Cleanup movement and collision
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -183,7 +183,7 @@ class _WolfRendererState extends State<WolfRenderer>
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// 2. Explicit State Updates
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player.updateWeaponSwitch();
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_applyMovementAndCollision(inputResult.movement.x, inputResult.movement.y);
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_applyMovementAndCollision(inputResult.movement);
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_updateEntities(elapsed);
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// Explicit reassignment from a pure(r) function
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@@ -251,22 +251,32 @@ class _WolfRendererState extends State<WolfRenderer>
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return (movement: movement, dAngle: dAngle);
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}
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// Now receives dx and dy explicitly
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void _applyMovementAndCollision(double dx, double dy) {
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void _applyMovementAndCollision(Coordinate2D movement) {
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const double margin = 0.3;
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double newX = player.x + dx;
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int checkX = (dx > 0) ? (newX + margin).toInt() : (newX - margin).toInt();
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// Calculate the intended new position
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Coordinate2D newPos = player.position + movement;
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if (_isWalkable(checkX, player.y.toInt())) {
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player.x = newX;
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// Check X axis independently (allows for sliding along walls)
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if (movement.x != 0) {
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int checkX = (movement.x > 0)
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? (newPos.x + margin).toInt()
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: (newPos.x - margin).toInt();
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if (_isWalkable(checkX, player.position.y.toInt())) {
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player.x = newPos.x;
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}
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}
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double newY = player.y + dy;
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int checkY = (dy > 0) ? (newY + margin).toInt() : (newY - margin).toInt();
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// Check Y axis independently
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if (movement.y != 0) {
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int checkY = (movement.y > 0)
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? (newPos.y + margin).toInt()
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: (newPos.y - margin).toInt();
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if (_isWalkable(player.x.toInt(), checkY)) {
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player.y = newY;
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if (_isWalkable(player.position.x.toInt(), checkY)) {
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player.y = newPos.y;
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}
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}
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}
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