Fixed pistol and knife sprites for retail. Added firing mechanism.
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -13,6 +13,7 @@ import 'package:wolf_dart/features/entities/entity_registry.dart';
|
||||
import 'package:wolf_dart/features/map/wolf_map.dart';
|
||||
import 'package:wolf_dart/features/player/player.dart';
|
||||
import 'package:wolf_dart/features/renderer/raycast_painter.dart';
|
||||
import 'package:wolf_dart/features/renderer/weapon_painter.dart';
|
||||
import 'package:wolf_dart/features/ui/hud.dart';
|
||||
import 'package:wolf_dart/sprite_gallery.dart';
|
||||
|
||||
@@ -55,6 +56,9 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
Map<String, double> doorOffsets = {};
|
||||
Map<String, int> doorStates = {}; // 1 = opening, 2 = fully open
|
||||
|
||||
double moveStepX = 0;
|
||||
double moveStepY = 0;
|
||||
|
||||
@override
|
||||
void initState() {
|
||||
super.initState();
|
||||
@@ -191,6 +195,10 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
const double moveSpeed = 0.12;
|
||||
const double turnSpeed = 0.08;
|
||||
|
||||
// Reset steps each tick before calculation
|
||||
moveStepX = 0;
|
||||
moveStepY = 0;
|
||||
|
||||
// 1. ANIMATE DOORS
|
||||
doorStates.forEach((key, state) {
|
||||
if (state == 1) {
|
||||
@@ -203,8 +211,6 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
}
|
||||
});
|
||||
|
||||
double moveStepX = 0;
|
||||
double moveStepY = 0;
|
||||
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
|
||||
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
|
||||
@@ -300,12 +306,12 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
});
|
||||
}
|
||||
|
||||
// 5. Fire weapon
|
||||
bool isCtrlPressed = pressedKeys.contains(LogicalKeyboardKey.controlLeft);
|
||||
if (isCtrlPressed) {
|
||||
// 5. Weapon
|
||||
player.currentWeapon.update(elapsed.inMilliseconds);
|
||||
|
||||
if (pressedKeys.contains(LogicalKeyboardKey.controlLeft)) {
|
||||
player.fire(elapsed.inMilliseconds);
|
||||
}
|
||||
player.updateWeapon(elapsed.inMilliseconds);
|
||||
|
||||
// Fade out the damage flash smoothly
|
||||
if (damageFlashOpacity > 0) {
|
||||
@@ -357,6 +363,40 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
sprites: gameMap.sprites,
|
||||
),
|
||||
),
|
||||
// Weapon Viewmodel
|
||||
Positioned(
|
||||
bottom: -20,
|
||||
left: 0,
|
||||
right: 0,
|
||||
child: Center(
|
||||
child: Transform.translate(
|
||||
offset: Offset(
|
||||
0,
|
||||
// Bobbing math: only moves if velocity is > 0
|
||||
(moveStepX.abs() + moveStepY.abs()) > 0
|
||||
? math.sin(
|
||||
DateTime.now()
|
||||
.millisecondsSinceEpoch /
|
||||
100,
|
||||
) *
|
||||
12
|
||||
: 0,
|
||||
),
|
||||
child: SizedBox(
|
||||
width: 500,
|
||||
height: 500,
|
||||
child: CustomPaint(
|
||||
painter: WeaponPainter(
|
||||
sprite:
|
||||
gameMap.sprites[player
|
||||
.currentWeapon
|
||||
.currentSprite],
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
if (damageFlashOpacity > 0)
|
||||
Positioned.fill(
|
||||
child: Container(
|
||||
@@ -370,6 +410,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
},
|
||||
),
|
||||
),
|
||||
|
||||
// HUD
|
||||
Hud(player: player),
|
||||
],
|
||||
|
||||
Reference in New Issue
Block a user