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/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'; class WolfRenderer extends StatefulWidget { const WolfRenderer({super.key}); @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; @override void initState() { super.initState(); _initGame(); } Future _initGame() async { // 1. Load the entire WAD/WL1 data gameMap = 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 for (int y = 0; y < 64; y++) { for (int x = 0; x < 64; x++) { int objId = objectLevel[y][x]; // In Wolf3D, IDs 19-22 represent the player's spawn point and facing direction. if (objId >= 19 && objId <= 22) { // Place the player perfectly in the center of the block player = (x: x + 0.5, y: y + 0.5); // Map the ID to standard radians switch (objId) { case 19: playerAngle = 3 * math.pi / 2; // North (Facing up the Y-axis) case 20: playerAngle = 0.0; // East (Facing right) case 21: playerAngle = math.pi / 2; // South (Facing down) case 22: playerAngle = math.pi; // West (Facing left) } } } } // 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; } } void _tick(Duration elapsed) { const double moveSpeed = 0.12; const double turnSpeed = 0.08; double moveStepX = 0; double moveStepY = 0; final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed; // 1. Calculate intended movement amounts 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; } // 2. Handle Turning 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; // 3. Wall Sliding Collision (with Hitbox Margin!) // A 0.3 margin keeps the camera plane safely out of the walls const double margin = 0.3; double newX = player.x + moveStepX; // Check the edge of our hitbox, not just the center point int checkX = (moveStepX > 0) ? (newX + margin).toInt() : (newX - margin).toInt(); // Try to move along the X axis if (currentLevel[player.y.toInt()][checkX] == 0) { player = (x: newX, y: player.y); } double newY = player.y + moveStepY; int checkY = (moveStepY > 0) ? (newY + margin).toInt() : (newY - margin).toInt(); // Try to move along the Y axis if (currentLevel[checkY][player.x.toInt()] == 0) { player = (x: player.x, y: newY); } // 4. DOOR INTERACTION LOGIC 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) { int targetBlock = currentLevel[targetY][targetX]; if (targetBlock >= 90) { currentLevel[targetY][targetX] = 0; } } } _spaceWasPressed = isSpacePressed; setState(() {}); } @override Widget build(BuildContext context) { if (_isLoading) { return const Center(child: CircularProgressIndicator(color: Colors.teal)); } 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, ), ); }, ), ), ); } }