import 'dart:math' as math; import 'package:flutter/material.dart'; import 'package:flutter/scheduler.dart'; import 'package:flutter/services.dart'; import 'package:wolf_dart/classes/difficulty.dart'; import 'package:wolf_dart/classes/entity.dart'; import 'package:wolf_dart/classes/linear_coordinates.dart'; import 'package:wolf_dart/classes/matrix.dart'; import 'package:wolf_dart/features/map/wolf_map.dart'; import 'package:wolf_dart/features/renderer/raycast_painter.dart'; import 'package:wolf_dart/sprite_gallery.dart'; class WolfRenderer extends StatefulWidget { const WolfRenderer({ super.key, required this.difficulty, this.showSpriteGallery = false, this.isDemo = true, }); final Difficulty difficulty; final bool showSpriteGallery; final bool isDemo; @override State createState() => _WolfRendererState(); } class _WolfRendererState extends State with SingleTickerProviderStateMixin { late Ticker _gameLoop; final FocusNode _focusNode = FocusNode(); late WolfMap gameMap; late Matrix currentLevel; final double fov = math.pi / 3; late LinearCoordinates player; late double playerAngle; bool _isLoading = true; bool _spaceWasPressed = false; List entities = []; // Track door animations // Key is "X,Y" coordinate. Value is how far open it is (0.0 to 1.0) Map doorOffsets = {}; Map doorStates = {}; // 1 = opening, 2 = fully open @override void initState() { super.initState(); _initGame(demo: widget.isDemo); } Future _initGame({bool demo = true}) async { // 1. Load the entire WL1 (demo)/WL6 (retail) data gameMap = demo ? await WolfMap.loadDemo() : await WolfMap.load(); // 2. Extract Level 1 (E1M1) currentLevel = gameMap.levels[0].wallGrid; final Matrix objectLevel = gameMap.levels[0].objectGrid; // 1. SCAN FOR PLAYER SPAWN & ENTITIES for (int y = 0; y < 64; y++) { for (int x = 0; x < 64; x++) { int objId = objectLevel[y][x]; // Player Spawn if (objId >= 19 && objId <= 22) { player = (x: x + 0.5, y: y + 0.5); switch (objId) { case 19: playerAngle = 3 * math.pi / 2; case 20: playerAngle = 0.0; case 21: playerAngle = math.pi / 2; case 22: playerAngle = math.pi; } } // NEW: Populate the Entities! else if (objId >= 23 && objId <= 70) { int calculatedSpriteIndex = objId - 21; if (calculatedSpriteIndex >= 0 && calculatedSpriteIndex < gameMap.sprites.length) { entities.add( Entity( x: x + 0.5, y: y + 0.5, spriteIndex: calculatedSpriteIndex, state: EntityState.staticObj, mapId: objId, ), ); } } // NEW: The Dead Guard (FIXED INDEX) else if (objId == 124) { if (95 < gameMap.sprites.length) { entities.add( Entity( x: x + 0.5, y: y + 0.5, spriteIndex: 95, state: EntityState.dead, mapId: objId, ), ); } } else if (_isGuardForDifficulty(objId)) { if (50 < gameMap.sprites.length) { entities.add( Entity( x: x + 0.5, y: y + 0.5, spriteIndex: 50, // Front-facing Brown Guard state: EntityState.idle, mapId: objId, ), ); } } } } // 2. CLEAN UP WALLS / PRESERVE DOORS for (int y = 0; y < 64; y++) { for (int x = 0; x < 64; x++) { int id = currentLevel[y][x]; if ((id >= 1 && id <= 63) || (id >= 90 && id <= 101)) { // Leave walls and doors solid } else { currentLevel[y][x] = 0; } } } // 4. Start the game! _bumpPlayerIfStuck(); _gameLoop = createTicker(_tick)..start(); _focusNode.requestFocus(); setState(() { _isLoading = false; }); } @override void dispose() { _gameLoop.dispose(); _focusNode.dispose(); super.dispose(); } void _bumpPlayerIfStuck() { int pX = player.x.toInt(); int pY = player.y.toInt(); if (pY < 0 || pY >= currentLevel.length || pX < 0 || pX >= currentLevel[0].length || currentLevel[pY][pX] > 0) { double shortestDist = double.infinity; LinearCoordinates nearestSafeSpot = (x: 1.5, y: 1.5); for (int y = 0; y < currentLevel.length; y++) { for (int x = 0; x < currentLevel[y].length; x++) { if (currentLevel[y][x] == 0) { double safeX = x + 0.5; double safeY = y + 0.5; double dist = math.sqrt( math.pow(safeX - player.x, 2) + math.pow(safeY - player.y, 2), ); if (dist < shortestDist) { shortestDist = dist; nearestSafeSpot = (x: safeX, y: safeY); } } } } player = nearestSafeSpot; } } bool _isWalkable(int x, int y) { if (currentLevel[y][x] == 0) return true; // Empty space if (currentLevel[y][x] >= 90) { String key = '$x,$y'; // Allow the player to walk through if the door is > 70% open if (doorOffsets[key] != null && doorOffsets[key]! > 0.7) { return true; } } return false; } void _tick(Duration elapsed) { const double moveSpeed = 0.12; const double turnSpeed = 0.08; // 1. ANIMATE DOORS doorStates.forEach((key, state) { if (state == 1) { // If opening doorOffsets[key] = (doorOffsets[key] ?? 0.0) + 0.02; // Slide speed if (doorOffsets[key]! >= 1.0) { doorOffsets[key] = 1.0; doorStates[key] = 2; // Mark as fully open } } }); double moveStepX = 0; double moveStepY = 0; final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed; if (pressedKeys.contains(LogicalKeyboardKey.keyW)) { moveStepX += math.cos(playerAngle) * moveSpeed; moveStepY += math.sin(playerAngle) * moveSpeed; } if (pressedKeys.contains(LogicalKeyboardKey.keyS)) { moveStepX -= math.cos(playerAngle) * moveSpeed; moveStepY -= math.sin(playerAngle) * moveSpeed; } if (pressedKeys.contains(LogicalKeyboardKey.keyA)) { playerAngle -= turnSpeed; } if (pressedKeys.contains(LogicalKeyboardKey.keyD)) { playerAngle += turnSpeed; } if (playerAngle < 0) playerAngle += 2 * math.pi; if (playerAngle > 2 * math.pi) playerAngle -= 2 * math.pi; // 2. UPDATED WALL COLLISION const double margin = 0.3; double newX = player.x + moveStepX; int checkX = (moveStepX > 0) ? (newX + margin).toInt() : (newX - margin).toInt(); if (_isWalkable(checkX, player.y.toInt())) { player = (x: newX, y: player.y); } double newY = player.y + moveStepY; int checkY = (moveStepY > 0) ? (newY + margin).toInt() : (newY - margin).toInt(); if (_isWalkable(player.x.toInt(), checkY)) { player = (x: player.x, y: newY); } // 3. UPDATED DOOR INTERACTION bool isSpacePressed = pressedKeys.contains(LogicalKeyboardKey.space); if (isSpacePressed && !_spaceWasPressed) { int targetX = (player.x + math.cos(playerAngle)).toInt(); int targetY = (player.y + math.sin(playerAngle)).toInt(); if (targetY > 0 && targetY < currentLevel.length && targetX > 0 && targetX < currentLevel[0].length) { if (currentLevel[targetY][targetX] >= 90) { String key = '$targetX,$targetY'; // Start the animation if it isn't already opening! if (!doorStates.containsKey(key) || doorStates[key] == 0) { doorStates[key] = 1; } } } } _spaceWasPressed = isSpacePressed; setState(() {}); } bool _isGuardForDifficulty(int objId) { switch (widget.difficulty.level) { case 0: // Baby return objId >= 108 && objId <= 115; case 1: // Easy return objId >= 144 && objId <= 151; case 2: // Normal return objId >= 180 && objId <= 187; case 3: // Hard return objId >= 216 && objId <= 223; default: return false; } } @override Widget build(BuildContext context) { if (_isLoading) { return const Center(child: CircularProgressIndicator(color: Colors.teal)); } if (widget.showSpriteGallery) { return SpriteGallery(sprites: gameMap.sprites); } return Scaffold( backgroundColor: Colors.black, body: KeyboardListener( focusNode: _focusNode, autofocus: true, onKeyEvent: (_) {}, child: LayoutBuilder( builder: (context, constraints) { return CustomPaint( size: Size(constraints.maxWidth, constraints.maxHeight), painter: RaycasterPainter( map: currentLevel, textures: gameMap.textures, player: player, playerAngle: playerAngle, fov: fov, doorOffsets: doorOffsets, entities: entities, sprites: gameMap.sprites, ), ); }, ), ), ); } }