Starting to move data loader to its own package
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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7
packages/wolf_3d_data/.gitignore
vendored
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packages/wolf_3d_data/.gitignore
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# https://dart.dev/guides/libraries/private-files
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# Created by `dart pub`
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.dart_tool/
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# Avoid committing pubspec.lock for library packages; see
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# https://dart.dev/guides/libraries/private-files#pubspeclock.
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pubspec.lock
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3
packages/wolf_3d_data/CHANGELOG.md
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packages/wolf_3d_data/CHANGELOG.md
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## 1.0.0
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- Initial version.
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packages/wolf_3d_data/README.md
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packages/wolf_3d_data/README.md
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<!--
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This README describes the package. If you publish this package to pub.dev,
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this README's contents appear on the landing page for your package.
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For information about how to write a good package README, see the guide for
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[writing package pages](https://dart.dev/tools/pub/writing-package-pages).
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For general information about developing packages, see the Dart guide for
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[creating packages](https://dart.dev/guides/libraries/create-packages)
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and the Flutter guide for
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[developing packages and plugins](https://flutter.dev/to/develop-packages).
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-->
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TODO: Put a short description of the package here that helps potential users
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know whether this package might be useful for them.
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## Features
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TODO: List what your package can do. Maybe include images, gifs, or videos.
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## Getting started
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TODO: List prerequisites and provide or point to information on how to
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start using the package.
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## Usage
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TODO: Include short and useful examples for package users. Add longer examples
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to `/example` folder.
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```dart
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const like = 'sample';
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```
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## Additional information
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TODO: Tell users more about the package: where to find more information, how to
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contribute to the package, how to file issues, what response they can expect
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from the package authors, and more.
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30
packages/wolf_3d_data/analysis_options.yaml
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packages/wolf_3d_data/analysis_options.yaml
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# This file configures the static analysis results for your project (errors,
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# warnings, and lints).
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#
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# This enables the 'recommended' set of lints from `package:lints`.
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# This set helps identify many issues that may lead to problems when running
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# or consuming Dart code, and enforces writing Dart using a single, idiomatic
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# style and format.
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#
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# If you want a smaller set of lints you can change this to specify
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# 'package:lints/core.yaml'. These are just the most critical lints
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# (the recommended set includes the core lints).
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# The core lints are also what is used by pub.dev for scoring packages.
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include: package:lints/recommended.yaml
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# Uncomment the following section to specify additional rules.
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# linter:
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# rules:
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# - camel_case_types
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# analyzer:
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# exclude:
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# - path/to/excluded/files/**
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# For more information about the core and recommended set of lints, see
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# https://dart.dev/go/core-lints
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# For additional information about configuring this file, see
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# https://dart.dev/guides/language/analysis-options
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3
packages/wolf_3d_data/lib/src/classes/level.dart
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packages/wolf_3d_data/lib/src/classes/level.dart
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import 'matrix.dart';
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typedef Level = Matrix<int>;
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packages/wolf_3d_data/lib/src/classes/matrix.dart
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packages/wolf_3d_data/lib/src/classes/matrix.dart
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typedef Matrix<T> = List<List<T>>;
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packages/wolf_3d_data/lib/src/classes/sprite.dart
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packages/wolf_3d_data/lib/src/classes/sprite.dart
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import 'matrix.dart';
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typedef Sprite = Matrix<int>;
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142
packages/wolf_3d_data/lib/src/vswap_parser.dart
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packages/wolf_3d_data/lib/src/vswap_parser.dart
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import 'dart:typed_data';
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import 'classes/sprite.dart';
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class VswapParser {
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/// Extracts the 64x64 wall textures from VSWAP.WL1
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static List<Sprite> parseWalls(ByteData vswap) {
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// 1. Read Header
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int chunks = vswap.getUint16(0, Endian.little);
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int spriteStart = vswap.getUint16(2, Endian.little);
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// int soundStart = vswap.getUint16(4, Endian.little); // We don't need this yet
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// 2. Read Offsets (Where does each chunk start in the file?)
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List<int> offsets = [];
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for (int i = 0; i < spriteStart; i++) {
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offsets.add(vswap.getUint32(6 + (i * 4), Endian.little));
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}
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// 3. Extract the Wall Textures
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List<Sprite> textures = [];
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// Walls are chunks 0 through (spriteStart - 1)
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for (int i = 0; i < spriteStart; i++) {
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int offset = offsets[i];
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if (offset == 0) continue; // Empty chunk
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// Walls are always exactly 64x64 pixels (4096 bytes)
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// Note: Wolf3D stores pixels in COLUMN-MAJOR order (Top to bottom, then left to right)
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Sprite texture = List.generate(64, (_) => List.filled(64, 0));
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for (int x = 0; x < 64; x++) {
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for (int y = 0; y < 64; y++) {
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int byteIndex = offset + (x * 64) + y;
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texture[x][y] = vswap.getUint8(byteIndex);
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}
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}
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textures.add(texture);
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}
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return textures;
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}
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/// Extracts the compiled scaled sprites from VSWAP.WL1
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static List<Sprite> parseSprites(ByteData vswap) {
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int chunks = vswap.getUint16(0, Endian.little);
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int spriteStart = vswap.getUint16(2, Endian.little);
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int soundStart = vswap.getUint16(4, Endian.little);
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List<int> offsets = [];
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for (int i = 0; i < chunks; i++) {
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offsets.add(vswap.getUint32(6 + (i * 4), Endian.little));
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}
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List<Sprite> sprites = [];
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// Sprites are located between the walls and the sounds
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for (int i = spriteStart; i < soundStart; i++) {
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int offset = offsets[i];
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if (offset == 0) continue; // Some chunks are empty placeholders
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// Initialize the 64x64 grid with 255 (The Magenta Transparency Color!)
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Sprite sprite = List.generate(64, (_) => List.filled(64, 255));
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int leftPix = vswap.getUint16(offset, Endian.little);
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int rightPix = vswap.getUint16(offset + 2, Endian.little);
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// Read the offsets for each vertical column of the sprite
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List<int> colOffsets = [];
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for (int x = leftPix; x <= rightPix; x++) {
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colOffsets.add(
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vswap.getUint16(offset + 4 + ((x - leftPix) * 2), Endian.little),
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);
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}
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for (int x = leftPix; x <= rightPix; x++) {
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int colOffset = colOffsets[x - leftPix];
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if (colOffset == 0) continue;
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int cmdOffset = offset + colOffset;
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// Execute the column drawing commands
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while (true) {
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int endY = vswap.getUint16(cmdOffset, Endian.little);
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if (endY == 0) break; // 0 marks the end of the column
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endY ~/= 2; // Wolf3D stores Y coordinates multiplied by 2
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int pixelOfs = vswap.getUint16(cmdOffset + 2, Endian.little);
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int startY = vswap.getUint16(cmdOffset + 4, Endian.little);
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startY ~/= 2;
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for (int y = startY; y < endY; y++) {
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// The Carmack 286 Hack: pixelOfs + y gives the exact byte address!
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sprite[x][y] = vswap.getUint8(offset + pixelOfs + y);
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}
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cmdOffset += 6; // Move to the next 6-byte instruction
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}
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}
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sprites.add(sprite);
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}
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return sprites;
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}
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/// Extracts digitized sound effects (PCM Audio) from VSWAP.WL1
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static List<Uint8List> parseSounds(ByteData vswap) {
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int chunks = vswap.getUint16(0, Endian.little);
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int soundStart = vswap.getUint16(4, Endian.little);
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List<int> offsets = [];
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List<int> lengths = [];
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// Offsets are 32-bit integers starting at byte 6
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for (int i = 0; i < chunks; i++) {
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offsets.add(vswap.getUint32(6 + (i * 4), Endian.little));
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}
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// Lengths are 16-bit integers immediately following the offset array
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int lengthStart = 6 + (chunks * 4);
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for (int i = 0; i < chunks; i++) {
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lengths.add(vswap.getUint16(lengthStart + (i * 2), Endian.little));
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}
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List<Uint8List> sounds = [];
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// Sounds start after the sprites and go to the end of the chunks
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for (int i = soundStart; i < chunks; i++) {
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int offset = offsets[i];
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int length = lengths[i];
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if (offset == 0 || length == 0) {
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sounds.add(Uint8List(0)); // Empty placeholder
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continue;
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}
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// Extract the raw 8-bit PCM audio bytes
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final soundData = vswap.buffer.asUint8List(offset, length);
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sounds.add(soundData);
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}
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return sounds;
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}
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}
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8
packages/wolf_3d_data/lib/wolf_3d_data.dart
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packages/wolf_3d_data/lib/wolf_3d_data.dart
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/// Support for doing something awesome.
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///
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/// More dartdocs go here.
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library;
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export 'src/classes/level.dart' show Level;
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export 'src/classes/sprite.dart' show Sprite;
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export 'src/vswap_parser.dart' show VswapParser;
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packages/wolf_3d_data/pubspec.yaml
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packages/wolf_3d_data/pubspec.yaml
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name: wolf_3d_data
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description: A starting point for Dart libraries or applications.
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version: 1.0.0
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# repository: https://github.com/my_org/my_repo
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environment:
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sdk: ^3.11.1
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resolution: workspace
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dev_dependencies:
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lints: ^6.0.0
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test: ^1.25.6
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