Files
wolf_dart/lib/features/renderer/renderer.dart
2026-03-13 21:03:34 +01:00

487 lines
14 KiB
Dart

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/difficulty/difficulty.dart';
import 'package:wolf_dart/features/entities/collectible.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/entities/entity_registry.dart';
import 'package:wolf_dart/features/map/wolf_map.dart';
import 'package:wolf_dart/features/player/player.dart';
import 'package:wolf_dart/features/renderer/raycast_painter.dart';
import 'package:wolf_dart/features/renderer/weapon_painter.dart';
import 'package:wolf_dart/features/ui/hud.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<WolfRenderer> createState() => _WolfRendererState();
}
class _WolfRendererState extends State<WolfRenderer>
with SingleTickerProviderStateMixin {
late Ticker _gameLoop;
final FocusNode _focusNode = FocusNode();
late WolfMap gameMap;
late Matrix<int> currentLevel;
final double fov = math.pi / 3;
late Player player;
bool _isLoading = true;
bool _spaceWasPressed = false;
double damageFlashOpacity = 0.0;
List<Entity> entities = [];
// Track door animations
// Key is "X,Y" coordinate. Value is how far open it is (0.0 to 1.0)
Map<String, double> doorOffsets = {};
Map<String, int> doorStates = {}; // 1 = opening, 2 = fully open
double moveStepX = 0;
double moveStepY = 0;
@override
void initState() {
super.initState();
_initGame(demo: widget.isDemo);
}
Future<void> _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<int> 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) {
double spawnAngle = 0.0;
switch (objId) {
case 19:
spawnAngle = 3 * math.pi / 2;
break;
case 20:
spawnAngle = 0.0;
break;
case 21:
spawnAngle = math.pi / 2;
break;
case 22:
spawnAngle = math.pi;
break;
}
player = Player(
x: x + 0.5,
y: y + 0.5,
angle: spawnAngle,
);
} else {
Entity? newEntity = EntityRegistry.spawn(
objId,
x + 0.5,
y + 0.5,
widget.difficulty.level,
gameMap.sprites.length,
);
if (newEntity != null) {
entities.add(newEntity);
}
}
}
}
// 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.x = nearestSafeSpot.x;
player.y = nearestSafeSpot.y;
}
}
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;
// Reset steps each tick before calculation
moveStepX = 0;
moveStepY = 0;
// 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
}
}
});
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
moveStepX += math.cos(player.angle) * moveSpeed;
moveStepY += math.sin(player.angle) * moveSpeed;
}
if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
moveStepX -= math.cos(player.angle) * moveSpeed;
moveStepY -= math.sin(player.angle) * moveSpeed;
}
if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
player.angle -= turnSpeed;
}
if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
player.angle += turnSpeed;
}
if (player.angle < 0) player.angle += 2 * math.pi;
if (player.angle > 2 * math.pi) player.angle -= 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;
}
double newY = player.y + moveStepY;
int checkY = (moveStepY > 0)
? (newY + margin).toInt()
: (newY - margin).toInt();
if (_isWalkable(player.x.toInt(), checkY)) {
player.y = newY;
}
// 3. UPDATED DOOR INTERACTION
bool isSpacePressed = pressedKeys.contains(LogicalKeyboardKey.space);
if (isSpacePressed && !_spaceWasPressed) {
int targetX = (player.x + math.cos(player.angle)).toInt();
int targetY = (player.y + math.sin(player.angle)).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;
// --- 4. UPDATE ENTITY LOGIC ---
List<Entity> itemsToRemove = []; // Collect items to delete after the loop
for (Entity entity in entities) {
if (entity is Enemy) {
entity.update(
elapsedMs: elapsed.inMilliseconds,
player: player.position,
isWalkable: _isWalkable,
onDamagePlayer: _takeDamage,
);
}
// NEW: Add Collectible Interaction Logic
else if (entity is Collectible) {
double dx = player.x - entity.x;
double dy = player.y - entity.y;
double dist = math.sqrt(dx * dx + dy * dy);
// If player is close enough to the item
if (dist < 0.5) {
if (player.tryPickup(entity)) {
itemsToRemove.add(entity);
}
}
}
}
// Remove the items that were successfully picked up
if (itemsToRemove.isNotEmpty) {
setState(() {
entities.removeWhere((e) => itemsToRemove.contains(e));
});
}
// 5. Weapon
// Update weapon animation and check for flash frame
bool shouldCheckHit = player.updateWeapon(elapsed.inMilliseconds);
if (shouldCheckHit) {
_performRaycastAttack(elapsed);
}
// Input to trigger firing
if (pressedKeys.contains(LogicalKeyboardKey.controlLeft) &&
!_spaceWasPressed) {
player.fire(elapsed.inMilliseconds);
}
// Fade out the damage flash smoothly
if (damageFlashOpacity > 0) {
damageFlashOpacity = math.max(0.0, damageFlashOpacity - 0.05);
}
setState(() {});
}
// A helper method to handle getting shot
void _takeDamage(int damage) {
player.takeDamage(damage);
damageFlashOpacity = 0.5;
}
void _performRaycastAttack(Duration elapsed) {
Enemy? closestEnemy;
double minDistance = 15.0; // Maximum range of the gun
for (Entity entity in entities) {
if (entity is Enemy && entity.state != EntityState.dead) {
// 1. Calculate the angle from player to enemy
double dx = entity.x - player.x;
double dy = entity.y - player.y;
double angleToEnemy = math.atan2(dy, dx);
// 2. Check if that angle is close to our player's aiming angle
double angleDiff = player.angle - angleToEnemy;
while (angleDiff <= -math.pi) angleDiff += 2 * math.pi;
while (angleDiff > math.pi) angleDiff -= 2 * math.pi;
// 3. Simple bounding box check (approx 0.4 units wide)
double dist = math.sqrt(dx * dx + dy * dy);
double threshold =
0.2 / dist; // Smaller threshold as they get further away
if (angleDiff.abs() < threshold) {
// 4. Ensure there is no wall between you and the enemy
if (_hasLineOfSightToEnemy(entity, dist)) {
if (dist < minDistance) {
minDistance = dist;
closestEnemy = entity;
}
}
}
}
}
if (closestEnemy != null) {
closestEnemy.takeDamage(
player.currentWeapon.damage,
elapsed.inMilliseconds,
);
// If the shot was fatal, reward the player
if (closestEnemy.state == EntityState.dead) {
player.score += 100;
}
}
}
bool _hasLineOfSightToEnemy(Enemy enemy, double distance) {
double dirX = math.cos(player.angle);
double dirY = math.sin(player.angle);
for (double i = 0.5; i < distance; i += 0.2) {
int checkX = (player.x + dirX * i).toInt();
int checkY = (player.y + dirY * i).toInt();
if (!_isWalkable(checkX, checkY)) return false;
}
return true;
}
@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: Column(
children: [
// Game view
Expanded(
child: LayoutBuilder(
builder: (context, constraints) {
return Stack(
children: [
CustomPaint(
size: Size(constraints.maxWidth, constraints.maxHeight),
painter: RaycasterPainter(
map: currentLevel,
textures: gameMap.textures,
player: player,
fov: fov,
doorOffsets: doorOffsets,
entities: entities,
sprites: gameMap.sprites,
),
),
// Weapon Viewmodel
Positioned(
bottom: -20,
left: 0,
right: 0,
child: Center(
child: Transform.translate(
offset: Offset(
0,
// Bobbing math: only moves if velocity is > 0
(moveStepX.abs() + moveStepY.abs()) > 0
? math.sin(
DateTime.now()
.millisecondsSinceEpoch /
100,
) *
12
: 0,
),
child: SizedBox(
width: 500,
height: 500,
child: CustomPaint(
painter: WeaponPainter(
sprite:
gameMap.sprites[player
.currentWeapon
.currentSprite],
),
),
),
),
),
),
if (damageFlashOpacity > 0)
Positioned.fill(
child: Container(
color: Colors.red.withValues(
alpha: damageFlashOpacity,
),
),
),
],
);
},
),
),
// HUD
Hud(player: player),
],
),
),
);
}
}