WIP moving difficulty selection to engine

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-18 12:25:59 +01:00
parent 0f7c77e85a
commit e39dfd5da0
29 changed files with 1337 additions and 3360 deletions

View File

@@ -46,7 +46,6 @@ void main() async {
final engine = WolfEngine(
data: availableGames.values.first,
difficulty: Difficulty.medium,
startingEpisode: 0,
frameBuffer: FrameBuffer(
stdout.terminalColumns,

View File

@@ -106,7 +106,8 @@ class CliGameLoop {
}
void _handleInput(List<int> bytes) {
if (bytes.contains(113) || bytes.contains(27)) {
// Keep q and Ctrl+C as hard exits; ESC is now menu-back input.
if (bytes.contains(113) || bytes.contains(3)) {
stop();
onExit(0);
return;

View File

@@ -1,104 +0,0 @@
/// Difficulty picker shown after the player chooses an episode.
library;
import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
import 'package:wolf_3d_gui/screens/game_screen.dart';
/// Starts a new game session using the active game and episode from [Wolf3d].
class DifficultyScreen extends StatefulWidget {
/// Shared application facade carrying the active game, input, and audio.
final Wolf3d wolf3d;
/// Creates the difficulty-selection screen for [wolf3d].
const DifficultyScreen({
super.key,
required this.wolf3d,
});
@override
State<DifficultyScreen> createState() => _DifficultyScreenState();
}
class _DifficultyScreenState extends State<DifficultyScreen> {
bool get isShareware =>
widget.wolf3d.activeGame.version == GameVersion.shareware;
@override
void dispose() {
widget.wolf3d.audio.stopMusic();
super.dispose();
}
/// Replaces the menu flow with an active [GameScreen] using [difficulty].
void _startGame(Difficulty difficulty, {bool showGallery = false}) {
widget.wolf3d.audio.stopMusic();
Navigator.of(context).pushReplacement(
MaterialPageRoute(
builder: (context) => GameScreen(
data: widget.wolf3d.activeGame,
difficulty: difficulty,
startingEpisode: widget.wolf3d.activeEpisode,
audio: widget.wolf3d.audio,
input: widget.wolf3d.input,
),
),
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: Colors.black,
floatingActionButton: FloatingActionButton(
backgroundColor: Colors.red[900],
onPressed: () => _startGame(Difficulty.medium, showGallery: true),
child: const Icon(Icons.bug_report, color: Colors.white),
),
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
const Text(
'HOW TOUGH ARE YOU?',
style: TextStyle(
color: Colors.red,
fontSize: 32,
fontWeight: FontWeight.bold,
fontFamily: 'Courier',
),
),
const SizedBox(height: 40),
ListView.builder(
shrinkWrap: true,
itemCount: Difficulty.values.length,
itemBuilder: (context, index) {
final Difficulty difficulty = Difficulty.values[index];
return Padding(
padding: const EdgeInsets.symmetric(vertical: 8.0),
child: ElevatedButton(
style: ElevatedButton.styleFrom(
backgroundColor: Colors.blueGrey[900],
foregroundColor: Colors.white,
minimumSize: const Size(300, 50),
shape: RoundedRectangleBorder(
borderRadius: BorderRadius.circular(4),
),
),
onPressed: () => _startGame(difficulty),
child: Text(
difficulty.title,
style: const TextStyle(fontSize: 18),
),
),
);
},
),
],
),
),
);
}
}

View File

@@ -4,7 +4,7 @@ library;
import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
import 'package:wolf_3d_gui/screens/difficulty_screen.dart';
import 'package:wolf_3d_gui/screens/game_screen.dart';
import 'package:wolf_3d_gui/screens/sprite_gallery.dart';
import 'package:wolf_3d_gui/screens/vga_gallery.dart';
@@ -27,12 +27,13 @@ class _EpisodeScreenState extends State<EpisodeScreen> {
widget.wolf3d.audio.playMenuMusic();
}
/// Persists the chosen episode in [Wolf3d] and advances to difficulty select.
/// Persists the chosen episode and lets the engine present difficulty select.
void _selectEpisode(int index) {
widget.wolf3d.setActiveEpisode(index);
widget.wolf3d.clearActiveDifficulty();
Navigator.of(context).push(
MaterialPageRoute(
builder: (context) => DifficultyScreen(wolf3d: widget.wolf3d),
builder: (context) => GameScreen(wolf3d: widget.wolf3d),
),
);
}

View File

@@ -3,36 +3,19 @@ library;
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_flutter/wolf_3d_input_flutter.dart';
import 'package:wolf_3d_flutter/wolf_3d_flutter.dart';
import 'package:wolf_3d_renderer/wolf_3d_ascii_renderer.dart';
import 'package:wolf_3d_renderer/wolf_3d_flutter_renderer.dart';
/// Owns a [WolfEngine] instance and exposes renderer/input integrations to Flutter.
/// Launches a [WolfEngine] via [Wolf3d] and exposes renderer/input integrations.
class GameScreen extends StatefulWidget {
/// Fully parsed game data for the selected version.
final WolfensteinData data;
/// Shared application facade owning the engine, audio, and input.
final Wolf3d wolf3d;
/// Difficulty applied when creating the engine session.
final Difficulty difficulty;
/// Episode index used as the starting world.
final int startingEpisode;
/// Shared audio backend reused across menu and gameplay screens.
final EngineAudio audio;
/// Flutter input adapter that translates widget events into engine input.
final Wolf3dFlutterInput input;
/// Creates a gameplay screen with the supplied game session configuration.
/// Creates a gameplay screen driven by [wolf3d].
const GameScreen({
required this.data,
required this.difficulty,
required this.startingEpisode,
required this.audio,
required this.input,
required this.wolf3d,
super.key,
});
@@ -47,90 +30,147 @@ class _GameScreenState extends State<GameScreen> {
@override
void initState() {
super.initState();
_engine = WolfEngine(
data: widget.data,
difficulty: widget.difficulty,
startingEpisode: widget.startingEpisode,
frameBuffer: FrameBuffer(320, 200),
audio: widget.audio,
input: widget.input,
_engine = widget.wolf3d.launchEngine(
onGameWon: () => Navigator.of(context).pop(),
);
_engine.init();
}
@override
Widget build(BuildContext context) {
return Scaffold(
body: Listener(
onPointerDown: widget.input.onPointerDown,
onPointerUp: widget.input.onPointerUp,
onPointerMove: widget.input.onPointerMove,
onPointerHover: widget.input.onPointerMove,
child: Stack(
children: [
// Keep both renderers behind the same engine so mode switching does
// not reset level state or audio playback.
_useAsciiMode
? WolfAsciiRenderer(engine: _engine)
: WolfFlutterRenderer(engine: _engine),
return WillPopScope(
onWillPop: () async {
if (_engine.isDifficultySelectionPending) {
widget.wolf3d.input.queueBackAction();
return false;
}
return true;
},
child: Scaffold(
body: LayoutBuilder(
builder: (context, constraints) {
final viewportRect = _menuViewportRect(
Size(constraints.maxWidth, constraints.maxHeight),
);
if (!_engine.isInitialized)
Container(
color: Colors.black,
child: const Center(
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
CircularProgressIndicator(color: Colors.teal),
SizedBox(height: 20),
Text(
"GET PSYCHED!",
style: TextStyle(
color: Colors.teal,
fontFamily: 'monospace',
return Listener(
onPointerDown: (event) {
widget.wolf3d.input.onPointerDown(event);
if (_engine.isDifficultySelectionPending &&
viewportRect.width > 0 &&
viewportRect.height > 0 &&
viewportRect.contains(event.localPosition)) {
final normalizedX =
(event.localPosition.dx - viewportRect.left) /
viewportRect.width;
final normalizedY =
(event.localPosition.dy - viewportRect.top) /
viewportRect.height;
widget.wolf3d.input.queueMenuTap(
x: normalizedX,
y: normalizedY,
);
}
},
onPointerUp: widget.wolf3d.input.onPointerUp,
onPointerMove: widget.wolf3d.input.onPointerMove,
onPointerHover: widget.wolf3d.input.onPointerMove,
child: Stack(
children: [
// Keep both renderers behind the same engine so mode switching does
// not reset level state or audio playback.
_useAsciiMode
? WolfAsciiRenderer(engine: _engine)
: WolfFlutterRenderer(engine: _engine),
if (!_engine.isInitialized)
Container(
color: Colors.black,
child: const Center(
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
CircularProgressIndicator(color: Colors.teal),
SizedBox(height: 20),
Text(
"GET PSYCHED!",
style: TextStyle(
color: Colors.teal,
fontFamily: 'monospace',
),
),
],
),
),
],
),
// Tab toggles the renderer implementation for quick visual debugging.
Focus(
autofocus: true,
onKeyEvent: (node, event) {
if (event is KeyDownEvent &&
event.logicalKey == LogicalKeyboardKey.tab) {
setState(() => _useAsciiMode = !_useAsciiMode);
return KeyEventResult.handled;
}
return KeyEventResult.ignored;
},
child: const SizedBox.shrink(),
),
),
),
// Tab toggles the renderer implementation for quick visual debugging.
Focus(
autofocus: true,
onKeyEvent: (node, event) {
if (event is KeyDownEvent &&
event.logicalKey == LogicalKeyboardKey.tab) {
setState(() => _useAsciiMode = !_useAsciiMode);
return KeyEventResult.handled;
}
return KeyEventResult.ignored;
},
child: const SizedBox.shrink(),
),
// A second full-screen overlay keeps the presentation simple while
// the engine is still warming up or decoding the first frame.
if (!_engine.isInitialized)
Container(
color: Colors.black,
child: const Center(
child: CircularProgressIndicator(color: Colors.teal),
),
),
// A second full-screen overlay keeps the presentation simple while
// the engine is still warming up or decoding the first frame.
if (!_engine.isInitialized)
Container(
color: Colors.black,
child: const Center(
child: CircularProgressIndicator(color: Colors.teal),
),
Positioned(
top: 16,
right: 16,
child: Text(
'TAB: Swap Renderer',
style: TextStyle(
color: Colors.white.withValues(alpha: 0.5),
),
),
),
],
),
Positioned(
top: 16,
right: 16,
child: Text(
'TAB: Swap Renderer',
style: TextStyle(color: Colors.white.withValues(alpha: 0.5)),
),
),
],
);
},
),
),
);
}
Rect _menuViewportRect(Size availableSize) {
if (availableSize.width <= 0 || availableSize.height <= 0) {
return Rect.zero;
}
const double aspect = 4 / 3;
final double outerPadding = _useAsciiMode ? 0.0 : 16.0;
final double maxWidth = (availableSize.width - (outerPadding * 2)).clamp(
1.0,
double.infinity,
);
final double maxHeight = (availableSize.height - (outerPadding * 2)).clamp(
1.0,
double.infinity,
);
double viewportWidth = maxWidth;
double viewportHeight = viewportWidth / aspect;
if (viewportHeight > maxHeight) {
viewportHeight = maxHeight;
viewportWidth = viewportHeight * aspect;
}
final double left = (availableSize.width - viewportWidth) / 2;
final double top = (availableSize.height - viewportHeight) / 2;
return Rect.fromLTWH(left, top, viewportWidth, viewportHeight);
}
}

View File

@@ -0,0 +1,95 @@
/// Shared shell for Wolf3D-style menu screens.
library;
import 'package:flutter/material.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_renderer/wolf_3d_asset_painter.dart';
/// Provides a common menu layout with panel framing and optional bottom art.
class WolfMenuShell extends StatelessWidget {
/// Full-screen background color behind the panel.
final Color backgroundColor;
/// Solid panel fill used for the menu content area.
final Color panelColor;
/// Optional heading shown above the panel (text or image).
final Widget? header;
/// Primary menu content rendered inside the panel.
final Widget panelChild;
/// Optional centered VGA image anchored near the bottom of the screen.
final VgaImage? bottomSprite;
/// Width of the menu panel.
final double panelWidth;
/// Padding applied around [panelChild] inside the panel.
final EdgeInsets panelPadding;
/// Scale factor for [bottomSprite].
final double bottomSpriteScale;
/// Distance from the bottom edge for [bottomSprite].
final double bottomOffset;
/// Vertical spacing between [header] and the panel.
final double headerSpacing;
const WolfMenuShell({
super.key,
required this.backgroundColor,
required this.panelColor,
required this.panelChild,
this.header,
this.bottomSprite,
this.panelWidth = 520,
this.panelPadding = const EdgeInsets.symmetric(
horizontal: 20,
vertical: 16,
),
this.bottomSpriteScale = 3,
this.bottomOffset = 20,
this.headerSpacing = 14,
});
@override
Widget build(BuildContext context) {
return Stack(
children: [
Positioned.fill(
child: ColoredBox(color: backgroundColor),
),
Center(
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
?header,
if (header != null) SizedBox(height: headerSpacing),
Container(
width: panelWidth,
padding: panelPadding,
color: panelColor,
child: panelChild,
),
],
),
),
if (bottomSprite != null)
Positioned(
left: 0,
right: 0,
bottom: bottomOffset,
child: Center(
child: SizedBox(
width: bottomSprite!.width * bottomSpriteScale,
height: bottomSprite!.height * bottomSpriteScale,
child: WolfAssetPainter.vga(bottomSprite),
),
),
),
],
);
}
}

View File

@@ -8,6 +8,9 @@ class EngineInput {
final bool isTurningRight;
final bool isFiring;
final bool isInteracting;
final bool isBack;
final double? menuTapX;
final double? menuTapY;
final WeaponType? requestedWeapon;
const EngineInput({
@@ -17,6 +20,9 @@ class EngineInput {
this.isTurningRight = false,
this.isFiring = false,
this.isInteracting = false,
this.isBack = false,
this.menuTapX,
this.menuTapY,
this.requestedWeapon,
});
}

View File

@@ -1,837 +0,0 @@
import 'dart:math' as math;
import 'package:arcane_helper_utils/arcane_helper_utils.dart';
import 'package:wolf_3d_dart/src/rasterizer/cli_rasterizer.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
class AsciiTheme {
final String name;
/// The character ramp, ordered from most dense (index 0) to least dense (last index).
final String ramp;
const AsciiTheme(this.name, this.ramp);
/// Always returns the densest character (e.g., for walls, UI, floors)
String get solid => ramp[0];
/// Always returns the completely empty character (e.g., for pitch black darkness)
String get empty => ramp[ramp.length - 1];
/// Returns a character based on a 0.0 to 1.0 brightness scale.
/// 1.0 returns the [solid] character, 0.0 returns the [empty] character.
String getByBrightness(double brightness) {
double b = brightness.clamp(0.0, 1.0);
int index = ((1.0 - b) * (ramp.length - 1)).round();
return ramp[index];
}
}
/// A collection of pre-defined character sets
abstract class AsciiThemes {
static const AsciiTheme blocks = AsciiTheme('Blocks', "█▓▒░ ");
static const AsciiTheme classic = AsciiTheme('Classic', "@%#*+=-:. ");
static const List<AsciiTheme> values = [blocks, classic];
static AsciiTheme nextOf(AsciiTheme current) {
final int currentIndex = values.indexOf(current);
final int nextIndex = currentIndex == -1
? 0
: (currentIndex + 1) % values.length;
return values[nextIndex];
}
}
class ColoredChar {
final String char;
final int rawColor; // Stores the AABBGGRR integer from the palette
final int? rawBackgroundColor;
ColoredChar(this.char, this.rawColor, [this.rawBackgroundColor]);
// Safely extract the exact RGB channels regardless of framework
int get r => rawColor & 0xFF;
int get g => (rawColor >> 8) & 0xFF;
int get b => (rawColor >> 16) & 0xFF;
// Outputs standard AARRGGBB for Flutter's Color(int) constructor
int get argb => (0xFF000000) | (r << 16) | (g << 8) | b;
}
class AsciiRasterizer extends CliRasterizer<dynamic> {
static const double _targetAspectRatio = 4 / 3;
static const int _terminalBackdropArgb = 0xFF009688;
static const int _minimumTerminalColumns = 80;
static const int _minimumTerminalRows = 24;
static const int _simpleHudMinWidth = 84;
static const int _simpleHudMinRows = 7;
AsciiRasterizer({
this.activeTheme = AsciiThemes.blocks,
this.isTerminal = false,
this.aspectMultiplier = 1.0,
this.verticalStretch = 1.0,
});
AsciiTheme activeTheme = AsciiThemes.blocks;
final bool isTerminal;
late List<List<ColoredChar>> _screen;
late List<List<int>> _scenePixels;
late WolfEngine _engine;
@override
final double aspectMultiplier;
@override
final double verticalStretch;
@override
int get projectionWidth => isTerminal
? math.max(
1,
math.min(width, (_terminalPixelHeight * _targetAspectRatio).floor()),
)
: width;
@override
int get projectionOffsetX => isTerminal ? (width - projectionWidth) ~/ 2 : 0;
@override
int get projectionViewHeight => isTerminal ? viewHeight * 2 : viewHeight;
@override
bool isTerminalSizeSupported(int columns, int rows) {
if (!isTerminal) {
return true;
}
return columns >= _minimumTerminalColumns && rows >= _minimumTerminalRows;
}
@override
String get terminalSizeRequirement =>
'ASCII renderer requires a minimum resolution of '
'${_minimumTerminalColumns}x$_minimumTerminalRows.';
int get _terminalPixelHeight => isTerminal ? height * 2 : height;
int get _viewportRightX => projectionOffsetX + projectionWidth;
int get _terminalBackdropColor => _argbToRawColor(_terminalBackdropArgb);
// Intercept the base render call to initialize our text grid
@override
dynamic render(WolfEngine engine) {
_engine = engine;
_screen = List.generate(
engine.frameBuffer.height,
(_) => List.filled(
engine.frameBuffer.width,
ColoredChar(' ', ColorPalette.vga32Bit[0]),
),
);
return super.render(engine);
}
@override
void prepareFrame(WolfEngine engine) {
// Just grab the raw ints!
final int ceilingColor = ColorPalette.vga32Bit[25];
final int floorColor = ColorPalette.vga32Bit[29];
final int backdropColor = isTerminal
? _terminalBackdropColor
: ColorPalette.vga32Bit[0];
_scenePixels = List.generate(
_terminalPixelHeight,
(_) => List.filled(width, backdropColor),
);
for (int y = 0; y < projectionViewHeight; y++) {
final int color = y < projectionViewHeight / 2
? ceilingColor
: floorColor;
for (int x = projectionOffsetX; x < _viewportRightX; x++) {
_scenePixels[y][x] = color;
}
}
if (!isTerminal) {
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (y < viewHeight / 2) {
_screen[y][x] = ColoredChar(activeTheme.solid, ceilingColor);
} else if (y < viewHeight) {
_screen[y][x] = ColoredChar(activeTheme.solid, floorColor);
}
}
}
}
}
@override
void drawWallColumn(
int x,
int drawStart,
int drawEnd,
int columnHeight,
Sprite texture,
int texX,
double perpWallDist,
int side,
) {
double brightness = calculateDepthBrightness(perpWallDist);
for (int y = drawStart; y < drawEnd; y++) {
double relativeY =
(y - (-columnHeight ~/ 2 + projectionViewHeight ~/ 2)) / columnHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
int pixelColor = ColorPalette.vga32Bit[colorByte]; // Raw int
// Faux directional lighting using your new base class method
if (side == 1) {
pixelColor = shadeColor(pixelColor);
}
if (isTerminal) {
_scenePixels[y][x] = _scaleColor(pixelColor, brightness);
} else {
String wallChar = activeTheme.getByBrightness(brightness);
_screen[y][x] = ColoredChar(wallChar, pixelColor);
}
}
}
@override
void drawSpriteStripe(
int stripeX,
int drawStartY,
int drawEndY,
int spriteHeight,
Sprite texture,
int texX,
double transformY,
) {
double brightness = calculateDepthBrightness(transformY);
for (
int y = math.max(0, drawStartY);
y < math.min(projectionViewHeight, drawEndY);
y++
) {
double relativeY = (y - drawStartY) / spriteHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
if (colorByte != 255) {
int rawColor = ColorPalette.vga32Bit[colorByte];
// Shade the sprite's actual RGB color based on distance
int r = (rawColor & 0xFF);
int g = ((rawColor >> 8) & 0xFF);
int b = ((rawColor >> 16) & 0xFF);
r = (r * brightness).toInt();
g = (g * brightness).toInt();
b = (b * brightness).toInt();
int shadedColor = (0xFF000000) | (b << 16) | (g << 8) | r;
if (isTerminal) {
_scenePixels[y][stripeX] = shadedColor;
} else {
// Force sprites to be SOLID so they don't vanish into the terminal background
_screen[y][stripeX] = ColoredChar(activeTheme.solid, shadedColor);
}
}
}
}
@override
void drawWeapon(WolfEngine engine) {
int spriteIndex = engine.player.currentWeapon.getCurrentSpriteIndex(
engine.data.sprites.length,
);
Sprite weaponSprite = engine.data.sprites[spriteIndex];
int weaponWidth = (projectionWidth * 0.5).toInt();
int weaponHeight = ((projectionViewHeight * 0.8)).toInt();
int startX =
projectionOffsetX + (projectionWidth ~/ 2) - (weaponWidth ~/ 2);
int startY =
projectionViewHeight -
weaponHeight +
(engine.player.weaponAnimOffset * (isTerminal ? 2 : 1) ~/ 4);
for (int dy = 0; dy < weaponHeight; dy++) {
for (int dx = 0; dx < weaponWidth; dx++) {
int texX = (dx * 64 ~/ weaponWidth).clamp(0, 63);
int texY = (dy * 64 ~/ weaponHeight).clamp(0, 63);
int colorByte = weaponSprite.pixels[texX * 64 + texY];
if (colorByte != 255) {
int sceneX = startX + dx;
int drawY = startY + dy;
if (sceneX >= projectionOffsetX &&
sceneX < _viewportRightX &&
drawY >= 0) {
if (isTerminal && drawY < projectionViewHeight) {
_scenePixels[drawY][sceneX] = ColorPalette.vga32Bit[colorByte];
} else if (!isTerminal && drawY < viewHeight) {
_screen[drawY][sceneX] = ColoredChar(
activeTheme.solid,
ColorPalette.vga32Bit[colorByte],
);
}
}
}
}
}
}
// --- PRIVATE HUD DRAWING HELPER ---
/// Injects a pure text string directly into the rasterizer grid
void _writeString(
int startX,
int y,
String text,
int color, [
int? backgroundColor,
]) {
for (int i = 0; i < text.length; i++) {
int x = startX + i;
if (x >= 0 && x < width && y >= 0 && y < height) {
_screen[y][x] = ColoredChar(text[i], color, backgroundColor);
}
}
}
@override
void drawHud(WolfEngine engine) {
// If the terminal is at least 160 columns wide and 50 rows tall,
// there are enough "pixels" to downscale the VGA image clearly.
int hudWidth = isTerminal ? projectionWidth : width;
if (hudWidth >= 160 && height >= 50) {
_drawFullVgaHud(engine);
} else {
_drawSimpleHud(engine);
}
}
void _drawSimpleHud(WolfEngine engine) {
final int hudWidth = isTerminal ? projectionWidth : width;
final int hudRows = height - viewHeight;
if (hudWidth < _simpleHudMinWidth || hudRows < _simpleHudMinRows) {
_drawMinimalHud(engine);
return;
}
// 1. Pull Retro Colors
final int vgaStatusBarBlue = ColorPalette.vga32Bit[153];
final int vgaPanelDark = ColorPalette.vga32Bit[0];
final int white = ColorPalette.vga32Bit[15];
final int yellow = ColorPalette.vga32Bit[11];
final int red = ColorPalette.vga32Bit[4];
// Compact full simple HUD layout.
const int floorW = 10;
const int scoreW = 14;
const int livesW = 9;
const int faceW = 10;
const int healthW = 12;
const int ammoW = 10;
const int weaponW = 13;
const int gap = 1;
const int hudContentWidth =
floorW +
scoreW +
livesW +
faceW +
healthW +
ammoW +
weaponW +
(gap * 6);
final int offsetX =
projectionOffsetX +
((projectionWidth - hudContentWidth) ~/ 2).clamp(0, projectionWidth);
final int baseY = viewHeight + 1;
// 3. Clear HUD Base
if (isTerminal) {
_fillTerminalRect(
projectionOffsetX,
viewHeight * 2,
projectionWidth,
hudRows * 2,
vgaStatusBarBlue,
);
_fillTerminalRect(
projectionOffsetX,
viewHeight * 2,
projectionWidth,
1,
white,
);
} else {
_fillRect(
0,
viewHeight,
width,
height - viewHeight,
' ',
vgaStatusBarBlue,
);
_writeString(0, viewHeight, "" * width, white);
}
// 4. Panel Drawing Helper
void drawBorderedPanel(int startX, int startY, int w, int h) {
if (isTerminal) {
_fillTerminalRect(startX, startY * 2, w, h * 2, vgaPanelDark);
_fillTerminalRect(startX, startY * 2, w, 1, white);
_fillTerminalRect(startX, (startY + h) * 2 - 1, w, 1, white);
_fillTerminalRect(startX, startY * 2, 1, h * 2, white);
_fillTerminalRect(startX + w - 1, startY * 2, 1, h * 2, white);
} else {
_fillRect(startX, startY, w, h, ' ', vgaPanelDark);
// Horizontal lines
_writeString(startX, startY, "${"" * (w - 2)}", white);
_writeString(startX, startY + h - 1, "${"" * (w - 2)}", white);
// Vertical sides
for (int i = 1; i < h - 1; i++) {
_writeString(startX, startY + i, "", white);
_writeString(startX + w - 1, startY + i, "", white);
}
}
}
// 5. Draw compact panels.
int cursorX = offsetX;
drawBorderedPanel(cursorX, baseY + 1, floorW, 4);
_writeString(cursorX + 2, baseY + 2, "FLR", white, vgaPanelDark);
String floorLabel = engine.activeLevel.name.split(' ').last;
if (floorLabel.length > 4) {
floorLabel = floorLabel.substring(floorLabel.length - 4);
}
_writeString(cursorX + 2, baseY + 3, floorLabel, white, vgaPanelDark);
cursorX += floorW + gap;
drawBorderedPanel(cursorX, baseY + 1, scoreW, 4);
_writeString(cursorX + 4, baseY + 2, "SCORE", white, vgaPanelDark);
_writeString(
cursorX + 4,
baseY + 3,
engine.player.score.toString().padLeft(6, '0'),
white,
vgaPanelDark,
);
cursorX += scoreW + gap;
drawBorderedPanel(cursorX, baseY + 1, livesW, 4);
_writeString(cursorX + 2, baseY + 2, "LIV", white, vgaPanelDark);
_writeString(cursorX + 3, baseY + 3, "3", white, vgaPanelDark);
cursorX += livesW + gap;
drawBorderedPanel(cursorX, baseY, faceW, 5);
String face = "ಠ⌣ಠ";
if (engine.player.health <= 0) {
face = "x⸑x";
} else if (engine.player.damageFlash > 0.1) {
face = "ಠoಠ";
} else if (engine.player.health <= 25) {
face = "ಥ_ಥ";
} else if (engine.player.health <= 60) {
face = "ಠ~ಠ";
}
_writeString(cursorX + 3, baseY + 2, face, yellow, vgaPanelDark);
cursorX += faceW + gap;
int healthColor = engine.player.health > 25 ? white : red;
drawBorderedPanel(cursorX, baseY + 1, healthW, 4);
_writeString(cursorX + 2, baseY + 2, "HEALTH", white, vgaPanelDark);
_writeString(
cursorX + 3,
baseY + 3,
"${engine.player.health}%",
healthColor,
vgaPanelDark,
);
cursorX += healthW + gap;
drawBorderedPanel(cursorX, baseY + 1, ammoW, 4);
_writeString(cursorX + 2, baseY + 2, "AMMO", white, vgaPanelDark);
_writeString(
cursorX + 2,
baseY + 3,
"${engine.player.ammo}",
white,
vgaPanelDark,
);
cursorX += ammoW + gap;
drawBorderedPanel(cursorX, baseY + 1, weaponW, 4);
String weapon = engine.player.currentWeapon.type.name.spacePascalCase!
.toUpperCase();
if (weapon.length > weaponW - 2) {
weapon = weapon.substring(0, weaponW - 2);
}
_writeString(cursorX + 1, baseY + 3, weapon, white, vgaPanelDark);
}
void _drawMinimalHud(WolfEngine engine) {
final int vgaStatusBarBlue = ColorPalette.vga32Bit[153];
final int white = ColorPalette.vga32Bit[15];
final int red = ColorPalette.vga32Bit[4];
final int hudRows = height - viewHeight;
if (isTerminal) {
_fillTerminalRect(
projectionOffsetX,
viewHeight * 2,
projectionWidth,
hudRows * 2,
vgaStatusBarBlue,
);
_fillTerminalRect(
projectionOffsetX,
viewHeight * 2,
projectionWidth,
1,
white,
);
} else {
_fillRect(0, viewHeight, width, hudRows, ' ', vgaStatusBarBlue);
_writeString(0, viewHeight, "" * width, white);
}
final int healthColor = engine.player.health > 25 ? white : red;
String weapon = engine.player.currentWeapon.type.name.spacePascalCase!
.toUpperCase();
if (weapon.length > 8) {
weapon = weapon.substring(0, 8);
}
final String hudText =
'H:${engine.player.health}% A:${engine.player.ammo} S:${engine.player.score} W:$weapon';
final int lineY = viewHeight + 1;
if (lineY >= height) return;
final int drawStartX = isTerminal ? projectionOffsetX : 0;
final int drawWidth = isTerminal ? projectionWidth : width;
final int maxTextLen = math.max(0, drawWidth - 2);
String clipped = hudText;
if (clipped.length > maxTextLen) {
clipped = clipped.substring(0, maxTextLen);
}
final int startX = drawStartX + ((drawWidth - clipped.length) ~/ 2);
_writeString(startX, lineY, clipped, healthColor, vgaStatusBarBlue);
}
void _drawFullVgaHud(WolfEngine engine) {
int statusBarIndex = engine.data.vgaImages.indexWhere(
(img) => img.width == 320 && img.height == 40,
);
if (statusBarIndex == -1) return;
// 1. Draw Background
_blitVgaImageAscii(engine.data.vgaImages[statusBarIndex], 0, 160);
// 2. Draw Stats
_drawNumberAscii(1, 32, 176, engine.data.vgaImages); // Floor
_drawNumberAscii(
engine.player.score,
96,
176,
engine.data.vgaImages,
); // Score
_drawNumberAscii(3, 120, 176, engine.data.vgaImages); // Lives
_drawNumberAscii(
engine.player.health,
192,
176,
engine.data.vgaImages,
); // Health
_drawNumberAscii(
engine.player.ammo,
232,
176,
engine.data.vgaImages,
); // Ammo
// 3. Draw BJ's Face & Current Weapon
_drawFaceAscii(engine);
_drawWeaponIconAscii(engine);
}
void _drawNumberAscii(
int value,
int rightAlignX,
int startY,
List<VgaImage> vgaImages,
) {
const int zeroIndex = 96;
String numStr = value.toString();
int currentX = rightAlignX - (numStr.length * 8);
for (int i = 0; i < numStr.length; i++) {
int digit = int.parse(numStr[i]);
if (zeroIndex + digit < vgaImages.length) {
_blitVgaImageAscii(vgaImages[zeroIndex + digit], currentX, startY);
}
currentX += 8;
}
}
void _drawFaceAscii(WolfEngine engine) {
int health = engine.player.health;
int faceIndex;
if (health <= 0) {
faceIndex = 127;
} else {
int healthTier = ((100 - health) ~/ 16).clamp(0, 6);
faceIndex = 106 + (healthTier * 3);
}
if (faceIndex < engine.data.vgaImages.length) {
_blitVgaImageAscii(engine.data.vgaImages[faceIndex], 136, 164);
}
}
void _drawWeaponIconAscii(WolfEngine engine) {
int weaponIndex = 89;
if (engine.player.hasChainGun) {
weaponIndex = 91;
} else if (engine.player.hasMachineGun) {
weaponIndex = 90;
}
if (weaponIndex < engine.data.vgaImages.length) {
_blitVgaImageAscii(engine.data.vgaImages[weaponIndex], 256, 164);
}
}
/// Helper to fill a rectangular area with a specific char and background color
void _fillRect(int startX, int startY, int w, int h, String char, int color) {
for (int dy = 0; dy < h; dy++) {
for (int dx = 0; dx < w; dx++) {
int x = startX + dx;
int y = startY + dy;
if (x >= 0 && x < width && y >= 0 && y < height) {
_screen[y][x] = ColoredChar(char, color);
}
}
}
}
@override
dynamic finalizeFrame() {
if (_engine.player.damageFlash > 0.0) {
if (isTerminal) {
_applyDamageFlashToScene();
} else {
_applyDamageFlash();
}
}
if (isTerminal) {
_composeTerminalScene();
return toAnsiString();
}
return _screen;
}
// --- PRIVATE HUD DRAWING HELPERS ---
void _blitVgaImageAscii(VgaImage image, int startX_320, int startY_200) {
int planeWidth = image.width ~/ 4;
int planeSize = planeWidth * image.height;
int maxDrawHeight = isTerminal ? _terminalPixelHeight : height;
int maxDrawWidth = isTerminal ? _viewportRightX : width;
double scaleX = (isTerminal ? projectionWidth : width) / 320.0;
double scaleY = (isTerminal ? _terminalPixelHeight : height) / 200.0;
int destStartX =
(isTerminal ? projectionOffsetX : 0) + (startX_320 * scaleX).toInt();
int destStartY = (startY_200 * scaleY).toInt();
int destWidth = (image.width * scaleX).toInt();
int destHeight = (image.height * scaleY).toInt();
for (int dy = 0; dy < destHeight; dy++) {
for (int dx = 0; dx < destWidth; dx++) {
int drawX = destStartX + dx;
int drawY = destStartY + dy;
if (drawX >= 0 &&
drawX < maxDrawWidth &&
drawY >= 0 &&
drawY < maxDrawHeight) {
int srcX = (dx / scaleX).toInt().clamp(0, image.width - 1);
int srcY = (dy / scaleY).toInt().clamp(0, image.height - 1);
int plane = srcX % 4;
int sx = srcX ~/ 4;
int index = (plane * planeSize) + (srcY * planeWidth) + sx;
int colorByte = image.pixels[index];
if (colorByte != 255) {
if (isTerminal) {
_scenePixels[drawY][drawX] = ColorPalette.vga32Bit[colorByte];
} else {
_screen[drawY][drawX] = ColoredChar(
activeTheme.solid,
ColorPalette.vga32Bit[colorByte],
);
}
}
}
}
}
}
void _fillTerminalRect(int startX, int startY, int w, int h, int color) {
for (int dy = 0; dy < h; dy++) {
for (int dx = 0; dx < w; dx++) {
int x = startX + dx;
int y = startY + dy;
if (x >= 0 && x < width && y >= 0 && y < _terminalPixelHeight) {
_scenePixels[y][x] = color;
}
}
}
}
// --- DAMAGE FLASH ---
void _applyDamageFlash() {
for (int y = 0; y < viewHeight; y++) {
for (int x = 0; x < width; x++) {
ColoredChar cell = _screen[y][x];
_screen[y][x] = ColoredChar(
cell.char,
_applyDamageFlashToColor(cell.rawColor),
cell.rawBackgroundColor == null
? null
: _applyDamageFlashToColor(cell.rawBackgroundColor!),
);
}
}
}
void _applyDamageFlashToScene() {
for (int y = 0; y < _terminalPixelHeight; y++) {
for (int x = projectionOffsetX; x < _viewportRightX; x++) {
_scenePixels[y][x] = _applyDamageFlashToColor(_scenePixels[y][x]);
}
}
}
int _argbToRawColor(int argb) {
int r = (argb >> 16) & 0xFF;
int g = (argb >> 8) & 0xFF;
int b = argb & 0xFF;
return (0xFF000000) | (b << 16) | (g << 8) | r;
}
int _applyDamageFlashToColor(int color) {
double intensity = _engine.player.damageFlash;
int redBoost = (150 * intensity).toInt();
double colorDrop = 1.0 - (0.5 * intensity);
int r = color & 0xFF;
int g = (color >> 8) & 0xFF;
int b = (color >> 16) & 0xFF;
r = (r + redBoost).clamp(0, 255);
g = (g * colorDrop).toInt().clamp(0, 255);
b = (b * colorDrop).toInt().clamp(0, 255);
return (0xFF000000) | (b << 16) | (g << 8) | r;
}
int _scaleColor(int color, double brightness) {
int r = ((color & 0xFF) * brightness).toInt().clamp(0, 255);
int g = (((color >> 8) & 0xFF) * brightness).toInt().clamp(0, 255);
int b = (((color >> 16) & 0xFF) * brightness).toInt().clamp(0, 255);
return (0xFF000000) | (b << 16) | (g << 8) | r;
}
void _composeTerminalScene() {
for (int y = 0; y < height; y++) {
int topY = y * 2;
int bottomY = math.min(topY + 1, _terminalPixelHeight - 1);
for (int x = 0; x < width; x++) {
int topColor = _scenePixels[topY][x];
int bottomColor = _scenePixels[bottomY][x];
ColoredChar overlay = _screen[y][x];
if (overlay.char != ' ') {
if (overlay.rawBackgroundColor == null) {
_screen[y][x] = ColoredChar(
overlay.char,
overlay.rawColor,
bottomColor,
);
}
continue;
}
_screen[y][x] = topColor == bottomColor
? ColoredChar('', topColor)
: ColoredChar('', topColor, bottomColor);
}
}
}
/// Converts the current frame to a single printable ANSI string
StringBuffer toAnsiString() {
StringBuffer buffer = StringBuffer();
int? lastForeground;
int? lastBackground;
for (int y = 0; y < _screen.length; y++) {
List<ColoredChar> row = _screen[y];
for (ColoredChar cell in row) {
if (cell.rawColor != lastForeground) {
buffer.write('\x1b[38;2;${cell.r};${cell.g};${cell.b}m');
lastForeground = cell.rawColor;
}
if (cell.rawBackgroundColor != lastBackground) {
if (cell.rawBackgroundColor == null) {
buffer.write('\x1b[49m');
} else {
int background = cell.rawBackgroundColor!;
int bgR = background & 0xFF;
int bgG = (background >> 8) & 0xFF;
int bgB = (background >> 16) & 0xFF;
buffer.write(
'\x1b[48;2;$bgR;$bgG;$bgB'
'm',
);
}
lastBackground = cell.rawBackgroundColor;
}
buffer.write(cell.char);
}
// Only print a newline if we are NOT on the very last row.
// This stops the terminal from scrolling down!
if (y < _screen.length - 1) {
buffer.write('\n');
}
}
// Reset the terminal color at the very end
buffer.write('\x1b[0m');
return buffer;
}
}

View File

@@ -1,423 +0,0 @@
import 'dart:math' as math;
import 'dart:typed_data';
import 'package:wolf_3d_dart/src/rasterizer/cli_rasterizer.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
class SixelRasterizer extends CliRasterizer<String> {
static const double _targetAspectRatio = 4 / 3;
static const int _defaultLineHeightPx = 18;
static const double _defaultCellWidthToHeight = 0.55;
static const int _minimumTerminalColumns = 117;
static const int _minimumTerminalRows = 34;
static const int _maxRenderWidth = 320;
static const int _maxRenderHeight = 240;
static const String _terminalTealBackground = '\x1b[48;2;0;150;136m';
late Uint8List _screen;
late WolfEngine _engine;
int _offsetColumns = 0;
int _offsetRows = 0;
int _outputWidth = 1;
int _outputHeight = 1;
bool _needsBackgroundClear = true;
FrameBuffer _createScaledBuffer(FrameBuffer terminalBuffer) {
final int previousOffsetColumns = _offsetColumns;
final int previousOffsetRows = _offsetRows;
final int previousOutputWidth = _outputWidth;
final int previousOutputHeight = _outputHeight;
final double fitScale = math.min(
terminalBuffer.width / _minimumTerminalColumns,
terminalBuffer.height / _minimumTerminalRows,
);
final int targetColumns = math.max(
1,
(_minimumTerminalColumns * fitScale).floor(),
);
final int targetRows = math.max(
1,
(_minimumTerminalRows * fitScale).floor(),
);
_offsetColumns = math.max(0, (terminalBuffer.width - targetColumns) ~/ 2);
_offsetRows = math.max(0, (terminalBuffer.height - targetRows) ~/ 2);
final int boundsPixelWidth = math.max(
1,
(targetColumns * _defaultLineHeightPx * _defaultCellWidthToHeight)
.floor(),
);
final int boundsPixelHeight = math.max(
1,
targetRows * _defaultLineHeightPx,
);
final double boundsAspect = boundsPixelWidth / boundsPixelHeight;
if (boundsAspect > _targetAspectRatio) {
_outputHeight = boundsPixelHeight;
_outputWidth = math.max(1, (_outputHeight * _targetAspectRatio).floor());
} else {
_outputWidth = boundsPixelWidth;
_outputHeight = math.max(1, (_outputWidth / _targetAspectRatio).floor());
}
if (_offsetColumns != previousOffsetColumns ||
_offsetRows != previousOffsetRows ||
_outputWidth != previousOutputWidth ||
_outputHeight != previousOutputHeight) {
_needsBackgroundClear = true;
}
final double renderScale = math.min(
1.0,
math.min(
_maxRenderWidth / _outputWidth,
_maxRenderHeight / _outputHeight,
),
);
final int renderWidth = math.max(1, (_outputWidth * renderScale).floor());
final int renderHeight = math.max(1, (_outputHeight * renderScale).floor());
return FrameBuffer(renderWidth, renderHeight);
}
@override
String render(WolfEngine engine) {
_engine = engine;
final FrameBuffer originalBuffer = engine.frameBuffer;
final FrameBuffer scaledBuffer = _createScaledBuffer(originalBuffer);
// We only need 8-bit indices for the 256 VGA colors
_screen = Uint8List(scaledBuffer.width * scaledBuffer.height);
engine.frameBuffer = scaledBuffer;
try {
return super.render(engine);
} finally {
engine.frameBuffer = originalBuffer;
}
}
@override
void prepareFrame(WolfEngine engine) {
// Top half is ceiling color index (25), bottom half is floor color index (29)
for (int y = 0; y < viewHeight; y++) {
int colorIndex = (y < viewHeight / 2) ? 25 : 29;
for (int x = 0; x < width; x++) {
_screen[y * width + x] = colorIndex;
}
}
}
@override
void drawWallColumn(
int x,
int drawStart,
int drawEnd,
int columnHeight,
Sprite texture,
int texX,
double perpWallDist,
int side,
) {
for (int y = drawStart; y < drawEnd; y++) {
double relativeY =
(y - (-columnHeight ~/ 2 + viewHeight ~/ 2)) / columnHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
// Note: Directional shading is omitted here to preserve strict VGA palette indices.
// Sixel uses a fixed 256-color palette, so real-time shading requires a lookup table.
_screen[y * width + x] = colorByte;
}
}
@override
void drawSpriteStripe(
int stripeX,
int drawStartY,
int drawEndY,
int spriteHeight,
Sprite texture,
int texX,
double transformY,
) {
for (
int y = math.max(0, drawStartY);
y < math.min(viewHeight, drawEndY);
y++
) {
double relativeY = (y - drawStartY) / spriteHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
// 255 is the "transparent" color index
if (colorByte != 255) {
_screen[y * width + stripeX] = colorByte;
}
}
}
@override
void drawWeapon(WolfEngine engine) {
int spriteIndex = engine.player.currentWeapon.getCurrentSpriteIndex(
engine.data.sprites.length,
);
Sprite weaponSprite = engine.data.sprites[spriteIndex];
int weaponWidth = (width * 0.5).toInt();
int weaponHeight = (viewHeight * 0.8).toInt();
int startX = (width ~/ 2) - (weaponWidth ~/ 2);
int startY =
viewHeight - weaponHeight + (engine.player.weaponAnimOffset ~/ 4);
for (int dy = 0; dy < weaponHeight; dy++) {
for (int dx = 0; dx < weaponWidth; dx++) {
int texX = (dx * 64 ~/ weaponWidth).clamp(0, 63);
int texY = (dy * 64 ~/ weaponHeight).clamp(0, 63);
int colorByte = weaponSprite.pixels[texX * 64 + texY];
if (colorByte != 255) {
int drawX = startX + dx;
int drawY = startY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < viewHeight) {
_screen[drawY * width + drawX] = colorByte;
}
}
}
}
}
@override
void drawHud(WolfEngine engine) {
int statusBarIndex = engine.data.vgaImages.indexWhere(
(img) => img.width == 320 && img.height == 40,
);
if (statusBarIndex == -1) return;
_blitVgaImage(engine.data.vgaImages[statusBarIndex], 0, 160);
_drawNumber(1, 32, 176, engine.data.vgaImages);
_drawNumber(engine.player.score, 96, 176, engine.data.vgaImages);
_drawNumber(3, 120, 176, engine.data.vgaImages);
_drawNumber(engine.player.health, 192, 176, engine.data.vgaImages);
_drawNumber(engine.player.ammo, 232, 176, engine.data.vgaImages);
_drawFace(engine);
_drawWeaponIcon(engine);
}
@override
String finalizeFrame() {
final String clearPrefix = _needsBackgroundClear
? '$_terminalTealBackground\x1b[2J\x1b[0m'
: '';
_needsBackgroundClear = false;
return '$clearPrefix\x1b[${_offsetRows + 1};${_offsetColumns + 1}H${toSixelString()}';
}
// ===========================================================================
// SIXEL ENCODER
// ===========================================================================
/// Converts the 8-bit index buffer into a standard Sixel sequence
String toSixelString() {
StringBuffer sb = StringBuffer();
// Start Sixel sequence (q = Sixel format)
sb.write('\x1bPq');
// 1. Define the Palette (and apply damage flash directly to the palette!)
double damageIntensity = _engine.player.damageFlash;
int redBoost = (150 * damageIntensity).toInt();
double colorDrop = 1.0 - (0.5 * damageIntensity);
for (int i = 0; i < 256; i++) {
int color = ColorPalette.vga32Bit[i];
int r = color & 0xFF;
int g = (color >> 8) & 0xFF;
int b = (color >> 16) & 0xFF;
if (damageIntensity > 0) {
r = (r + redBoost).clamp(0, 255);
g = (g * colorDrop).toInt().clamp(0, 255);
b = (b * colorDrop).toInt().clamp(0, 255);
}
// Sixel RGB ranges from 0 to 100
int sixelR = (r * 100) ~/ 255;
int sixelG = (g * 100) ~/ 255;
int sixelB = (b * 100) ~/ 255;
sb.write('#$i;2;$sixelR;$sixelG;$sixelB');
}
// 2. Encode scaled image in 6-pixel vertical bands.
for (int band = 0; band < _outputHeight; band += 6) {
Map<int, Uint8List> colorMap = {};
// Map out which pixels use which color in this 6px high band
for (int x = 0; x < _outputWidth; x++) {
for (int yOffset = 0; yOffset < 6; yOffset++) {
int y = band + yOffset;
if (y >= _outputHeight) break;
int colorIdx = _sampleScaledPixel(x, y);
if (!colorMap.containsKey(colorIdx)) {
colorMap[colorIdx] = Uint8List(_outputWidth);
}
// Set the bit corresponding to the vertical position (0-5)
colorMap[colorIdx]![x] |= (1 << yOffset);
}
}
// Write the encoded Sixel characters for each color present in the band
bool firstColor = true;
for (var entry in colorMap.entries) {
if (!firstColor) {
// Carriage return to overlay colors on the same band
sb.write('\$');
}
firstColor = false;
// Select color index
sb.write('#${entry.key}');
Uint8List cols = entry.value;
int currentVal = -1;
int runLength = 0;
// Run-Length Encoding (RLE) loop
for (int x = 0; x < _outputWidth; x++) {
int val = cols[x];
if (val == currentVal) {
runLength++;
} else {
if (runLength > 0) _writeSixelRle(sb, currentVal, runLength);
currentVal = val;
runLength = 1;
}
}
if (runLength > 0) _writeSixelRle(sb, currentVal, runLength);
}
if (band + 6 < _outputHeight) {
sb.write('-');
}
}
// End Sixel sequence
sb.write('\x1b\\');
return sb.toString();
}
int _sampleScaledPixel(int outX, int outY) {
final int srcX = ((((outX + 0.5) * width) / _outputWidth) - 0.5)
.round()
.clamp(
0,
width - 1,
);
final int srcY = ((((outY + 0.5) * height) / _outputHeight) - 0.5)
.round()
.clamp(
0,
height - 1,
);
return _screen[srcY * width + srcX];
}
void _writeSixelRle(StringBuffer sb, int value, int runLength) {
String char = String.fromCharCode(value + 63);
// Sixel RLE format: !<count><char> (only worth it if count > 3)
if (runLength > 3) {
sb.write('!$runLength$char');
} else {
sb.write(char * runLength);
}
}
// ===========================================================================
// PRIVATE HUD HELPERS (Adapted for 8-bit index buffer)
// ===========================================================================
void _blitVgaImage(VgaImage image, int startX, int startY) {
int planeWidth = image.width ~/ 4;
int planeSize = planeWidth * image.height;
final double scaleX = width / 320.0;
final double scaleY = height / 200.0;
final int destStartX = (startX * scaleX).toInt();
final int destStartY = (startY * scaleY).toInt();
final int destWidth = math.max(1, (image.width * scaleX).toInt());
final int destHeight = math.max(1, (image.height * scaleY).toInt());
for (int dy = 0; dy < destHeight; dy++) {
for (int dx = 0; dx < destWidth; dx++) {
int drawX = destStartX + dx;
int drawY = destStartY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
int srcX = (dx / scaleX).toInt().clamp(0, image.width - 1);
int srcY = (dy / scaleY).toInt().clamp(0, image.height - 1);
int plane = srcX % 4;
int sx = srcX ~/ 4;
int index = (plane * planeSize) + (srcY * planeWidth) + sx;
int colorByte = image.pixels[index];
if (colorByte != 255) {
_screen[drawY * width + drawX] = colorByte;
}
}
}
}
}
void _drawNumber(
int value,
int rightAlignX,
int startY,
List<VgaImage> vgaImages,
) {
const int zeroIndex = 96;
String numStr = value.toString();
int currentX = rightAlignX - (numStr.length * 8);
for (int i = 0; i < numStr.length; i++) {
int digit = int.parse(numStr[i]);
if (zeroIndex + digit < vgaImages.length) {
_blitVgaImage(vgaImages[zeroIndex + digit], currentX, startY);
}
currentX += 8;
}
}
void _drawFace(WolfEngine engine) {
int health = engine.player.health;
int faceIndex = (health <= 0)
? 127
: 106 + (((100 - health) ~/ 16).clamp(0, 6) * 3);
if (faceIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[faceIndex], 136, 164);
}
}
void _drawWeaponIcon(WolfEngine engine) {
int weaponIndex = 89;
if (engine.player.hasChainGun) {
weaponIndex = 91;
} else if (engine.player.hasMachineGun) {
weaponIndex = 90;
}
if (weaponIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[weaponIndex], 256, 164);
}
}
}

View File

@@ -3,8 +3,39 @@ import 'dart:math' as math;
import 'package:wolf_3d_dart/src/rasterizer/rasterizer.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_menu.dart';
class SoftwareRasterizer extends Rasterizer<FrameBuffer> {
static const Map<String, List<String>> _menuFont = {
'A': ['01110', '10001', '10001', '11111', '10001', '10001', '10001'],
'B': ['11110', '10001', '10001', '11110', '10001', '10001', '11110'],
'C': ['01110', '10001', '10000', '10000', '10000', '10001', '01110'],
'D': ['11110', '10001', '10001', '10001', '10001', '10001', '11110'],
'E': ['11111', '10000', '10000', '11110', '10000', '10000', '11111'],
'F': ['11111', '10000', '10000', '11110', '10000', '10000', '10000'],
'G': ['01110', '10001', '10000', '10111', '10001', '10001', '01111'],
'H': ['10001', '10001', '10001', '11111', '10001', '10001', '10001'],
'I': ['11111', '00100', '00100', '00100', '00100', '00100', '11111'],
'K': ['10001', '10010', '10100', '11000', '10100', '10010', '10001'],
'L': ['10000', '10000', '10000', '10000', '10000', '10000', '11111'],
'M': ['10001', '11011', '10101', '10101', '10001', '10001', '10001'],
'N': ['10001', '10001', '11001', '10101', '10011', '10001', '10001'],
'O': ['01110', '10001', '10001', '10001', '10001', '10001', '01110'],
'P': ['11110', '10001', '10001', '11110', '10000', '10000', '10000'],
'R': ['11110', '10001', '10001', '11110', '10100', '10010', '10001'],
'S': ['01111', '10000', '10000', '01110', '00001', '00001', '11110'],
'T': ['11111', '00100', '00100', '00100', '00100', '00100', '00100'],
'U': ['10001', '10001', '10001', '10001', '10001', '10001', '01110'],
'W': ['10001', '10001', '10001', '10101', '10101', '11011', '10001'],
'Y': ['10001', '10001', '01010', '00100', '00100', '00100', '00100'],
'?': ['01110', '10001', '00001', '00010', '00100', '00000', '00100'],
'!': ['00100', '00100', '00100', '00100', '00100', '00000', '00100'],
',': ['00000', '00000', '00000', '00000', '00110', '00100', '01000'],
'.': ['00000', '00000', '00000', '00000', '00000', '00110', '00110'],
"'": ['00100', '00100', '00100', '00000', '00000', '00000', '00000'],
' ': ['00000', '00000', '00000', '00000', '00000', '00000', '00000'],
};
late FrameBuffer _buffer;
late WolfEngine _engine;
@@ -145,10 +176,126 @@ class SoftwareRasterizer extends Rasterizer<FrameBuffer> {
_drawWeaponIcon(engine);
}
@override
void drawMenu(WolfEngine engine) {
final int bgColor = ColorPalette.vga32Bit[153];
final int panelColor = ColorPalette.vga32Bit[157];
final int headingColor = ColorPalette.vga32Bit[119];
final int selectedTextColor = ColorPalette.vga32Bit[19];
final int unselectedTextColor = ColorPalette.vga32Bit[23];
for (int i = 0; i < _buffer.pixels.length; i++) {
_buffer.pixels[i] = bgColor;
}
const panelX = 28;
const panelY = 70;
const panelW = 264;
const panelH = 82;
for (int y = panelY; y < panelY + panelH; y++) {
if (y < 0 || y >= height) continue;
final rowStart = y * width;
for (int x = panelX; x < panelX + panelW; x++) {
if (x >= 0 && x < width) {
_buffer.pixels[rowStart + x] = panelColor;
}
}
}
final art = WolfClassicMenuArt(engine.data);
_drawMenuTextCentered('HOW TOUGH ARE YOU?', 48, headingColor, scale: 2);
final bottom = art.pic(15);
if (bottom != null) {
final x = (width - bottom.width) ~/ 2;
final y = height - bottom.height - 8;
_blitVgaImage(bottom, x, y);
}
final face = art.difficultyOption(
Difficulty.values[engine.menuSelectedDifficultyIndex],
);
if (face != null) {
_blitVgaImage(face, panelX + panelW - face.width - 10, panelY + 22);
}
final cursor = art.pic(engine.isMenuCursorAltFrame ? 9 : 8);
const rowYStart = panelY + 16;
const rowStep = 15;
const textX = panelX + 42;
const labels = [
'CAN I PLAY, DADDY?',
"DON'T HURT ME.",
"BRING 'EM ON!",
'I AM DEATH INCARNATE!',
];
for (int i = 0; i < Difficulty.values.length; i++) {
final y = rowYStart + (i * rowStep);
final isSelected = i == engine.menuSelectedDifficultyIndex;
if (isSelected && cursor != null) {
_blitVgaImage(cursor, panelX + 10, y - 2);
}
_drawMenuText(
labels[i],
textX,
y,
isSelected ? selectedTextColor : unselectedTextColor,
);
}
}
void _drawMenuText(
String text,
int startX,
int startY,
int color, {
int scale = 1,
}) {
int x = startX;
for (final rune in text.runes) {
final char = String.fromCharCode(rune).toUpperCase();
final pattern = _menuFont[char] ?? _menuFont[' ']!;
for (int row = 0; row < pattern.length; row++) {
final bits = pattern[row];
for (int col = 0; col < bits.length; col++) {
if (bits[col] != '1') continue;
for (int sy = 0; sy < scale; sy++) {
for (int sx = 0; sx < scale; sx++) {
final drawX = x + (col * scale) + sx;
final drawY = startY + (row * scale) + sy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
_buffer.pixels[drawY * width + drawX] = color;
}
}
}
}
}
x += (6 * scale);
}
}
void _drawMenuTextCentered(
String text,
int y,
int color, {
int scale = 1,
}) {
final textWidth = text.length * 6 * scale;
final x = ((width - textWidth) ~/ 2).clamp(0, width - 1);
_drawMenuText(text, x, y, color, scale: scale);
}
@override
FrameBuffer finalizeFrame() {
// If the player took damage, overlay a red tint across the 3D view
if (_engine.player.damageFlash > 0) {
if (!_engine.isDifficultySelectionPending &&
_engine.player.damageFlash > 0) {
_applyDamageFlash();
}
return _buffer; // Return the fully painted pixel array

View File

@@ -1,5 +1,6 @@
import 'dart:math' as math;
import 'package:wolf_3d_dart/src/menu/menu_manager.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_entities.dart';
@@ -13,11 +14,13 @@ import 'package:wolf_3d_dart/wolf_3d_input.dart';
class WolfEngine {
WolfEngine({
required this.data,
required this.difficulty,
required this.startingEpisode,
required this.onGameWon,
required this.input,
required this.frameBuffer,
this.difficulty,
this.menuBackgroundRgb = 0x890000,
this.menuPanelRgb = 0x590002,
EngineAudio? audio,
}) : audio = audio ?? CliSilentAudio(),
doorManager = DoorManager(
@@ -33,8 +36,26 @@ class WolfEngine {
/// The static game data (textures, sounds, maps) parsed from original files.
final WolfensteinData data;
/// Desired menu background color in 24-bit RGB.
final int menuBackgroundRgb;
/// Desired menu panel color in 24-bit RGB.
final int menuPanelRgb;
/// The active difficulty level, affecting enemy spawning and behavior.
final Difficulty difficulty;
Difficulty? difficulty;
/// Whether the engine is waiting on player difficulty selection.
bool get isDifficultySelectionPending => difficulty == null;
/// Menu state owner for difficulty-selection navigation and edge detection.
final MenuManager menuManager = MenuManager();
/// Cursor index used by renderer-side difficulty menus.
int get menuSelectedDifficultyIndex => menuManager.selectedDifficultyIndex;
/// Cursor blink phase used by renderer-side difficulty menus.
bool get isMenuCursorAltFrame => menuManager.isCursorAltFrame(_timeAliveMs);
/// The episode index where the game session begins.
final int startingEpisode;
@@ -62,7 +83,11 @@ class WolfEngine {
// --- World State ---
/// The player's current position, stats, and inventory.
late Player player;
///
/// This starts with a safe placeholder so menu-mode rendering/input can
/// access player fields (for example damage flash state) before a map is
/// loaded. `_loadLevel()` replaces it with the true map spawn.
Player player = Player(x: 1.5, y: 1.5, angle: 0.0);
/// The mutable 64x64 grid representing the current world.
/// This grid is modified in real-time by doors and pushwalls.
@@ -91,7 +116,13 @@ class WolfEngine {
audio.activeGame = data;
_currentEpisodeIndex = startingEpisode;
_currentLevelIndex = 0;
_loadLevel();
menuManager.beginDifficultySelection(initialDifficulty: difficulty);
if (!isDifficultySelectionPending) {
_loadLevel();
}
isInitialized = true;
}
@@ -119,6 +150,12 @@ class WolfEngine {
// 1. Process User Input
input.update();
final currentInput = input.currentInput;
if (isDifficultySelectionPending) {
_tickDifficultyMenu(currentInput);
return;
}
final inputResult = _processInputs(delta, currentInput);
// 2. Update Environment
@@ -150,6 +187,19 @@ class WolfEngine {
);
}
void _tickDifficultyMenu(EngineInput input) {
final menuResult = menuManager.updateDifficultySelection(input);
if (menuResult.goBack) {
onGameWon();
return;
}
if (menuResult.selected != null) {
difficulty = menuResult.selected;
_loadLevel();
}
}
/// Wipes the current world state and builds a new floor from map data.
void _loadLevel() {
entities.clear();
@@ -182,7 +232,7 @@ class WolfEngine {
objId,
x + 0.5,
y + 0.5,
difficulty,
difficulty!,
data.sprites.length,
isSharewareMode: data.version == GameVersion.shareware,
);
@@ -401,7 +451,7 @@ class WolfEngine {
MapObject.ammoClip,
entity.x,
entity.y,
difficulty,
difficulty!,
data.sprites.length,
);
if (droppedAmmo != null) itemsToAdd.add(droppedAmmo);

View File

@@ -14,10 +14,32 @@ class CliInput extends Wolf3dInput {
bool _pRight = false;
bool _pFire = false;
bool _pInteract = false;
bool _pBack = false;
WeaponType? _pWeapon;
/// Queues a raw terminal key sequence for the next engine frame.
void handleKey(List<int> bytes) {
// Escape sequences for arrow keys (CSI A/B/C/D) in raw terminal mode.
if (bytes.length >= 3 && bytes[0] == 27 && bytes[1] == 91) {
if (bytes[2] == 65) _pForward = true; // Up
if (bytes[2] == 66) _pBackward = true; // Down
if (bytes[2] == 67) _pRight = true; // Right
if (bytes[2] == 68) _pLeft = true; // Left
return;
}
// Bare Escape key is a menu back action.
if (bytes.length == 1 && bytes[0] == 27) {
_pBack = true;
return;
}
// Enter maps to menu select/confirm.
if (bytes.length == 1 && (bytes[0] == 13 || bytes[0] == 10)) {
_pInteract = true;
return;
}
String char = String.fromCharCodes(bytes).toLowerCase();
if (char == 'w') _pForward = true;
@@ -45,10 +67,12 @@ class CliInput extends Wolf3dInput {
isTurningRight = _pRight;
isFiring = _pFire;
isInteracting = _pInteract;
isBack = _pBack;
requestedWeapon = _pWeapon;
// Reset the pending buffer so each keypress behaves like a frame impulse.
_pForward = _pBackward = _pLeft = _pRight = _pFire = _pInteract = false;
_pBack = false;
_pWeapon = null;
}
}

View File

@@ -7,6 +7,9 @@ abstract class Wolf3dInput {
bool isTurningLeft = false;
bool isTurningRight = false;
bool isInteracting = false;
bool isBack = false;
double? menuTapX;
double? menuTapY;
bool isFiring = false;
WeaponType? requestedWeapon;
@@ -22,6 +25,9 @@ abstract class Wolf3dInput {
isTurningRight: isTurningRight,
isFiring: isFiring,
isInteracting: isInteracting,
isBack: isBack,
menuTapX: menuTapX,
menuTapY: menuTapY,
requestedWeapon: requestedWeapon,
);
}
@@ -33,6 +39,7 @@ enum WolfInputAction {
turnRight,
fire,
interact,
back,
weapon1,
weapon2,
weapon3,

View File

@@ -0,0 +1,94 @@
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
/// Handles menu-only input state such as selection movement and edge triggers.
class MenuManager {
int _selectedDifficultyIndex = 0;
bool _prevUp = false;
bool _prevDown = false;
bool _prevConfirm = false;
bool _prevBack = false;
/// Current selected difficulty row index.
int get selectedDifficultyIndex => _selectedDifficultyIndex;
/// Resets menu navigation state for a new difficulty selection flow.
void beginDifficultySelection({Difficulty? initialDifficulty}) {
_selectedDifficultyIndex = initialDifficulty == null
? 0
: Difficulty.values
.indexOf(initialDifficulty)
.clamp(
0,
Difficulty.values.length - 1,
);
_prevUp = false;
_prevDown = false;
_prevConfirm = false;
_prevBack = false;
}
/// Returns a menu action snapshot for this frame.
({Difficulty? selected, bool goBack}) updateDifficultySelection(
EngineInput input,
) {
final upNow = input.isMovingForward;
final downNow = input.isMovingBackward;
final confirmNow = input.isInteracting || input.isFiring;
final backNow = input.isBack;
if (upNow && !_prevUp) {
_selectedDifficultyIndex =
(_selectedDifficultyIndex - 1 + Difficulty.values.length) %
Difficulty.values.length;
}
if (downNow && !_prevDown) {
_selectedDifficultyIndex =
(_selectedDifficultyIndex + 1) % Difficulty.values.length;
}
// Pointer/touch selection for hosts that provide menu tap coordinates.
if (input.menuTapX != null && input.menuTapY != null) {
final x320 = (input.menuTapX!.clamp(0.0, 1.0) * 320).toDouble();
final y200 = (input.menuTapY!.clamp(0.0, 1.0) * 200).toDouble();
const panelX = 28.0;
const panelY = 70.0;
const panelW = 264.0;
const panelH = 82.0;
const rowYStart = 86.0;
const rowStep = 15.0;
if (x320 >= panelX &&
x320 <= panelX + panelW &&
y200 >= panelY &&
y200 <= panelY + panelH) {
final index = ((y200 - rowYStart + (rowStep / 2)) / rowStep).floor();
if (index >= 0 && index < Difficulty.values.length) {
_selectedDifficultyIndex = index;
return (selected: Difficulty.values[index], goBack: false);
}
}
}
Difficulty? selected;
if (confirmNow && !_prevConfirm) {
selected = Difficulty.values[_selectedDifficultyIndex];
}
final bool goBack = backNow && !_prevBack;
_prevUp = upNow;
_prevDown = downNow;
_prevConfirm = confirmNow;
_prevBack = backNow;
return (selected: selected, goBack: goBack);
}
/// Whether to show the alternate cursor frame at [elapsedMs].
bool isCursorAltFrame(int elapsedMs) => ((elapsedMs ~/ 220) % 2) == 1;
}

View File

@@ -3,6 +3,7 @@ import 'dart:math' as math;
import 'package:arcane_helper_utils/arcane_helper_utils.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_menu.dart';
import 'cli_rasterizer.dart';
@@ -324,6 +325,123 @@ class AsciiRasterizer extends CliRasterizer<dynamic> {
}
}
@override
void drawMenu(WolfEngine engine) {
final int bgColor = _rgbToRawColor(engine.menuBackgroundRgb);
final int panelColor = _rgbToRawColor(engine.menuPanelRgb);
final int headingColor = ColorPalette.vga32Bit[119];
final int selectedTextColor = ColorPalette.vga32Bit[19];
final int unselectedTextColor = ColorPalette.vga32Bit[23];
if (isTerminal) {
_fillTerminalRect(0, 0, width, _terminalPixelHeight, bgColor);
} else {
_fillRect(0, 0, width, height, activeTheme.solid, bgColor);
}
_fillRect320(28, 70, 264, 82, panelColor);
const heading = 'HOW TOUGH ARE YOU?';
final headingY = ((48 / 200) * height).toInt().clamp(0, height - 1);
final headingX = ((width - heading.length) ~/ 2).clamp(0, width - 1);
_writeString(headingX, headingY, heading, headingColor, bgColor);
final art = WolfClassicMenuArt(engine.data);
final face = art.difficultyOption(
Difficulty.values[engine.menuSelectedDifficultyIndex],
);
if (face != null) {
_blitVgaImageAscii(face, 28 + 264 - face.width - 10, 92);
}
final cursor = art.pic(engine.isMenuCursorAltFrame ? 9 : 8);
const rowYStart = 86;
const rowStep = 15;
const labels = [
'CAN I PLAY, DADDY?',
"DON'T HURT ME.",
"BRING 'EM ON!",
'I AM DEATH INCARNATE!',
];
for (int i = 0; i < Difficulty.values.length; i++) {
final y = rowYStart + (i * rowStep);
final isSelected = i == engine.menuSelectedDifficultyIndex;
if (isSelected && cursor != null) {
_blitVgaImageAscii(cursor, 38, y - 2);
}
final textY = ((y / 200) * height).toInt().clamp(0, height - 1);
final textX = ((70 / 320) * width).toInt().clamp(0, width - 1);
_writeString(
textX,
textY,
labels[i],
isSelected ? selectedTextColor : unselectedTextColor,
panelColor,
);
}
final int hintKeyColor = _rgbToRawColor(0xFF5555);
final int hintLabelColor = _rgbToRawColor(0x900303);
final int hintBackground = _rgbToRawColor(0x000000);
_fillRect320(0, 176, 320, 24, hintBackground);
final hintY = ((186 / 200) * height).toInt().clamp(0, height - 1);
int hintX = ((24 / 320) * width).toInt().clamp(0, width - 1);
_writeString(
hintX,
hintY,
'^/v',
hintKeyColor,
hintBackground,
);
hintX += 4;
_writeString(
hintX,
hintY,
' MOVE ',
hintLabelColor,
hintBackground,
);
hintX += 7;
_writeString(
hintX,
hintY,
'RET',
hintKeyColor,
hintBackground,
);
hintX += 4;
_writeString(
hintX,
hintY,
' SELECT ',
hintLabelColor,
hintBackground,
);
hintX += 9;
_writeString(
hintX,
hintY,
'ESC',
hintKeyColor,
hintBackground,
);
hintX += 4;
_writeString(
hintX,
hintY,
' BACK',
hintLabelColor,
hintBackground,
);
}
void _drawSimpleHud(WolfEngine engine) {
final int hudWidth = isTerminal ? projectionWidth : width;
final int hudRows = height - viewHeight;
@@ -635,7 +753,8 @@ class AsciiRasterizer extends CliRasterizer<dynamic> {
@override
dynamic finalizeFrame() {
if (_engine.player.damageFlash > 0.0) {
if (!_engine.isDifficultySelectionPending &&
_engine.player.damageFlash > 0.0) {
if (isTerminal) {
_applyDamageFlashToScene();
} else {
@@ -710,6 +829,29 @@ class AsciiRasterizer extends CliRasterizer<dynamic> {
}
}
void _fillRect320(
int startX320,
int startY200,
int w320,
int h200,
int color,
) {
final double scaleX = (isTerminal ? projectionWidth : width) / 320.0;
final double scaleY = (isTerminal ? _terminalPixelHeight : height) / 200.0;
final int startX =
(isTerminal ? projectionOffsetX : 0) + (startX320 * scaleX).toInt();
final int startY = (startY200 * scaleY).toInt();
final int w = math.max(1, (w320 * scaleX).toInt());
final int h = math.max(1, (h200 * scaleY).toInt());
if (isTerminal) {
_fillTerminalRect(startX, startY, w, h, color);
} else {
_fillRect(startX, startY, w, h, activeTheme.solid, color);
}
}
// --- DAMAGE FLASH ---
void _applyDamageFlash() {
for (int y = 0; y < viewHeight; y++) {
@@ -835,4 +977,12 @@ class AsciiRasterizer extends CliRasterizer<dynamic> {
return buffer;
}
int _rgbToRawColor(int rgb) {
final int r = (rgb >> 16) & 0xFF;
final int g = (rgb >> 8) & 0xFF;
final int b = rgb & 0xFF;
// ColoredChar values use the same raw pixel packing as the framebuffer.
return (0xFF000000) | (b << 16) | (g << 8) | r;
}
}

View File

@@ -50,6 +50,11 @@ abstract class Rasterizer<T> {
// 1. Setup the frame (clear screen, draw floor/ceiling)
prepareFrame(engine);
if (engine.isDifficultySelectionPending) {
drawMenu(engine);
return finalizeFrame();
}
// 2. Do the heavy math for Raycasting Walls
_castWalls(engine);
@@ -103,6 +108,11 @@ abstract class Rasterizer<T> {
/// Return the finished frame (e.g., the FrameBuffer itself, or an ASCII list).
T finalizeFrame();
/// Draws a non-world menu frame when the engine is awaiting configuration.
///
/// Default implementation is a no-op for renderers that don't support menus.
void drawMenu(WolfEngine engine) {}
// ===========================================================================
// SHARED LIGHTING MATH
// ===========================================================================

View File

@@ -1,37 +0,0 @@
import 'package:wolf_3d_dart/src/rasterizer/rasterizer.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
/// Shared terminal orchestration for CLI rasterizers.
abstract class CliRasterizer<T> extends Rasterizer<T> {
/// Resolves the framebuffer dimensions required by this renderer.
///
/// The default uses the full terminal size.
({int width, int height}) terminalFrameBufferSize(int columns, int rows) {
return (width: columns, height: rows);
}
/// Applies terminal-size policy and updates the engine framebuffer.
///
/// Returns `false` when the terminal is too small for this renderer.
bool prepareTerminalFrame(
WolfEngine engine, {
required int columns,
required int rows,
}) {
if (!isTerminalSizeSupported(columns, rows)) {
return false;
}
final size = terminalFrameBufferSize(columns, rows);
engine.setFrameBuffer(size.width, size.height);
return true;
}
/// Builds the standard terminal size warning shown by the CLI host.
String buildTerminalSizeWarning({required int columns, required int rows}) {
return '\x1b[31m[ ERROR ] TERMINAL TOO SMALL\x1b[0m\n\n'
'$terminalSizeRequirement\n'
'Current size: \x1b[33m${columns}x$rows\x1b[0m\n\n'
'Please resize your window to resume the game...';
}
}

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@@ -1,423 +0,0 @@
import 'dart:math' as math;
import 'dart:typed_data';
import 'package:wolf_3d_dart/src/rasterizer/cli_rasterizer.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
class SixelRasterizer extends CliRasterizer<String> {
static const double _targetAspectRatio = 4 / 3;
static const int _defaultLineHeightPx = 18;
static const double _defaultCellWidthToHeight = 0.55;
static const int _minimumTerminalColumns = 117;
static const int _minimumTerminalRows = 34;
static const int _maxRenderWidth = 320;
static const int _maxRenderHeight = 240;
static const String _terminalTealBackground = '\x1b[48;2;0;150;136m';
late Uint8List _screen;
late WolfEngine _engine;
int _offsetColumns = 0;
int _offsetRows = 0;
int _outputWidth = 1;
int _outputHeight = 1;
bool _needsBackgroundClear = true;
FrameBuffer _createScaledBuffer(FrameBuffer terminalBuffer) {
final int previousOffsetColumns = _offsetColumns;
final int previousOffsetRows = _offsetRows;
final int previousOutputWidth = _outputWidth;
final int previousOutputHeight = _outputHeight;
final double fitScale = math.min(
terminalBuffer.width / _minimumTerminalColumns,
terminalBuffer.height / _minimumTerminalRows,
);
final int targetColumns = math.max(
1,
(_minimumTerminalColumns * fitScale).floor(),
);
final int targetRows = math.max(
1,
(_minimumTerminalRows * fitScale).floor(),
);
_offsetColumns = math.max(0, (terminalBuffer.width - targetColumns) ~/ 2);
_offsetRows = math.max(0, (terminalBuffer.height - targetRows) ~/ 2);
final int boundsPixelWidth = math.max(
1,
(targetColumns * _defaultLineHeightPx * _defaultCellWidthToHeight)
.floor(),
);
final int boundsPixelHeight = math.max(
1,
targetRows * _defaultLineHeightPx,
);
final double boundsAspect = boundsPixelWidth / boundsPixelHeight;
if (boundsAspect > _targetAspectRatio) {
_outputHeight = boundsPixelHeight;
_outputWidth = math.max(1, (_outputHeight * _targetAspectRatio).floor());
} else {
_outputWidth = boundsPixelWidth;
_outputHeight = math.max(1, (_outputWidth / _targetAspectRatio).floor());
}
if (_offsetColumns != previousOffsetColumns ||
_offsetRows != previousOffsetRows ||
_outputWidth != previousOutputWidth ||
_outputHeight != previousOutputHeight) {
_needsBackgroundClear = true;
}
final double renderScale = math.min(
1.0,
math.min(
_maxRenderWidth / _outputWidth,
_maxRenderHeight / _outputHeight,
),
);
final int renderWidth = math.max(1, (_outputWidth * renderScale).floor());
final int renderHeight = math.max(1, (_outputHeight * renderScale).floor());
return FrameBuffer(renderWidth, renderHeight);
}
@override
String render(WolfEngine engine) {
_engine = engine;
final FrameBuffer originalBuffer = engine.frameBuffer;
final FrameBuffer scaledBuffer = _createScaledBuffer(originalBuffer);
// We only need 8-bit indices for the 256 VGA colors
_screen = Uint8List(scaledBuffer.width * scaledBuffer.height);
engine.frameBuffer = scaledBuffer;
try {
return super.render(engine);
} finally {
engine.frameBuffer = originalBuffer;
}
}
@override
void prepareFrame(WolfEngine engine) {
// Top half is ceiling color index (25), bottom half is floor color index (29)
for (int y = 0; y < viewHeight; y++) {
int colorIndex = (y < viewHeight / 2) ? 25 : 29;
for (int x = 0; x < width; x++) {
_screen[y * width + x] = colorIndex;
}
}
}
@override
void drawWallColumn(
int x,
int drawStart,
int drawEnd,
int columnHeight,
Sprite texture,
int texX,
double perpWallDist,
int side,
) {
for (int y = drawStart; y < drawEnd; y++) {
double relativeY =
(y - (-columnHeight ~/ 2 + viewHeight ~/ 2)) / columnHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
// Note: Directional shading is omitted here to preserve strict VGA palette indices.
// Sixel uses a fixed 256-color palette, so real-time shading requires a lookup table.
_screen[y * width + x] = colorByte;
}
}
@override
void drawSpriteStripe(
int stripeX,
int drawStartY,
int drawEndY,
int spriteHeight,
Sprite texture,
int texX,
double transformY,
) {
for (
int y = math.max(0, drawStartY);
y < math.min(viewHeight, drawEndY);
y++
) {
double relativeY = (y - drawStartY) / spriteHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
// 255 is the "transparent" color index
if (colorByte != 255) {
_screen[y * width + stripeX] = colorByte;
}
}
}
@override
void drawWeapon(WolfEngine engine) {
int spriteIndex = engine.player.currentWeapon.getCurrentSpriteIndex(
engine.data.sprites.length,
);
Sprite weaponSprite = engine.data.sprites[spriteIndex];
int weaponWidth = (width * 0.5).toInt();
int weaponHeight = (viewHeight * 0.8).toInt();
int startX = (width ~/ 2) - (weaponWidth ~/ 2);
int startY =
viewHeight - weaponHeight + (engine.player.weaponAnimOffset ~/ 4);
for (int dy = 0; dy < weaponHeight; dy++) {
for (int dx = 0; dx < weaponWidth; dx++) {
int texX = (dx * 64 ~/ weaponWidth).clamp(0, 63);
int texY = (dy * 64 ~/ weaponHeight).clamp(0, 63);
int colorByte = weaponSprite.pixels[texX * 64 + texY];
if (colorByte != 255) {
int drawX = startX + dx;
int drawY = startY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < viewHeight) {
_screen[drawY * width + drawX] = colorByte;
}
}
}
}
}
@override
void drawHud(WolfEngine engine) {
int statusBarIndex = engine.data.vgaImages.indexWhere(
(img) => img.width == 320 && img.height == 40,
);
if (statusBarIndex == -1) return;
_blitVgaImage(engine.data.vgaImages[statusBarIndex], 0, 160);
_drawNumber(1, 32, 176, engine.data.vgaImages);
_drawNumber(engine.player.score, 96, 176, engine.data.vgaImages);
_drawNumber(3, 120, 176, engine.data.vgaImages);
_drawNumber(engine.player.health, 192, 176, engine.data.vgaImages);
_drawNumber(engine.player.ammo, 232, 176, engine.data.vgaImages);
_drawFace(engine);
_drawWeaponIcon(engine);
}
@override
String finalizeFrame() {
final String clearPrefix = _needsBackgroundClear
? '$_terminalTealBackground\x1b[2J\x1b[0m'
: '';
_needsBackgroundClear = false;
return '$clearPrefix\x1b[${_offsetRows + 1};${_offsetColumns + 1}H${toSixelString()}';
}
// ===========================================================================
// SIXEL ENCODER
// ===========================================================================
/// Converts the 8-bit index buffer into a standard Sixel sequence
String toSixelString() {
StringBuffer sb = StringBuffer();
// Start Sixel sequence (q = Sixel format)
sb.write('\x1bPq');
// 1. Define the Palette (and apply damage flash directly to the palette!)
double damageIntensity = _engine.player.damageFlash;
int redBoost = (150 * damageIntensity).toInt();
double colorDrop = 1.0 - (0.5 * damageIntensity);
for (int i = 0; i < 256; i++) {
int color = ColorPalette.vga32Bit[i];
int r = color & 0xFF;
int g = (color >> 8) & 0xFF;
int b = (color >> 16) & 0xFF;
if (damageIntensity > 0) {
r = (r + redBoost).clamp(0, 255);
g = (g * colorDrop).toInt().clamp(0, 255);
b = (b * colorDrop).toInt().clamp(0, 255);
}
// Sixel RGB ranges from 0 to 100
int sixelR = (r * 100) ~/ 255;
int sixelG = (g * 100) ~/ 255;
int sixelB = (b * 100) ~/ 255;
sb.write('#$i;2;$sixelR;$sixelG;$sixelB');
}
// 2. Encode scaled image in 6-pixel vertical bands.
for (int band = 0; band < _outputHeight; band += 6) {
Map<int, Uint8List> colorMap = {};
// Map out which pixels use which color in this 6px high band
for (int x = 0; x < _outputWidth; x++) {
for (int yOffset = 0; yOffset < 6; yOffset++) {
int y = band + yOffset;
if (y >= _outputHeight) break;
int colorIdx = _sampleScaledPixel(x, y);
if (!colorMap.containsKey(colorIdx)) {
colorMap[colorIdx] = Uint8List(_outputWidth);
}
// Set the bit corresponding to the vertical position (0-5)
colorMap[colorIdx]![x] |= (1 << yOffset);
}
}
// Write the encoded Sixel characters for each color present in the band
bool firstColor = true;
for (var entry in colorMap.entries) {
if (!firstColor) {
// Carriage return to overlay colors on the same band
sb.write('\$');
}
firstColor = false;
// Select color index
sb.write('#${entry.key}');
Uint8List cols = entry.value;
int currentVal = -1;
int runLength = 0;
// Run-Length Encoding (RLE) loop
for (int x = 0; x < _outputWidth; x++) {
int val = cols[x];
if (val == currentVal) {
runLength++;
} else {
if (runLength > 0) _writeSixelRle(sb, currentVal, runLength);
currentVal = val;
runLength = 1;
}
}
if (runLength > 0) _writeSixelRle(sb, currentVal, runLength);
}
if (band + 6 < _outputHeight) {
sb.write('-');
}
}
// End Sixel sequence
sb.write('\x1b\\');
return sb.toString();
}
int _sampleScaledPixel(int outX, int outY) {
final int srcX = ((((outX + 0.5) * width) / _outputWidth) - 0.5)
.round()
.clamp(
0,
width - 1,
);
final int srcY = ((((outY + 0.5) * height) / _outputHeight) - 0.5)
.round()
.clamp(
0,
height - 1,
);
return _screen[srcY * width + srcX];
}
void _writeSixelRle(StringBuffer sb, int value, int runLength) {
String char = String.fromCharCode(value + 63);
// Sixel RLE format: !<count><char> (only worth it if count > 3)
if (runLength > 3) {
sb.write('!$runLength$char');
} else {
sb.write(char * runLength);
}
}
// ===========================================================================
// PRIVATE HUD HELPERS (Adapted for 8-bit index buffer)
// ===========================================================================
void _blitVgaImage(VgaImage image, int startX, int startY) {
int planeWidth = image.width ~/ 4;
int planeSize = planeWidth * image.height;
final double scaleX = width / 320.0;
final double scaleY = height / 200.0;
final int destStartX = (startX * scaleX).toInt();
final int destStartY = (startY * scaleY).toInt();
final int destWidth = math.max(1, (image.width * scaleX).toInt());
final int destHeight = math.max(1, (image.height * scaleY).toInt());
for (int dy = 0; dy < destHeight; dy++) {
for (int dx = 0; dx < destWidth; dx++) {
int drawX = destStartX + dx;
int drawY = destStartY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
int srcX = (dx / scaleX).toInt().clamp(0, image.width - 1);
int srcY = (dy / scaleY).toInt().clamp(0, image.height - 1);
int plane = srcX % 4;
int sx = srcX ~/ 4;
int index = (plane * planeSize) + (srcY * planeWidth) + sx;
int colorByte = image.pixels[index];
if (colorByte != 255) {
_screen[drawY * width + drawX] = colorByte;
}
}
}
}
}
void _drawNumber(
int value,
int rightAlignX,
int startY,
List<VgaImage> vgaImages,
) {
const int zeroIndex = 96;
String numStr = value.toString();
int currentX = rightAlignX - (numStr.length * 8);
for (int i = 0; i < numStr.length; i++) {
int digit = int.parse(numStr[i]);
if (zeroIndex + digit < vgaImages.length) {
_blitVgaImage(vgaImages[zeroIndex + digit], currentX, startY);
}
currentX += 8;
}
}
void _drawFace(WolfEngine engine) {
int health = engine.player.health;
int faceIndex = (health <= 0)
? 127
: 106 + (((100 - health) ~/ 16).clamp(0, 6) * 3);
if (faceIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[faceIndex], 136, 164);
}
}
void _drawWeaponIcon(WolfEngine engine) {
int weaponIndex = 89;
if (engine.player.hasChainGun) {
weaponIndex = 91;
} else if (engine.player.hasMachineGun) {
weaponIndex = 90;
}
if (weaponIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[weaponIndex], 256, 164);
}
}
}

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@@ -1,265 +0,0 @@
import 'dart:math' as math;
import 'package:wolf_3d_dart/src/rasterizer/rasterizer.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
class SoftwareRasterizer extends Rasterizer<FrameBuffer> {
late FrameBuffer _buffer;
late WolfEngine _engine;
// Intercept the base render call to store our references
@override
FrameBuffer render(WolfEngine engine) {
_engine = engine;
_buffer = engine.frameBuffer;
return super.render(engine);
}
@override
void prepareFrame(WolfEngine engine) {
// Top half is ceiling color (25), bottom half is floor color (29)
int ceilingColor = ColorPalette.vga32Bit[25];
int floorColor = ColorPalette.vga32Bit[29];
for (int y = 0; y < viewHeight; y++) {
int color = (y < viewHeight / 2) ? ceilingColor : floorColor;
for (int x = 0; x < width; x++) {
_buffer.pixels[y * width + x] = color;
}
}
}
@override
void drawWallColumn(
int x,
int drawStart,
int drawEnd,
int columnHeight,
Sprite texture,
int texX,
double perpWallDist,
int side,
) {
for (int y = drawStart; y < drawEnd; y++) {
// Calculate which Y pixel of the texture to sample
double relativeY =
(y - (-columnHeight ~/ 2 + viewHeight ~/ 2)) / columnHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
int pixelColor = ColorPalette.vga32Bit[colorByte];
// Darken Y-side walls for faux directional lighting
if (side == 1) {
pixelColor = shadeColor(pixelColor);
}
_buffer.pixels[y * width + x] = pixelColor;
}
}
@override
void drawSpriteStripe(
int stripeX,
int drawStartY,
int drawEndY,
int spriteHeight,
Sprite texture,
int texX,
double transformY,
) {
for (
int y = math.max(0, drawStartY);
y < math.min(viewHeight, drawEndY);
y++
) {
double relativeY = (y - drawStartY) / spriteHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
// 255 is the "transparent" color index in VGA Wolfenstein
if (colorByte != 255) {
_buffer.pixels[y * width + stripeX] = ColorPalette.vga32Bit[colorByte];
}
}
}
@override
void drawWeapon(WolfEngine engine) {
int spriteIndex = engine.player.currentWeapon.getCurrentSpriteIndex(
engine.data.sprites.length,
);
Sprite weaponSprite = engine.data.sprites[spriteIndex];
int weaponWidth = (width * 0.5).toInt();
int weaponHeight = (viewHeight * 0.8).toInt();
int startX = (width ~/ 2) - (weaponWidth ~/ 2);
int startY =
viewHeight - weaponHeight + (engine.player.weaponAnimOffset ~/ 4);
for (int dy = 0; dy < weaponHeight; dy++) {
for (int dx = 0; dx < weaponWidth; dx++) {
int texX = (dx * 64 ~/ weaponWidth).clamp(0, 63);
int texY = (dy * 64 ~/ weaponHeight).clamp(0, 63);
int colorByte = weaponSprite.pixels[texX * 64 + texY];
if (colorByte != 255) {
int drawX = startX + dx;
int drawY = startY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < viewHeight) {
_buffer.pixels[drawY * width + drawX] =
ColorPalette.vga32Bit[colorByte];
}
}
}
}
}
@override
void drawHud(WolfEngine engine) {
int statusBarIndex = engine.data.vgaImages.indexWhere(
(img) => img.width == 320 && img.height == 40,
);
if (statusBarIndex == -1) return;
// 1. Draw Background
_blitVgaImage(engine.data.vgaImages[statusBarIndex], 0, 160);
// 2. Draw Stats (100% mathematically accurate right-aligned coordinates)
_drawNumber(1, 32, 176, engine.data.vgaImages); // Floor
_drawNumber(engine.player.score, 96, 176, engine.data.vgaImages); // Score
_drawNumber(3, 120, 176, engine.data.vgaImages); // Lives
_drawNumber(
engine.player.health,
192,
176,
engine.data.vgaImages,
); // Health
_drawNumber(engine.player.ammo, 232, 176, engine.data.vgaImages); // Ammo
// 3. Draw BJ's Face & Current Weapon
_drawFace(engine);
_drawWeaponIcon(engine);
}
@override
FrameBuffer finalizeFrame() {
// If the player took damage, overlay a red tint across the 3D view
if (_engine.player.damageFlash > 0) {
_applyDamageFlash();
}
return _buffer; // Return the fully painted pixel array
}
// ===========================================================================
// PRIVATE HELPER METHODS
// ===========================================================================
/// Maps the planar VGA image data directly to 32-bit pixels.
/// (Assuming a 1:1 scale, which is standard for the 320x200 software renderer).
void _blitVgaImage(VgaImage image, int startX, int startY) {
int planeWidth = image.width ~/ 4;
int planeSize = planeWidth * image.height;
for (int dy = 0; dy < image.height; dy++) {
for (int dx = 0; dx < image.width; dx++) {
int drawX = startX + dx;
int drawY = startY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
int srcX = dx.clamp(0, image.width - 1);
int srcY = dy.clamp(0, image.height - 1);
int plane = srcX % 4;
int sx = srcX ~/ 4;
int index = (plane * planeSize) + (srcY * planeWidth) + sx;
int colorByte = image.pixels[index];
if (colorByte != 255) {
_buffer.pixels[drawY * width + drawX] =
ColorPalette.vga32Bit[colorByte];
}
}
}
}
}
void _drawNumber(
int value,
int rightAlignX,
int startY,
List<VgaImage> vgaImages,
) {
const int zeroIndex = 96;
String numStr = value.toString();
int currentX = rightAlignX - (numStr.length * 8);
for (int i = 0; i < numStr.length; i++) {
int digit = int.parse(numStr[i]);
if (zeroIndex + digit < vgaImages.length) {
_blitVgaImage(vgaImages[zeroIndex + digit], currentX, startY);
}
currentX += 8;
}
}
void _drawFace(WolfEngine engine) {
int health = engine.player.health;
int faceIndex;
if (health <= 0) {
faceIndex = 127; // Dead face
} else {
int healthTier = ((100 - health) ~/ 16).clamp(0, 6);
faceIndex = 106 + (healthTier * 3);
}
if (faceIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[faceIndex], 136, 164);
}
}
void _drawWeaponIcon(WolfEngine engine) {
int weaponIndex = 89; // Default to Pistol
if (engine.player.hasChainGun) {
weaponIndex = 91;
} else if (engine.player.hasMachineGun) {
weaponIndex = 90;
}
if (weaponIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[weaponIndex], 256, 164);
}
}
/// Tints the top 80% of the screen red based on player.damageFlash intensity
void _applyDamageFlash() {
// Grab the intensity (0.0 to 1.0)
double intensity = _engine.player.damageFlash;
// Calculate how much to boost red and drop green/blue
int redBoost = (150 * intensity).toInt();
double colorDrop = 1.0 - (0.5 * intensity);
for (int y = 0; y < viewHeight; y++) {
for (int x = 0; x < width; x++) {
int index = y * width + x;
int color = _buffer.pixels[index];
int r = color & 0xFF;
int g = (color >> 8) & 0xFF;
int b = (color >> 16) & 0xFF;
r = (r + redBoost).clamp(0, 255);
g = (g * colorDrop).toInt();
b = (b * colorDrop).toInt();
_buffer.pixels[index] = (0xFF000000) | (b << 16) | (g << 8) | r;
}
}
}
}

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@@ -8,6 +8,7 @@ import 'dart:typed_data';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_menu.dart';
import 'cli_rasterizer.dart';
@@ -17,6 +18,36 @@ import 'cli_rasterizer.dart';
/// preserving a 4:3 presentation while falling back to size warnings when the
/// terminal is too small.
class SixelRasterizer extends CliRasterizer<String> {
static const Map<String, List<String>> _menuFont = {
'A': ['01110', '10001', '10001', '11111', '10001', '10001', '10001'],
'B': ['11110', '10001', '10001', '11110', '10001', '10001', '11110'],
'C': ['01110', '10001', '10000', '10000', '10000', '10001', '01110'],
'D': ['11110', '10001', '10001', '10001', '10001', '10001', '11110'],
'E': ['11111', '10000', '10000', '11110', '10000', '10000', '11111'],
'F': ['11111', '10000', '10000', '11110', '10000', '10000', '10000'],
'G': ['01110', '10001', '10000', '10111', '10001', '10001', '01111'],
'H': ['10001', '10001', '10001', '11111', '10001', '10001', '10001'],
'I': ['11111', '00100', '00100', '00100', '00100', '00100', '11111'],
'K': ['10001', '10010', '10100', '11000', '10100', '10010', '10001'],
'L': ['10000', '10000', '10000', '10000', '10000', '10000', '11111'],
'M': ['10001', '11011', '10101', '10101', '10001', '10001', '10001'],
'N': ['10001', '10001', '11001', '10101', '10011', '10001', '10001'],
'O': ['01110', '10001', '10001', '10001', '10001', '10001', '01110'],
'P': ['11110', '10001', '10001', '11110', '10000', '10000', '10000'],
'R': ['11110', '10001', '10001', '11110', '10100', '10010', '10001'],
'S': ['01111', '10000', '10000', '01110', '00001', '00001', '11110'],
'T': ['11111', '00100', '00100', '00100', '00100', '00100', '00100'],
'U': ['10001', '10001', '10001', '10001', '10001', '10001', '01110'],
'W': ['10001', '10001', '10001', '10101', '10101', '11011', '10001'],
'Y': ['10001', '10001', '01010', '00100', '00100', '00100', '00100'],
'?': ['01110', '10001', '00001', '00010', '00100', '00000', '00100'],
'!': ['00100', '00100', '00100', '00100', '00100', '00000', '00100'],
',': ['00000', '00000', '00000', '00000', '00110', '00100', '01000'],
'.': ['00000', '00000', '00000', '00000', '00000', '00110', '00110'],
"'": ['00100', '00100', '00100', '00000', '00000', '00000', '00000'],
' ': ['00000', '00000', '00000', '00000', '00000', '00000', '00000'],
};
static const double _targetAspectRatio = 4 / 3;
static const int _defaultLineHeightPx = 18;
static const double _defaultCellWidthToHeight = 0.55;
@@ -326,6 +357,112 @@ class SixelRasterizer extends CliRasterizer<String> {
_drawWeaponIcon(engine);
}
@override
void drawMenu(WolfEngine engine) {
final int bgColor = _rgbToPaletteIndex(engine.menuBackgroundRgb);
final int panelColor = _rgbToPaletteIndex(engine.menuPanelRgb);
const int headingIndex = 119;
const int selectedTextIndex = 19;
const int unselectedTextIndex = 23;
for (int i = 0; i < _screen.length; i++) {
_screen[i] = bgColor;
}
_fillRect320(28, 70, 264, 82, panelColor);
final art = WolfClassicMenuArt(engine.data);
_drawMenuTextCentered('HOW TOUGH ARE YOU?', 48, headingIndex, scale: 2);
final bottom = art.pic(15);
if (bottom != null) {
_blitVgaImage(bottom, (320 - bottom.width) ~/ 2, 200 - bottom.height - 8);
}
final face = art.difficultyOption(
Difficulty.values[engine.menuSelectedDifficultyIndex],
);
if (face != null) {
_blitVgaImage(face, 28 + 264 - face.width - 10, 92);
}
final cursor = art.pic(engine.isMenuCursorAltFrame ? 9 : 8);
const rowYStart = 86;
const rowStep = 15;
const textX = 70;
const labels = [
'CAN I PLAY, DADDY?',
"DON'T HURT ME.",
"BRING 'EM ON!",
'I AM DEATH INCARNATE!',
];
for (int i = 0; i < Difficulty.values.length; i++) {
final y = rowYStart + (i * rowStep);
final isSelected = i == engine.menuSelectedDifficultyIndex;
if (isSelected && cursor != null) {
_blitVgaImage(cursor, 38, y - 2);
}
_drawMenuText(
labels[i],
textX,
y,
isSelected ? selectedTextIndex : unselectedTextIndex,
);
}
}
void _drawMenuText(
String text,
int startX,
int startY,
int colorIndex, {
int scale = 1,
}) {
final double scaleX = width / 320.0;
final double scaleY = height / 200.0;
int x320 = startX;
for (final rune in text.runes) {
final char = String.fromCharCode(rune).toUpperCase();
final pattern = _menuFont[char] ?? _menuFont[' ']!;
for (int row = 0; row < pattern.length; row++) {
final bits = pattern[row];
for (int col = 0; col < bits.length; col++) {
if (bits[col] != '1') continue;
for (int sy = 0; sy < scale; sy++) {
for (int sx = 0; sx < scale; sx++) {
final int px320 = x320 + (col * scale) + sx;
final int py200 = startY + (row * scale) + sy;
final int drawX = (px320 * scaleX).toInt();
final int drawY = (py200 * scaleY).toInt();
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
_screen[drawY * width + drawX] = colorIndex;
}
}
}
}
}
x320 += (6 * scale);
}
}
void _drawMenuTextCentered(
String text,
int y,
int colorIndex, {
int scale = 1,
}) {
final int textWidth = text.length * 6 * scale;
final int x = ((320 - textWidth) ~/ 2).clamp(0, 319);
_drawMenuText(text, x, y, colorIndex, scale: scale);
}
@override
String finalizeFrame() {
if (!isSixelSupported) {
@@ -395,7 +532,9 @@ class SixelRasterizer extends CliRasterizer<String> {
StringBuffer sb = StringBuffer();
sb.write('\x1bPq');
double damageIntensity = _engine.player.damageFlash;
double damageIntensity = _engine.isDifficultySelectionPending
? 0.0
: _engine.player.damageFlash;
int redBoost = (150 * damageIntensity).toInt();
double colorDrop = 1.0 - (0.5 * damageIntensity);
@@ -530,6 +669,26 @@ class SixelRasterizer extends CliRasterizer<String> {
}
}
void _fillRect320(int startX, int startY, int w, int h, int colorIndex) {
final double scaleX = width / 320.0;
final double scaleY = height / 200.0;
final int destStartX = (startX * scaleX).toInt();
final int destStartY = (startY * scaleY).toInt();
final int destWidth = math.max(1, (w * scaleX).toInt());
final int destHeight = math.max(1, (h * scaleY).toInt());
for (int dy = 0; dy < destHeight; dy++) {
for (int dx = 0; dx < destWidth; dx++) {
final int drawX = destStartX + dx;
final int drawY = destStartY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
_screen[drawY * width + drawX] = colorIndex;
}
}
}
}
void _drawNumber(
int value,
int rightAlignX,
@@ -571,4 +730,32 @@ class SixelRasterizer extends CliRasterizer<String> {
_blitVgaImage(engine.data.vgaImages[weaponIndex], 256, 164);
}
}
int _rgbToPaletteIndex(int rgb) {
final int targetR = (rgb >> 16) & 0xFF;
final int targetG = (rgb >> 8) & 0xFF;
final int targetB = rgb & 0xFF;
int bestIndex = 0;
int bestDistance = 1 << 30;
for (int i = 0; i < 256; i++) {
final int color = ColorPalette.vga32Bit[i];
final int r = color & 0xFF;
final int g = (color >> 8) & 0xFF;
final int b = (color >> 16) & 0xFF;
final int dr = targetR - r;
final int dg = targetG - g;
final int db = targetB - b;
final int dist = (dr * dr) + (dg * dg) + (db * db);
if (dist < bestDistance) {
bestDistance = dist;
bestIndex = i;
}
}
return bestIndex;
}
}

View File

@@ -3,8 +3,39 @@ import 'dart:math' as math;
import 'package:wolf_3d_dart/src/rasterizer/rasterizer.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_menu.dart';
class SoftwareRasterizer extends Rasterizer<FrameBuffer> {
static const Map<String, List<String>> _menuFont = {
'A': ['01110', '10001', '10001', '11111', '10001', '10001', '10001'],
'B': ['11110', '10001', '10001', '11110', '10001', '10001', '11110'],
'C': ['01110', '10001', '10000', '10000', '10000', '10001', '01110'],
'D': ['11110', '10001', '10001', '10001', '10001', '10001', '11110'],
'E': ['11111', '10000', '10000', '11110', '10000', '10000', '11111'],
'F': ['11111', '10000', '10000', '11110', '10000', '10000', '10000'],
'G': ['01110', '10001', '10000', '10111', '10001', '10001', '01111'],
'H': ['10001', '10001', '10001', '11111', '10001', '10001', '10001'],
'I': ['11111', '00100', '00100', '00100', '00100', '00100', '11111'],
'K': ['10001', '10010', '10100', '11000', '10100', '10010', '10001'],
'L': ['10000', '10000', '10000', '10000', '10000', '10000', '11111'],
'M': ['10001', '11011', '10101', '10101', '10001', '10001', '10001'],
'N': ['10001', '10001', '11001', '10101', '10011', '10001', '10001'],
'O': ['01110', '10001', '10001', '10001', '10001', '10001', '01110'],
'P': ['11110', '10001', '10001', '11110', '10000', '10000', '10000'],
'R': ['11110', '10001', '10001', '11110', '10100', '10010', '10001'],
'S': ['01111', '10000', '10000', '01110', '00001', '00001', '11110'],
'T': ['11111', '00100', '00100', '00100', '00100', '00100', '00100'],
'U': ['10001', '10001', '10001', '10001', '10001', '10001', '01110'],
'W': ['10001', '10001', '10001', '10101', '10101', '11011', '10001'],
'Y': ['10001', '10001', '01010', '00100', '00100', '00100', '00100'],
'?': ['01110', '10001', '00001', '00010', '00100', '00000', '00100'],
'!': ['00100', '00100', '00100', '00100', '00100', '00000', '00100'],
',': ['00000', '00000', '00000', '00000', '00110', '00100', '01000'],
'.': ['00000', '00000', '00000', '00000', '00000', '00110', '00110'],
"'": ['00100', '00100', '00100', '00000', '00000', '00000', '00000'],
' ': ['00000', '00000', '00000', '00000', '00000', '00000', '00000'],
};
late FrameBuffer _buffer;
late WolfEngine _engine;
@@ -145,10 +176,135 @@ class SoftwareRasterizer extends Rasterizer<FrameBuffer> {
_drawWeaponIcon(engine);
}
@override
void drawMenu(WolfEngine engine) {
final int bgColor = _rgbToFrameColor(engine.menuBackgroundRgb);
final int panelColor = _rgbToFrameColor(engine.menuPanelRgb);
final int headingColor = ColorPalette.vga32Bit[119];
final int selectedTextColor = ColorPalette.vga32Bit[19];
final int unselectedTextColor = ColorPalette.vga32Bit[23];
for (int i = 0; i < _buffer.pixels.length; i++) {
_buffer.pixels[i] = bgColor;
}
const panelX = 28;
const panelY = 70;
const panelW = 264;
const panelH = 82;
for (int y = panelY; y < panelY + panelH; y++) {
if (y < 0 || y >= height) continue;
final rowStart = y * width;
for (int x = panelX; x < panelX + panelW; x++) {
if (x >= 0 && x < width) {
_buffer.pixels[rowStart + x] = panelColor;
}
}
}
final art = WolfClassicMenuArt(engine.data);
_drawMenuTextCentered('HOW TOUGH ARE YOU?', 48, headingColor, scale: 2);
final bottom = art.pic(15);
if (bottom != null) {
final x = (width - bottom.width) ~/ 2;
final y = height - bottom.height - 8;
_blitVgaImage(bottom, x, y);
}
final face = art.difficultyOption(
Difficulty.values[engine.menuSelectedDifficultyIndex],
);
if (face != null) {
_blitVgaImage(face, panelX + panelW - face.width - 10, panelY + 22);
}
final cursor = art.pic(engine.isMenuCursorAltFrame ? 9 : 8);
const rowYStart = panelY + 16;
const rowStep = 15;
const textX = panelX + 42;
const labels = [
'CAN I PLAY, DADDY?',
"DON'T HURT ME.",
"BRING 'EM ON!",
'I AM DEATH INCARNATE!',
];
for (int i = 0; i < Difficulty.values.length; i++) {
final y = rowYStart + (i * rowStep);
final isSelected = i == engine.menuSelectedDifficultyIndex;
if (isSelected && cursor != null) {
_blitVgaImage(cursor, panelX + 10, y - 2);
}
_drawMenuText(
labels[i],
textX,
y,
isSelected ? selectedTextColor : unselectedTextColor,
);
}
}
int _rgbToFrameColor(int rgb) {
final int r = (rgb >> 16) & 0xFF;
final int g = (rgb >> 8) & 0xFF;
final int b = rgb & 0xFF;
// Framebuffer expects bytes in RGBA order; this packed int produces that
// layout on little-endian platforms.
return (0xFF000000) | (b << 16) | (g << 8) | r;
}
void _drawMenuText(
String text,
int startX,
int startY,
int color, {
int scale = 1,
}) {
int x = startX;
for (final rune in text.runes) {
final char = String.fromCharCode(rune).toUpperCase();
final pattern = _menuFont[char] ?? _menuFont[' ']!;
for (int row = 0; row < pattern.length; row++) {
final bits = pattern[row];
for (int col = 0; col < bits.length; col++) {
if (bits[col] != '1') continue;
for (int sy = 0; sy < scale; sy++) {
for (int sx = 0; sx < scale; sx++) {
final drawX = x + (col * scale) + sx;
final drawY = startY + (row * scale) + sy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
_buffer.pixels[drawY * width + drawX] = color;
}
}
}
}
}
x += (6 * scale);
}
}
void _drawMenuTextCentered(
String text,
int y,
int color, {
int scale = 1,
}) {
final textWidth = text.length * 6 * scale;
final x = ((width - textWidth) ~/ 2).clamp(0, width - 1);
_drawMenuText(text, x, y, color, scale: scale);
}
@override
FrameBuffer finalizeFrame() {
// If the player took damage, overlay a red tint across the 3D view
if (_engine.player.damageFlash > 0) {
if (!_engine.isDifficultySelectionPending &&
_engine.player.damageFlash > 0) {
_applyDamageFlash();
}
return _buffer; // Return the fully painted pixel array

View File

@@ -1,473 +0,0 @@
import 'dart:math' as math;
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
import 'package:wolf_3d_dart/wolf_3d_entities.dart';
abstract class Rasterizer<T> {
late List<double> zBuffer;
late int width;
late int height;
late int viewHeight;
/// A multiplier to adjust the width of sprites.
/// Pixel renderers usually keep this at 1.0.
/// ASCII renderers can override this (e.g., 0.6) to account for tall characters.
double get aspectMultiplier => 1.0;
/// A multiplier to counteract tall pixel formats (like 1:2 terminal fonts).
/// Defaults to 1.0 (no squish) for standard pixel rendering.
double get verticalStretch => 1.0;
/// The logical width of the projection area used for raycasting and sprites.
/// Most renderers use the full buffer width.
int get projectionWidth => width;
/// Horizontal offset of the projection area within the output buffer.
int get projectionOffsetX => 0;
/// The logical height of the 3D projection before a renderer maps rows to output pixels.
/// Most renderers use the visible view height. Terminal ASCII can override this to render
/// more vertical detail and collapse it into half-block glyphs.
int get projectionViewHeight => viewHeight;
/// Whether the current terminal dimensions are supported by this renderer.
/// Default renderers accept all sizes.
bool isTerminalSizeSupported(int columns, int rows) => true;
/// Human-readable requirement text used by the host app when size checks fail.
String get terminalSizeRequirement => 'Please resize your terminal window.';
/// The main entry point called by the game loop.
/// Orchestrates the mathematical rendering pipeline.
T render(WolfEngine engine) {
width = engine.frameBuffer.width;
height = engine.frameBuffer.height;
// The 3D view typically takes up the top 80% of the screen
viewHeight = (height * 0.8).toInt();
zBuffer = List.filled(projectionWidth, 0.0);
// 1. Setup the frame (clear screen, draw floor/ceiling)
prepareFrame(engine);
// 2. Do the heavy math for Raycasting Walls
_castWalls(engine);
// 3. Do the heavy math for Projecting Sprites
_castSprites(engine);
// 4. Draw 2D Overlays
drawWeapon(engine);
drawHud(engine);
// 5. Finalize and return the frame data (Buffer or String/List)
return finalizeFrame();
}
// ===========================================================================
// ABSTRACT METHODS (Implemented by the child renderers)
// ===========================================================================
/// Initialize buffers, clear the screen, and draw the floor/ceiling.
void prepareFrame(WolfEngine engine);
/// Draw a single vertical column of a wall.
void drawWallColumn(
int x,
int drawStart,
int drawEnd,
int columnHeight,
Sprite texture,
int texX,
double perpWallDist,
int side,
);
/// Draw a single vertical stripe of a sprite (enemy/item).
void drawSpriteStripe(
int stripeX,
int drawStartY,
int drawEndY,
int spriteHeight,
Sprite texture,
int texX,
double transformY,
);
/// Draw the player's weapon overlay at the bottom of the 3D view.
void drawWeapon(WolfEngine engine);
/// Draw the 2D status bar at the bottom 20% of the screen.
void drawHud(WolfEngine engine);
/// Return the finished frame (e.g., the FrameBuffer itself, or an ASCII list).
T finalizeFrame();
// ===========================================================================
// SHARED LIGHTING MATH
// ===========================================================================
/// Calculates depth-based lighting falloff (0.0 to 1.0).
/// While the original Wolf3D didn't use depth fog, this provides a great
/// atmospheric effect for custom renderers (like ASCII dithering).
double calculateDepthBrightness(double distance) {
return (10.0 / (distance + 2.0)).clamp(0.0, 1.0);
}
({double distance, int side, int hitWallId, double wallX})?
_intersectActivePushwall(
Player player,
Coordinate2D rayDir,
Pushwall activePushwall,
) {
double minX = activePushwall.x.toDouble();
double maxX = activePushwall.x + 1.0;
double minY = activePushwall.y.toDouble();
double maxY = activePushwall.y + 1.0;
if (activePushwall.dirX != 0) {
final double delta = activePushwall.dirX * activePushwall.offset;
minX += delta;
maxX += delta;
}
if (activePushwall.dirY != 0) {
final double delta = activePushwall.dirY * activePushwall.offset;
minY += delta;
maxY += delta;
}
const double epsilon = 1e-9;
double tMinX = double.negativeInfinity;
double tMaxX = double.infinity;
if (rayDir.x.abs() < epsilon) {
if (player.x < minX || player.x > maxX) {
return null;
}
} else {
final double tx1 = (minX - player.x) / rayDir.x;
final double tx2 = (maxX - player.x) / rayDir.x;
tMinX = math.min(tx1, tx2);
tMaxX = math.max(tx1, tx2);
}
double tMinY = double.negativeInfinity;
double tMaxY = double.infinity;
if (rayDir.y.abs() < epsilon) {
if (player.y < minY || player.y > maxY) {
return null;
}
} else {
final double ty1 = (minY - player.y) / rayDir.y;
final double ty2 = (maxY - player.y) / rayDir.y;
tMinY = math.min(ty1, ty2);
tMaxY = math.max(ty1, ty2);
}
final double entryDistance = math.max(tMinX, tMinY);
final double exitDistance = math.min(tMaxX, tMaxY);
if (exitDistance < 0 || entryDistance > exitDistance) {
return null;
}
final double hitDistance = entryDistance >= 0
? entryDistance
: exitDistance;
if (hitDistance < 0) {
return null;
}
final int side = tMinX > tMinY ? 0 : 1;
final double wallCoord = side == 0
? player.y + hitDistance * rayDir.y
: player.x + hitDistance * rayDir.x;
return (
distance: hitDistance,
side: side,
hitWallId: activePushwall.mapId,
wallX: wallCoord - wallCoord.floor(),
);
}
// ===========================================================================
// CORE ENGINE MATH (Shared across all renderers)
// ===========================================================================
void _castWalls(WolfEngine engine) {
final Player player = engine.player;
final SpriteMap map = engine.currentLevel;
final List<Sprite> wallTextures = engine.data.walls;
final int sceneWidth = projectionWidth;
final int sceneHeight = projectionViewHeight;
final Map<String, double> doorOffsets = engine.doorManager
.getOffsetsForRenderer();
final Pushwall? activePushwall = engine.pushwallManager.activePushwall;
final double fov = math.pi / 3;
Coordinate2D dir = Coordinate2D(
math.cos(player.angle),
math.sin(player.angle),
);
Coordinate2D plane = Coordinate2D(-dir.y, dir.x) * math.tan(fov / 2);
for (int x = 0; x < sceneWidth; x++) {
double cameraX = 2 * x / sceneWidth - 1.0;
Coordinate2D rayDir = dir + (plane * cameraX);
final pushwallHit = activePushwall == null
? null
: _intersectActivePushwall(player, rayDir, activePushwall);
int mapX = player.x.toInt();
int mapY = player.y.toInt();
double deltaDistX = (rayDir.x == 0) ? 1e30 : (1.0 / rayDir.x).abs();
double deltaDistY = (rayDir.y == 0) ? 1e30 : (1.0 / rayDir.y).abs();
double sideDistX, sideDistY, perpWallDist = 0.0;
int stepX, stepY, side = 0, hitWallId = 0;
bool hit = false, hitOutOfBounds = false, customDistCalculated = false;
double textureOffset = 0.0;
double? wallXOverride;
Set<String> ignoredDoors = {};
if (rayDir.x < 0) {
stepX = -1;
sideDistX = (player.x - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - player.x) * deltaDistX;
}
if (rayDir.y < 0) {
stepY = -1;
sideDistY = (player.y - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - player.y) * deltaDistY;
}
// DDA Loop
while (!hit) {
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
if (mapY < 0 ||
mapY >= map.length ||
mapX < 0 ||
mapX >= map[0].length) {
hit = true;
hitOutOfBounds = true;
} else if (map[mapY][mapX] > 0) {
if (activePushwall != null &&
mapX == activePushwall.x &&
mapY == activePushwall.y) {
continue;
}
String mapKey = '$mapX,$mapY';
// DOOR LOGIC
if (map[mapY][mapX] >= 90 && !ignoredDoors.contains(mapKey)) {
double currentOffset = doorOffsets[mapKey] ?? 0.0;
if (currentOffset > 0.0) {
double perpWallDistTemp = (side == 0)
? (sideDistX - deltaDistX)
: (sideDistY - deltaDistY);
double wallXTemp = (side == 0)
? player.y + perpWallDistTemp * rayDir.y
: player.x + perpWallDistTemp * rayDir.x;
wallXTemp -= wallXTemp.floor();
if (wallXTemp < currentOffset) {
ignoredDoors.add(mapKey);
continue; // Ray passes through the open part of the door
}
}
hit = true;
hitWallId = map[mapY][mapX];
textureOffset = currentOffset;
} else {
hit = true;
hitWallId = map[mapY][mapX];
}
}
}
if (hitOutOfBounds || !hit) {
if (pushwallHit == null) {
continue;
}
customDistCalculated = true;
perpWallDist = pushwallHit.distance;
side = pushwallHit.side;
hitWallId = pushwallHit.hitWallId;
wallXOverride = pushwallHit.wallX;
textureOffset = 0.0;
hit = true;
hitOutOfBounds = false;
}
if (!customDistCalculated) {
perpWallDist = (side == 0)
? (sideDistX - deltaDistX)
: (sideDistY - deltaDistY);
}
if (pushwallHit != null && pushwallHit.distance < perpWallDist) {
customDistCalculated = true;
perpWallDist = pushwallHit.distance;
side = pushwallHit.side;
hitWallId = pushwallHit.hitWallId;
wallXOverride = pushwallHit.wallX;
textureOffset = 0.0;
}
if (perpWallDist < 0.1) perpWallDist = 0.1;
// Save for sprite depth checks
zBuffer[x] = perpWallDist;
// Calculate Texture X Coordinate
double wallX =
wallXOverride ??
((side == 0)
? player.y + perpWallDist * rayDir.y
: player.x + perpWallDist * rayDir.x);
wallX -= wallX.floor();
int texNum;
if (hitWallId >= 90) {
texNum = 98.clamp(0, wallTextures.length - 1);
} else {
texNum = ((hitWallId - 1) * 2).clamp(0, wallTextures.length - 2);
if (side == 1) texNum += 1;
}
Sprite texture = wallTextures[texNum];
// Texture flipping for specific orientations
int texX = (((wallX - textureOffset) % 1.0) * 64).toInt().clamp(0, 63);
if (side == 0 && math.cos(player.angle) > 0) texX = 63 - texX;
if (side == 1 && math.sin(player.angle) < 0) texX = 63 - texX;
// Calculate drawing dimensions
int columnHeight = ((sceneHeight / perpWallDist) * verticalStretch)
.toInt();
int drawStart = (-columnHeight ~/ 2 + sceneHeight ~/ 2).clamp(
0,
sceneHeight,
);
int drawEnd = (columnHeight ~/ 2 + sceneHeight ~/ 2).clamp(
0,
sceneHeight,
);
// Tell the implementation to draw this column
drawWallColumn(
projectionOffsetX + x,
drawStart,
drawEnd,
columnHeight,
texture,
texX,
perpWallDist,
side,
);
}
}
void _castSprites(WolfEngine engine) {
final Player player = engine.player;
final List<Entity> activeSprites = List.from(engine.entities);
final int sceneWidth = projectionWidth;
final int sceneHeight = projectionViewHeight;
// Sort from furthest to closest (Painter's Algorithm)
activeSprites.sort((a, b) {
double distA = player.position.distanceTo(a.position);
double distB = player.position.distanceTo(b.position);
return distB.compareTo(distA);
});
Coordinate2D dir = Coordinate2D(
math.cos(player.angle),
math.sin(player.angle),
);
Coordinate2D plane =
Coordinate2D(-dir.y, dir.x) * math.tan((math.pi / 3) / 2);
for (Entity entity in activeSprites) {
Coordinate2D spritePos = entity.position - player.position;
double invDet = 1.0 / (plane.x * dir.y - dir.x * plane.y);
double transformX = invDet * (dir.y * spritePos.x - dir.x * spritePos.y);
double transformY =
invDet * (-plane.y * spritePos.x + plane.x * spritePos.y);
// Only process if the sprite is in front of the camera
if (transformY > 0) {
int spriteScreenX = ((sceneWidth / 2) * (1 + transformX / transformY))
.toInt();
int spriteHeight = ((sceneHeight / transformY).abs() * verticalStretch)
.toInt();
int displayedSpriteHeight =
((viewHeight / transformY).abs() * verticalStretch).toInt();
// Scale width based on the aspectMultiplier (useful for ASCII)
int spriteWidth =
(displayedSpriteHeight * aspectMultiplier / verticalStretch)
.toInt();
int drawStartY = -spriteHeight ~/ 2 + sceneHeight ~/ 2;
int drawEndY = spriteHeight ~/ 2 + sceneHeight ~/ 2;
int drawStartX = -spriteWidth ~/ 2 + spriteScreenX;
int drawEndX = spriteWidth ~/ 2 + spriteScreenX;
int clipStartX = math.max(0, drawStartX);
int clipEndX = math.min(sceneWidth, drawEndX);
int safeIndex = entity.spriteIndex.clamp(
0,
engine.data.sprites.length - 1,
);
Sprite texture = engine.data.sprites[safeIndex];
// Loop through the visible vertical stripes
for (int stripe = clipStartX; stripe < clipEndX; stripe++) {
// Check the Z-Buffer to see if a wall is in front of this stripe
if (transformY < zBuffer[stripe]) {
int texX = ((stripe - drawStartX) * 64 ~/ spriteWidth).clamp(0, 63);
// Tell the implementation to draw this stripe
drawSpriteStripe(
projectionOffsetX + stripe,
drawStartY,
drawEndY,
spriteHeight,
texture,
texX,
transformY,
);
}
}
}
}
}
/// Darkens a 32-bit 0xAABBGGRR color by roughly 30% without touching Alpha
int shadeColor(int color) {
int r = (color & 0xFF) * 7 ~/ 10;
int g = ((color >> 8) & 0xFF) * 7 ~/ 10;
int b = ((color >> 16) & 0xFF) * 7 ~/ 10;
return (0xFF000000) | (b << 16) | (g << 8) | r;
}
}

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import 'dart:math' as math;
import 'dart:typed_data';
import 'package:wolf_3d_dart/src/rasterizer/cli_rasterizer.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
class SixelRasterizer extends CliRasterizer<String> {
static const double _targetAspectRatio = 4 / 3;
static const int _defaultLineHeightPx = 18;
static const double _defaultCellWidthToHeight = 0.55;
static const int _minimumTerminalColumns = 117;
static const int _minimumTerminalRows = 34;
static const int _maxRenderWidth = 320;
static const int _maxRenderHeight = 240;
static const String _terminalTealBackground = '\x1b[48;2;0;150;136m';
late Uint8List _screen;
late WolfEngine _engine;
int _offsetColumns = 0;
int _offsetRows = 0;
int _outputWidth = 1;
int _outputHeight = 1;
bool _needsBackgroundClear = true;
FrameBuffer _createScaledBuffer(FrameBuffer terminalBuffer) {
final int previousOffsetColumns = _offsetColumns;
final int previousOffsetRows = _offsetRows;
final int previousOutputWidth = _outputWidth;
final int previousOutputHeight = _outputHeight;
final double fitScale = math.min(
terminalBuffer.width / _minimumTerminalColumns,
terminalBuffer.height / _minimumTerminalRows,
);
final int targetColumns = math.max(
1,
(_minimumTerminalColumns * fitScale).floor(),
);
final int targetRows = math.max(
1,
(_minimumTerminalRows * fitScale).floor(),
);
_offsetColumns = math.max(0, (terminalBuffer.width - targetColumns) ~/ 2);
_offsetRows = math.max(0, (terminalBuffer.height - targetRows) ~/ 2);
final int boundsPixelWidth = math.max(
1,
(targetColumns * _defaultLineHeightPx * _defaultCellWidthToHeight)
.floor(),
);
final int boundsPixelHeight = math.max(
1,
targetRows * _defaultLineHeightPx,
);
final double boundsAspect = boundsPixelWidth / boundsPixelHeight;
if (boundsAspect > _targetAspectRatio) {
_outputHeight = boundsPixelHeight;
_outputWidth = math.max(1, (_outputHeight * _targetAspectRatio).floor());
} else {
_outputWidth = boundsPixelWidth;
_outputHeight = math.max(1, (_outputWidth / _targetAspectRatio).floor());
}
if (_offsetColumns != previousOffsetColumns ||
_offsetRows != previousOffsetRows ||
_outputWidth != previousOutputWidth ||
_outputHeight != previousOutputHeight) {
_needsBackgroundClear = true;
}
final double renderScale = math.min(
1.0,
math.min(
_maxRenderWidth / _outputWidth,
_maxRenderHeight / _outputHeight,
),
);
final int renderWidth = math.max(1, (_outputWidth * renderScale).floor());
final int renderHeight = math.max(1, (_outputHeight * renderScale).floor());
return FrameBuffer(renderWidth, renderHeight);
}
@override
String render(WolfEngine engine) {
_engine = engine;
final FrameBuffer originalBuffer = engine.frameBuffer;
final FrameBuffer scaledBuffer = _createScaledBuffer(originalBuffer);
// We only need 8-bit indices for the 256 VGA colors
_screen = Uint8List(scaledBuffer.width * scaledBuffer.height);
engine.frameBuffer = scaledBuffer;
try {
return super.render(engine);
} finally {
engine.frameBuffer = originalBuffer;
}
}
@override
void prepareFrame(WolfEngine engine) {
// Top half is ceiling color index (25), bottom half is floor color index (29)
for (int y = 0; y < viewHeight; y++) {
int colorIndex = (y < viewHeight / 2) ? 25 : 29;
for (int x = 0; x < width; x++) {
_screen[y * width + x] = colorIndex;
}
}
}
@override
void drawWallColumn(
int x,
int drawStart,
int drawEnd,
int columnHeight,
Sprite texture,
int texX,
double perpWallDist,
int side,
) {
for (int y = drawStart; y < drawEnd; y++) {
double relativeY =
(y - (-columnHeight ~/ 2 + viewHeight ~/ 2)) / columnHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
// Note: Directional shading is omitted here to preserve strict VGA palette indices.
// Sixel uses a fixed 256-color palette, so real-time shading requires a lookup table.
_screen[y * width + x] = colorByte;
}
}
@override
void drawSpriteStripe(
int stripeX,
int drawStartY,
int drawEndY,
int spriteHeight,
Sprite texture,
int texX,
double transformY,
) {
for (
int y = math.max(0, drawStartY);
y < math.min(viewHeight, drawEndY);
y++
) {
double relativeY = (y - drawStartY) / spriteHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
// 255 is the "transparent" color index
if (colorByte != 255) {
_screen[y * width + stripeX] = colorByte;
}
}
}
@override
void drawWeapon(WolfEngine engine) {
int spriteIndex = engine.player.currentWeapon.getCurrentSpriteIndex(
engine.data.sprites.length,
);
Sprite weaponSprite = engine.data.sprites[spriteIndex];
int weaponWidth = (width * 0.5).toInt();
int weaponHeight = (viewHeight * 0.8).toInt();
int startX = (width ~/ 2) - (weaponWidth ~/ 2);
int startY =
viewHeight - weaponHeight + (engine.player.weaponAnimOffset ~/ 4);
for (int dy = 0; dy < weaponHeight; dy++) {
for (int dx = 0; dx < weaponWidth; dx++) {
int texX = (dx * 64 ~/ weaponWidth).clamp(0, 63);
int texY = (dy * 64 ~/ weaponHeight).clamp(0, 63);
int colorByte = weaponSprite.pixels[texX * 64 + texY];
if (colorByte != 255) {
int drawX = startX + dx;
int drawY = startY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < viewHeight) {
_screen[drawY * width + drawX] = colorByte;
}
}
}
}
}
@override
void drawHud(WolfEngine engine) {
int statusBarIndex = engine.data.vgaImages.indexWhere(
(img) => img.width == 320 && img.height == 40,
);
if (statusBarIndex == -1) return;
_blitVgaImage(engine.data.vgaImages[statusBarIndex], 0, 160);
_drawNumber(1, 32, 176, engine.data.vgaImages);
_drawNumber(engine.player.score, 96, 176, engine.data.vgaImages);
_drawNumber(3, 120, 176, engine.data.vgaImages);
_drawNumber(engine.player.health, 192, 176, engine.data.vgaImages);
_drawNumber(engine.player.ammo, 232, 176, engine.data.vgaImages);
_drawFace(engine);
_drawWeaponIcon(engine);
}
@override
String finalizeFrame() {
final String clearPrefix = _needsBackgroundClear
? '$_terminalTealBackground\x1b[2J\x1b[0m'
: '';
_needsBackgroundClear = false;
return '$clearPrefix\x1b[${_offsetRows + 1};${_offsetColumns + 1}H${toSixelString()}';
}
// ===========================================================================
// SIXEL ENCODER
// ===========================================================================
/// Converts the 8-bit index buffer into a standard Sixel sequence
String toSixelString() {
StringBuffer sb = StringBuffer();
// Start Sixel sequence (q = Sixel format)
sb.write('\x1bPq');
// 1. Define the Palette (and apply damage flash directly to the palette!)
double damageIntensity = _engine.player.damageFlash;
int redBoost = (150 * damageIntensity).toInt();
double colorDrop = 1.0 - (0.5 * damageIntensity);
for (int i = 0; i < 256; i++) {
int color = ColorPalette.vga32Bit[i];
int r = color & 0xFF;
int g = (color >> 8) & 0xFF;
int b = (color >> 16) & 0xFF;
if (damageIntensity > 0) {
r = (r + redBoost).clamp(0, 255);
g = (g * colorDrop).toInt().clamp(0, 255);
b = (b * colorDrop).toInt().clamp(0, 255);
}
// Sixel RGB ranges from 0 to 100
int sixelR = (r * 100) ~/ 255;
int sixelG = (g * 100) ~/ 255;
int sixelB = (b * 100) ~/ 255;
sb.write('#$i;2;$sixelR;$sixelG;$sixelB');
}
// 2. Encode scaled image in 6-pixel vertical bands.
for (int band = 0; band < _outputHeight; band += 6) {
Map<int, Uint8List> colorMap = {};
// Map out which pixels use which color in this 6px high band
for (int x = 0; x < _outputWidth; x++) {
for (int yOffset = 0; yOffset < 6; yOffset++) {
int y = band + yOffset;
if (y >= _outputHeight) break;
int colorIdx = _sampleScaledPixel(x, y);
if (!colorMap.containsKey(colorIdx)) {
colorMap[colorIdx] = Uint8List(_outputWidth);
}
// Set the bit corresponding to the vertical position (0-5)
colorMap[colorIdx]![x] |= (1 << yOffset);
}
}
// Write the encoded Sixel characters for each color present in the band
bool firstColor = true;
for (var entry in colorMap.entries) {
if (!firstColor) {
// Carriage return to overlay colors on the same band
sb.write('\$');
}
firstColor = false;
// Select color index
sb.write('#${entry.key}');
Uint8List cols = entry.value;
int currentVal = -1;
int runLength = 0;
// Run-Length Encoding (RLE) loop
for (int x = 0; x < _outputWidth; x++) {
int val = cols[x];
if (val == currentVal) {
runLength++;
} else {
if (runLength > 0) _writeSixelRle(sb, currentVal, runLength);
currentVal = val;
runLength = 1;
}
}
if (runLength > 0) _writeSixelRle(sb, currentVal, runLength);
}
if (band + 6 < _outputHeight) {
sb.write('-');
}
}
// End Sixel sequence
sb.write('\x1b\\');
return sb.toString();
}
int _sampleScaledPixel(int outX, int outY) {
final int srcX = ((((outX + 0.5) * width) / _outputWidth) - 0.5)
.round()
.clamp(
0,
width - 1,
);
final int srcY = ((((outY + 0.5) * height) / _outputHeight) - 0.5)
.round()
.clamp(
0,
height - 1,
);
return _screen[srcY * width + srcX];
}
void _writeSixelRle(StringBuffer sb, int value, int runLength) {
String char = String.fromCharCode(value + 63);
// Sixel RLE format: !<count><char> (only worth it if count > 3)
if (runLength > 3) {
sb.write('!$runLength$char');
} else {
sb.write(char * runLength);
}
}
// ===========================================================================
// PRIVATE HUD HELPERS (Adapted for 8-bit index buffer)
// ===========================================================================
void _blitVgaImage(VgaImage image, int startX, int startY) {
int planeWidth = image.width ~/ 4;
int planeSize = planeWidth * image.height;
final double scaleX = width / 320.0;
final double scaleY = height / 200.0;
final int destStartX = (startX * scaleX).toInt();
final int destStartY = (startY * scaleY).toInt();
final int destWidth = math.max(1, (image.width * scaleX).toInt());
final int destHeight = math.max(1, (image.height * scaleY).toInt());
for (int dy = 0; dy < destHeight; dy++) {
for (int dx = 0; dx < destWidth; dx++) {
int drawX = destStartX + dx;
int drawY = destStartY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
int srcX = (dx / scaleX).toInt().clamp(0, image.width - 1);
int srcY = (dy / scaleY).toInt().clamp(0, image.height - 1);
int plane = srcX % 4;
int sx = srcX ~/ 4;
int index = (plane * planeSize) + (srcY * planeWidth) + sx;
int colorByte = image.pixels[index];
if (colorByte != 255) {
_screen[drawY * width + drawX] = colorByte;
}
}
}
}
}
void _drawNumber(
int value,
int rightAlignX,
int startY,
List<VgaImage> vgaImages,
) {
const int zeroIndex = 96;
String numStr = value.toString();
int currentX = rightAlignX - (numStr.length * 8);
for (int i = 0; i < numStr.length; i++) {
int digit = int.parse(numStr[i]);
if (zeroIndex + digit < vgaImages.length) {
_blitVgaImage(vgaImages[zeroIndex + digit], currentX, startY);
}
currentX += 8;
}
}
void _drawFace(WolfEngine engine) {
int health = engine.player.health;
int faceIndex = (health <= 0)
? 127
: 106 + (((100 - health) ~/ 16).clamp(0, 6) * 3);
if (faceIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[faceIndex], 136, 164);
}
}
void _drawWeaponIcon(WolfEngine engine) {
int weaponIndex = 89;
if (engine.player.hasChainGun) {
weaponIndex = 91;
} else if (engine.player.hasMachineGun) {
weaponIndex = 90;
}
if (weaponIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[weaponIndex], 256, 164);
}
}
}

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@@ -1,265 +0,0 @@
import 'dart:math' as math;
import 'package:wolf_3d_dart/src/rasterizer/rasterizer.dart';
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
import 'package:wolf_3d_dart/wolf_3d_engine.dart';
class SoftwareRasterizer extends Rasterizer<FrameBuffer> {
late FrameBuffer _buffer;
late WolfEngine _engine;
// Intercept the base render call to store our references
@override
FrameBuffer render(WolfEngine engine) {
_engine = engine;
_buffer = engine.frameBuffer;
return super.render(engine);
}
@override
void prepareFrame(WolfEngine engine) {
// Top half is ceiling color (25), bottom half is floor color (29)
int ceilingColor = ColorPalette.vga32Bit[25];
int floorColor = ColorPalette.vga32Bit[29];
for (int y = 0; y < viewHeight; y++) {
int color = (y < viewHeight / 2) ? ceilingColor : floorColor;
for (int x = 0; x < width; x++) {
_buffer.pixels[y * width + x] = color;
}
}
}
@override
void drawWallColumn(
int x,
int drawStart,
int drawEnd,
int columnHeight,
Sprite texture,
int texX,
double perpWallDist,
int side,
) {
for (int y = drawStart; y < drawEnd; y++) {
// Calculate which Y pixel of the texture to sample
double relativeY =
(y - (-columnHeight ~/ 2 + viewHeight ~/ 2)) / columnHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
int pixelColor = ColorPalette.vga32Bit[colorByte];
// Darken Y-side walls for faux directional lighting
if (side == 1) {
pixelColor = shadeColor(pixelColor);
}
_buffer.pixels[y * width + x] = pixelColor;
}
}
@override
void drawSpriteStripe(
int stripeX,
int drawStartY,
int drawEndY,
int spriteHeight,
Sprite texture,
int texX,
double transformY,
) {
for (
int y = math.max(0, drawStartY);
y < math.min(viewHeight, drawEndY);
y++
) {
double relativeY = (y - drawStartY) / spriteHeight;
int texY = (relativeY * 64).toInt().clamp(0, 63);
int colorByte = texture.pixels[texX * 64 + texY];
// 255 is the "transparent" color index in VGA Wolfenstein
if (colorByte != 255) {
_buffer.pixels[y * width + stripeX] = ColorPalette.vga32Bit[colorByte];
}
}
}
@override
void drawWeapon(WolfEngine engine) {
int spriteIndex = engine.player.currentWeapon.getCurrentSpriteIndex(
engine.data.sprites.length,
);
Sprite weaponSprite = engine.data.sprites[spriteIndex];
int weaponWidth = (width * 0.5).toInt();
int weaponHeight = (viewHeight * 0.8).toInt();
int startX = (width ~/ 2) - (weaponWidth ~/ 2);
int startY =
viewHeight - weaponHeight + (engine.player.weaponAnimOffset ~/ 4);
for (int dy = 0; dy < weaponHeight; dy++) {
for (int dx = 0; dx < weaponWidth; dx++) {
int texX = (dx * 64 ~/ weaponWidth).clamp(0, 63);
int texY = (dy * 64 ~/ weaponHeight).clamp(0, 63);
int colorByte = weaponSprite.pixels[texX * 64 + texY];
if (colorByte != 255) {
int drawX = startX + dx;
int drawY = startY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < viewHeight) {
_buffer.pixels[drawY * width + drawX] =
ColorPalette.vga32Bit[colorByte];
}
}
}
}
}
@override
void drawHud(WolfEngine engine) {
int statusBarIndex = engine.data.vgaImages.indexWhere(
(img) => img.width == 320 && img.height == 40,
);
if (statusBarIndex == -1) return;
// 1. Draw Background
_blitVgaImage(engine.data.vgaImages[statusBarIndex], 0, 160);
// 2. Draw Stats (100% mathematically accurate right-aligned coordinates)
_drawNumber(1, 32, 176, engine.data.vgaImages); // Floor
_drawNumber(engine.player.score, 96, 176, engine.data.vgaImages); // Score
_drawNumber(3, 120, 176, engine.data.vgaImages); // Lives
_drawNumber(
engine.player.health,
192,
176,
engine.data.vgaImages,
); // Health
_drawNumber(engine.player.ammo, 232, 176, engine.data.vgaImages); // Ammo
// 3. Draw BJ's Face & Current Weapon
_drawFace(engine);
_drawWeaponIcon(engine);
}
@override
FrameBuffer finalizeFrame() {
// If the player took damage, overlay a red tint across the 3D view
if (_engine.player.damageFlash > 0) {
_applyDamageFlash();
}
return _buffer; // Return the fully painted pixel array
}
// ===========================================================================
// PRIVATE HELPER METHODS
// ===========================================================================
/// Maps the planar VGA image data directly to 32-bit pixels.
/// (Assuming a 1:1 scale, which is standard for the 320x200 software renderer).
void _blitVgaImage(VgaImage image, int startX, int startY) {
int planeWidth = image.width ~/ 4;
int planeSize = planeWidth * image.height;
for (int dy = 0; dy < image.height; dy++) {
for (int dx = 0; dx < image.width; dx++) {
int drawX = startX + dx;
int drawY = startY + dy;
if (drawX >= 0 && drawX < width && drawY >= 0 && drawY < height) {
int srcX = dx.clamp(0, image.width - 1);
int srcY = dy.clamp(0, image.height - 1);
int plane = srcX % 4;
int sx = srcX ~/ 4;
int index = (plane * planeSize) + (srcY * planeWidth) + sx;
int colorByte = image.pixels[index];
if (colorByte != 255) {
_buffer.pixels[drawY * width + drawX] =
ColorPalette.vga32Bit[colorByte];
}
}
}
}
}
void _drawNumber(
int value,
int rightAlignX,
int startY,
List<VgaImage> vgaImages,
) {
const int zeroIndex = 96;
String numStr = value.toString();
int currentX = rightAlignX - (numStr.length * 8);
for (int i = 0; i < numStr.length; i++) {
int digit = int.parse(numStr[i]);
if (zeroIndex + digit < vgaImages.length) {
_blitVgaImage(vgaImages[zeroIndex + digit], currentX, startY);
}
currentX += 8;
}
}
void _drawFace(WolfEngine engine) {
int health = engine.player.health;
int faceIndex;
if (health <= 0) {
faceIndex = 127; // Dead face
} else {
int healthTier = ((100 - health) ~/ 16).clamp(0, 6);
faceIndex = 106 + (healthTier * 3);
}
if (faceIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[faceIndex], 136, 164);
}
}
void _drawWeaponIcon(WolfEngine engine) {
int weaponIndex = 89; // Default to Pistol
if (engine.player.hasChainGun) {
weaponIndex = 91;
} else if (engine.player.hasMachineGun) {
weaponIndex = 90;
}
if (weaponIndex < engine.data.vgaImages.length) {
_blitVgaImage(engine.data.vgaImages[weaponIndex], 256, 164);
}
}
/// Tints the top 80% of the screen red based on player.damageFlash intensity
void _applyDamageFlash() {
// Grab the intensity (0.0 to 1.0)
double intensity = _engine.player.damageFlash;
// Calculate how much to boost red and drop green/blue
int redBoost = (150 * intensity).toInt();
double colorDrop = 1.0 - (0.5 * intensity);
for (int y = 0; y < viewHeight; y++) {
for (int x = 0; x < width; x++) {
int index = y * width + x;
int color = _buffer.pixels[index];
int r = color & 0xFF;
int g = (color >> 8) & 0xFF;
int b = (color >> 16) & 0xFF;
r = (r + redBoost).clamp(0, 255);
g = (g * colorDrop).toInt();
b = (b * colorDrop).toInt();
_buffer.pixels[index] = (0xFF000000) | (b << 16) | (g << 8) | r;
}
}
}
}

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/// Shared menu helpers for Wolf3D hosts.
library;
import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
/// Known VGA picture indexes used by the original Wolf3D control-panel menus.
///
/// Values below are picture-table indexes (not raw chunk ids).
/// For example, `C_CONTROLPIC` is chunk 26 in `GFXV_WL6.H`, so its picture
/// index is `26 - STARTPICS(3) = 23`.
abstract class WolfMenuPic {
static const int hBj = 0; // H_BJPIC
static const int hTopWindow = 3; // H_TOPWINDOWPIC
static const int cOptions = 7; // C_OPTIONSPIC
static const int cCursor1 = 8; // C_CURSOR1PIC
static const int cCursor2 = 9; // C_CURSOR2PIC
static const int cNotSelected = 10; // C_NOTSELECTEDPIC
static const int cSelected = 11; // C_SELECTEDPIC
static const int cBabyMode = 16; // C_BABYMODEPIC
static const int cEasy = 17; // C_EASYPIC
static const int cNormal = 18; // C_NORMALPIC
static const int cHard = 19; // C_HARDPIC
static const int cControl = 23; // C_CONTROLPIC
static const int cEpisode1 = 27; // C_EPISODE1PIC
static const int cEpisode2 = 28; // C_EPISODE2PIC
static const int cEpisode3 = 29; // C_EPISODE3PIC
static const int cEpisode4 = 30; // C_EPISODE4PIC
static const int cEpisode5 = 31; // C_EPISODE5PIC
static const int cEpisode6 = 32; // C_EPISODE6PIC
static const int statusBar = 83; // STATUSBARPIC
static const int title = 84; // TITLEPIC
static const int pg13 = 85; // PG13PIC
static const int credits = 86; // CREDITSPIC
static const int highScores = 87; // HIGHSCORESPIC
static const List<int> episodePics = [
cEpisode1,
cEpisode2,
cEpisode3,
cEpisode4,
cEpisode5,
cEpisode6,
];
}
/// Structured accessors for classic Wolf3D menu art.
class WolfClassicMenuArt {
final WolfensteinData data;
WolfClassicMenuArt(this.data);
int? _resolvedIndexOffset;
VgaImage? get controlBackground {
final preferred = mappedPic(WolfMenuPic.cControl);
if (_looksLikeMenuBackdrop(preferred)) {
return preferred;
}
// Older data layouts may shift/control-panel art around nearby indices.
for (int delta = -4; delta <= 4; delta++) {
final candidate = mappedPic(WolfMenuPic.cControl + delta);
if (_looksLikeMenuBackdrop(candidate)) {
return candidate;
}
}
return preferred;
}
VgaImage? get title => mappedPic(WolfMenuPic.title);
VgaImage? get heading => mappedPic(WolfMenuPic.hTopWindow);
VgaImage? get selectedMarker => mappedPic(WolfMenuPic.cSelected);
VgaImage? get unselectedMarker => mappedPic(WolfMenuPic.cNotSelected);
VgaImage? get optionsLabel => mappedPic(WolfMenuPic.cOptions);
VgaImage? get credits => mappedPic(WolfMenuPic.credits);
VgaImage? episodeOption(int episodeIndex) {
if (episodeIndex < 0 || episodeIndex >= WolfMenuPic.episodePics.length) {
return null;
}
return mappedPic(WolfMenuPic.episodePics[episodeIndex]);
}
VgaImage? difficultyOption(Difficulty difficulty) {
switch (difficulty) {
case Difficulty.baby:
return mappedPic(WolfMenuPic.cBabyMode);
case Difficulty.easy:
return mappedPic(WolfMenuPic.cEasy);
case Difficulty.medium:
return mappedPic(WolfMenuPic.cNormal);
case Difficulty.hard:
return mappedPic(WolfMenuPic.cHard);
}
}
/// Returns [index] after applying a detected version/layout offset.
VgaImage? mappedPic(int index) {
return pic(index + _indexOffset);
}
int get _indexOffset {
if (_resolvedIndexOffset != null) {
return _resolvedIndexOffset!;
}
// Retail and shareware generally place STATUSBAR/TITLE/PG13/CREDITS as a
// contiguous block. If files are from a different release, infer a shift.
for (int i = 0; i < data.vgaImages.length - 3; i++) {
final status = data.vgaImages[i];
if (!_looksLikeStatusBar(status)) {
continue;
}
final title = data.vgaImages[i + 1];
final pg13 = data.vgaImages[i + 2];
final credits = data.vgaImages[i + 3];
if (_looksLikeFullScreen(title) &&
_looksLikeFullScreen(pg13) &&
_looksLikeFullScreen(credits)) {
_resolvedIndexOffset = i - WolfMenuPic.statusBar;
return _resolvedIndexOffset!;
}
}
_resolvedIndexOffset = 0;
return 0;
}
bool _looksLikeStatusBar(VgaImage image) {
return image.width >= 280 && image.height >= 24 && image.height <= 64;
}
bool _looksLikeFullScreen(VgaImage image) {
return image.width >= 280 && image.height >= 140;
}
bool _looksLikeMenuBackdrop(VgaImage? image) {
if (image == null) {
return false;
}
return image.width >= 180 && image.height >= 100;
}
VgaImage? pic(int index) {
if (index < 0 || index >= data.vgaImages.length) {
return null;
}
final image = data.vgaImages[index];
// Ignore known gameplay HUD art in menu composition.
if (index == WolfMenuPic.statusBar + _indexOffset) {
return null;
}
if (image.width <= 0 || image.height <= 0) {
return null;
}
return image;
}
}

View File

@@ -21,6 +21,12 @@ class Wolf3d {
/// Shared engine audio backend used by menus and gameplay sessions.
final EngineAudio audio = WolfAudio();
/// Engine menu background color as 24-bit RGB.
int menuBackgroundRgb = 0x890000;
/// Engine menu panel color as 24-bit RGB.
int menuPanelRgb = 0x590002;
/// Shared Flutter input adapter reused by gameplay screens.
final Wolf3dFlutterInput input = Wolf3dFlutterInput();
@@ -41,6 +47,54 @@ class Wolf3d {
/// Index of the episode currently selected in the UI flow.
int get activeEpisode => _activeEpisode;
Difficulty? _activeDifficulty;
/// The difficulty applied when [launchEngine] creates a new session.
Difficulty? get activeDifficulty => _activeDifficulty;
/// Stores [difficulty] so the next [launchEngine] call uses it.
void setActiveDifficulty(Difficulty difficulty) {
_activeDifficulty = difficulty;
}
/// Clears any previously selected difficulty so the engine can prompt for one.
void clearActiveDifficulty() {
_activeDifficulty = null;
}
WolfEngine? _engine;
/// The most recently launched engine.
///
/// Throws a [StateError] until [launchEngine] has been called.
WolfEngine get engine {
if (_engine == null) {
throw StateError('No engine launched. Call launchEngine() first.');
}
return _engine!;
}
/// Creates and initializes a [WolfEngine] for the current session config.
///
/// Uses [activeGame], [activeEpisode], and [activeDifficulty]. Stores the
/// engine so it can be retrieved via [engine]. [onGameWon] is invoked when
/// the player completes the final level of the episode.
WolfEngine launchEngine({required void Function() onGameWon}) {
_engine = WolfEngine(
data: activeGame,
difficulty: _activeDifficulty,
startingEpisode: _activeEpisode,
frameBuffer: FrameBuffer(320, 200),
menuBackgroundRgb: menuBackgroundRgb,
menuPanelRgb: menuPanelRgb,
audio: audio,
input: input,
onGameWon: onGameWon,
);
_engine!.init();
return _engine!;
}
/// Sets the active episode for the current [activeGame].
void setActiveEpisode(int episodeIndex) {
if (_activeGame == null) {

View File

@@ -37,7 +37,12 @@ class Wolf3dFlutterInput extends Wolf3dInput {
LogicalKeyboardKey.controlLeft,
LogicalKeyboardKey.controlRight,
},
WolfInputAction.interact: {LogicalKeyboardKey.space},
WolfInputAction.interact: {
LogicalKeyboardKey.space,
LogicalKeyboardKey.enter,
LogicalKeyboardKey.numpadEnter,
},
WolfInputAction.back: {LogicalKeyboardKey.escape},
WolfInputAction.weapon1: {LogicalKeyboardKey.digit1},
WolfInputAction.weapon2: {LogicalKeyboardKey.digit2},
WolfInputAction.weapon3: {LogicalKeyboardKey.digit3},
@@ -52,6 +57,9 @@ class Wolf3dFlutterInput extends Wolf3dInput {
double _mouseDeltaX = 0.0;
double _mouseDeltaY = 0.0;
bool _previousMouseRightDown = false;
bool _queuedBack = false;
double? _queuedMenuTapX;
double? _queuedMenuTapY;
// Mouse-look is optional so touch or keyboard-only hosts can keep the same
// adapter without incurring accidental pointer-driven movement.
@@ -105,6 +113,17 @@ class Wolf3dFlutterInput extends Wolf3dInput {
}
}
/// Queues a one-frame back action, typically from system back gestures.
void queueBackAction() {
_queuedBack = true;
}
/// Queues a one-frame menu tap with normalized coordinates [0..1].
void queueMenuTap({required double x, required double y}) {
_queuedMenuTapX = x.clamp(0.0, 1.0);
_queuedMenuTapY = y.clamp(0.0, 1.0);
}
/// Returns whether any bound key for [action] is currently pressed.
bool _isActive(WolfInputAction action, Set<LogicalKeyboardKey> pressedKeys) {
return bindings[action]!.any((key) => pressedKeys.contains(key));
@@ -146,6 +165,11 @@ class Wolf3dFlutterInput extends Wolf3dInput {
_isNewlyPressed(WolfInputAction.interact, newlyPressedKeys) ||
(mouseLookEnabled && isMouseRightDown && !_previousMouseRightDown);
isBack =
_isNewlyPressed(WolfInputAction.back, newlyPressedKeys) || _queuedBack;
menuTapX = _queuedMenuTapX;
menuTapY = _queuedMenuTapY;
// Left click or Ctrl to fire
isFiring =
_isActive(WolfInputAction.fire, pressedKeys) ||
@@ -169,5 +193,8 @@ class Wolf3dFlutterInput extends Wolf3dInput {
// weapon switching only fire once per physical key press.
_previousKeys = Set.from(pressedKeys);
_previousMouseRightDown = isMouseRightDown;
_queuedBack = false;
_queuedMenuTapX = null;
_queuedMenuTapY = null;
}
}

View File

@@ -36,7 +36,9 @@ class _WolfAsciiRendererState extends BaseWolfRendererState<WolfAsciiRenderer> {
}
@override
Color get scaffoldColor => const Color.fromARGB(255, 4, 64, 64);
Color get scaffoldColor => widget.engine.isDifficultySelectionPending
? _colorFromRgb(widget.engine.menuBackgroundRgb)
: const Color.fromARGB(255, 4, 64, 64);
@override
void performRender() {
@@ -51,6 +53,10 @@ class _WolfAsciiRendererState extends BaseWolfRendererState<WolfAsciiRenderer> {
? const SizedBox.shrink()
: AsciiFrameWidget(frameData: _asciiFrame);
}
Color _colorFromRgb(int rgb) {
return Color(0xFF000000 | (rgb & 0x00FFFFFF));
}
}
/// Paints a pre-rasterized ASCII frame using grouped text spans per color run.

View File

@@ -41,7 +41,9 @@ class _WolfFlutterRendererState
}
@override
Color get scaffoldColor => const Color.fromARGB(255, 4, 64, 64);
Color get scaffoldColor => widget.engine.isDifficultySelectionPending
? _colorFromRgb(widget.engine.menuBackgroundRgb)
: const Color.fromARGB(255, 4, 64, 64);
@override
void performRender() {
@@ -85,4 +87,8 @@ class _WolfFlutterRendererState
),
);
}
Color _colorFromRgb(int rgb) {
return Color(0xFF000000 | (rgb & 0x00FFFFFF));
}
}