMap.sprites,
|
||||||
),
|
),
|
||||||
);
|
);
|
||||||
},
|
},
|
||||||
|
|||||||
@@ -3,6 +3,11 @@ import 'package:wolf_dart/features/renderer/renderer.dart';
|
|||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
runApp(
|
runApp(
|
||||||
const MaterialApp(home: WolfRenderer()),
|
const MaterialApp(
|
||||||
|
home: WolfRenderer(
|
||||||
|
showSpriteGallery: false,
|
||||||
|
isDemo: true,
|
||||||
|
),
|
||||||
|
),
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
64
lib/sprite_gallery.dart
Normal file
64
lib/sprite_gallery.dart
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
import 'package:flutter/material.dart';
|
||||||
|
import 'package:wolf_dart/classes/color_palette.dart';
|
||||||
|
import 'package:wolf_dart/classes/matrix.dart';
|
||||||
|
|
||||||
|
class SpriteGallery extends StatelessWidget {
|
||||||
|
final List<Matrix<int>> sprites;
|
||||||
|
|
||||||
|
const SpriteGallery({super.key, required this.sprites});
|
||||||
|
|
||||||
|
@override
|
||||||
|
Widget build(BuildContext context) {
|
||||||
|
return Scaffold(
|
||||||
|
appBar: AppBar(title: const Text("VSWAP Sprite Gallery")),
|
||||||
|
backgroundColor: Colors.black,
|
||||||
|
body: GridView.builder(
|
||||||
|
gridDelegate: const SliverGridDelegateWithFixedCrossAxisCount(
|
||||||
|
crossAxisCount: 8, // 8 sprites per row
|
||||||
|
),
|
||||||
|
itemCount: sprites.length,
|
||||||
|
itemBuilder: (context, index) {
|
||||||
|
return Column(
|
||||||
|
children: [
|
||||||
|
Text(
|
||||||
|
"Idx: $index",
|
||||||
|
style: const TextStyle(color: Colors.white, fontSize: 10),
|
||||||
|
),
|
||||||
|
Expanded(
|
||||||
|
child: CustomPaint(
|
||||||
|
painter: SingleSpritePainter(sprite: sprites[index]),
|
||||||
|
size: const Size(64, 64),
|
||||||
|
),
|
||||||
|
),
|
||||||
|
],
|
||||||
|
);
|
||||||
|
},
|
||||||
|
),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SingleSpritePainter extends CustomPainter {
|
||||||
|
final Matrix<int> sprite;
|
||||||
|
SingleSpritePainter({required this.sprite});
|
||||||
|
|
||||||
|
@override
|
||||||
|
void paint(Canvas canvas, Size size) {
|
||||||
|
double pixelSize = size.width / 64;
|
||||||
|
for (int x = 0; x < 64; x++) {
|
||||||
|
for (int y = 0; y < 64; y++) {
|
||||||
|
int colorByte = sprite[x][y];
|
||||||
|
if (colorByte != 255) {
|
||||||
|
// Skip transparency
|
||||||
|
canvas.drawRect(
|
||||||
|
Rect.fromLTWH(x * pixelSize, y * pixelSize, pixelSize, pixelSize),
|
||||||
|
Paint()..color = ColorPalette.vga[colorByte],
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
@override
|
||||||
|
bool shouldRepaint(CustomPainter oldDelegate) => false;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user